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<blockquote data-quote="Impeesa" data-source="post: 2244463" data-attributes="member: 498"><p>Two comments: </p><p>1) The original rules were for a totally new type of game. They were good, but far from perfect. Since nobody had ever done a game anything like that before, some rewriting and clarification was necessary to streamline the game and make it more playable as it matured. At the same time, as a more stable rules framework was codified, they could now add material to keep the game fresh without breaking anything.</p><p>2) Of course players are rewarded for their mastery of the rules. Instead of stumbling through the game, spending most of your time bickering about how things work, you can enjoy a good game with more interesting, game-related interaction and much more subtle strategy both in and out of combat. </p><p></p><p>Both points should sound familiar; IMHO, they apply equally to both Magic and D&D and most definitely are not bad things.</p><p></p><p>As for your comment about removing control from the DM, I suspect that's a non-issue. I saw a quote somewhere (on a Magic card, I think, but I could be wrong) that went something like <em>"You can tell the ships bound for success, they're led by a man you call captain. The ships bound for failure are led by a man who tells you to call him captain."</em> A good DM will have the respect of his players, and all the control he needs if he wants to bend the rules a bit for a good story. Well-written rules help protect players from all the bad DMs out there who just plain don't know what's going on and are making up some inconsistant crap (to the detriment of their players' enjoyment).</p><p></p><p>As for the connection between character and player, I find I have a much closer connection to my character when the rules are detailed enough to back up my concept, make him good at whatever it is he does, and so on. YMMV.</p><p></p><p>p.s. If nobody likes your discard deck, it's not because of your superior rules knowledge. It's because dedicated discard is like land destruction: bloody annoying, and ultimately not all that productive for the player trying to win with it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>As opposed to infectious and ultimately fatal to the hobby if not properly contained? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>Hey now, there's no reason to restrict <a href="http://www2.hawaii.edu/~rdeese/RPG/D02/D02.htm" target="_blank">d02</a> to using a single coin.</p><p></p><p>--Impeesa--</p></blockquote><p></p>
[QUOTE="Impeesa, post: 2244463, member: 498"] Two comments: 1) The original rules were for a totally new type of game. They were good, but far from perfect. Since nobody had ever done a game anything like that before, some rewriting and clarification was necessary to streamline the game and make it more playable as it matured. At the same time, as a more stable rules framework was codified, they could now add material to keep the game fresh without breaking anything. 2) Of course players are rewarded for their mastery of the rules. Instead of stumbling through the game, spending most of your time bickering about how things work, you can enjoy a good game with more interesting, game-related interaction and much more subtle strategy both in and out of combat. Both points should sound familiar; IMHO, they apply equally to both Magic and D&D and most definitely are not bad things. As for your comment about removing control from the DM, I suspect that's a non-issue. I saw a quote somewhere (on a Magic card, I think, but I could be wrong) that went something like [i]"You can tell the ships bound for success, they're led by a man you call captain. The ships bound for failure are led by a man who tells you to call him captain."[/i] A good DM will have the respect of his players, and all the control he needs if he wants to bend the rules a bit for a good story. Well-written rules help protect players from all the bad DMs out there who just plain don't know what's going on and are making up some inconsistant crap (to the detriment of their players' enjoyment). As for the connection between character and player, I find I have a much closer connection to my character when the rules are detailed enough to back up my concept, make him good at whatever it is he does, and so on. YMMV. p.s. If nobody likes your discard deck, it's not because of your superior rules knowledge. It's because dedicated discard is like land destruction: bloody annoying, and ultimately not all that productive for the player trying to win with it. ;) As opposed to infectious and ultimately fatal to the hobby if not properly contained? ;) Hey now, there's no reason to restrict [url="http://www2.hawaii.edu/~rdeese/RPG/D02/D02.htm"]d02[/url] to using a single coin. --Impeesa-- [/QUOTE]
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