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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Crimson Longinus" data-source="post: 9515780" data-attributes="member: 7025508"><p>I reject your notion that my approach doesn't do the those last things as well. It absolutely does.</p><p></p><p></p><p>I have not told you how to run your games. But I have told you why I don't run my game like that.</p><p></p><p></p><p>Both. Cleric has at least a rough idea how divine will empower them the player knows what the character knows and on top of that knows as meta information that the classes have certain features that allow them to do stuff and are balanced around that.</p><p></p><p></p><p>Character may beseech it, it is still not going to work as they don't have a spell or feature for it because that is how the divine favour is represented in this game. Now if the character actually has commune spell or divine intervention feature, or something like that that, then it is another matter.</p><p></p><p></p><p>You don't know that and such an assumption seems uncharitable. That how actual divine favour works closely follows the rules, doesn't mean that there couldn't or wouldn't be personal connection with the divine. Like no one has said that is a bad thing.</p><p></p><p></p><p>I think you're trying to perform linguistic switcheroo here. "challenging status quo" might indeed be very appropriate for fantasy genre, but we are usually talking about societal structures, morals, organisations and evil overlords, not the foundations of the reality. Granted, fantasy being fantasy, I'm sure the latter occasionally happens as well.</p><p></p><p></p><p>Or you could assume good faith play. Like that the GM is writing this setting in order for the players to be able to play in it, so they would not write it in plainly stupid and inaccessible way to begin with. And it is not about "not valuing player input" or anything like that, it is having solid foundations and stucture the players can leverage.</p><p></p><p></p><p>More than what? You don't know how often I say "yes" or "no," so on what basis are you advocating that I should be saying "yes" more?</p><p></p><p></p><p>That it is all made up, doesn't mean that it doesn't matter how, when and why it is made up. And there indeed can be things that are both objective and fictional. Lord of the Rings is fiction. We can still state facts that are either objectively true or false regarding that fictional setting.</p><p></p><p></p><p></p><p>If by "gating" you mean that the characters do not instantly and automatically get everything they want, then sure. But there is no game without some amount of such "gating."</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9515780, member: 7025508"] I reject your notion that my approach doesn't do the those last things as well. It absolutely does. I have not told you how to run your games. But I have told you why I don't run my game like that. Both. Cleric has at least a rough idea how divine will empower them the player knows what the character knows and on top of that knows as meta information that the classes have certain features that allow them to do stuff and are balanced around that. Character may beseech it, it is still not going to work as they don't have a spell or feature for it because that is how the divine favour is represented in this game. Now if the character actually has commune spell or divine intervention feature, or something like that that, then it is another matter. You don't know that and such an assumption seems uncharitable. That how actual divine favour works closely follows the rules, doesn't mean that there couldn't or wouldn't be personal connection with the divine. Like no one has said that is a bad thing. I think you're trying to perform linguistic switcheroo here. "challenging status quo" might indeed be very appropriate for fantasy genre, but we are usually talking about societal structures, morals, organisations and evil overlords, not the foundations of the reality. Granted, fantasy being fantasy, I'm sure the latter occasionally happens as well. Or you could assume good faith play. Like that the GM is writing this setting in order for the players to be able to play in it, so they would not write it in plainly stupid and inaccessible way to begin with. And it is not about "not valuing player input" or anything like that, it is having solid foundations and stucture the players can leverage. More than what? You don't know how often I say "yes" or "no," so on what basis are you advocating that I should be saying "yes" more? That it is all made up, doesn't mean that it doesn't matter how, when and why it is made up. And there indeed can be things that are both objective and fictional. Lord of the Rings is fiction. We can still state facts that are either objectively true or false regarding that fictional setting. If by "gating" you mean that the characters do not instantly and automatically get everything they want, then sure. But there is no game without some amount of such "gating." [/QUOTE]
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