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Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2335132" data-attributes="member: 5143"><p>I agree with you, I have DMed this way in the past. I think I'm just sick of the number of arguements it caused when it DIDN'T work. My friends are the type to study the whole rule book, they know all their options.</p><p></p><p>Back in 2nd edition AD&D, I'd come up with a house rule for something not covered by the rules and suddenly have 3 players who would all start arguing about how my rule wasn't the correct one or that it wasn't realistic enough or it was too hard. I'm sure sure some of my own bias came through a couple of times. I made things hard to do that I didn't want people to do. This was in my early DMing days. But, still, everytime I was forced to come up with a rule it created no end to the arguing. I was forced to defend my reasoning at every turn. That's what you get in a group of people who DM their own games. They all think they know how to DM better than you. It also normally ended with me putting my foot down and at least one player having no fun for the rest of the session because he was ruled against. Even had one player leave my table entirely.</p><p></p><p>So, I find, despite our games being slightly more restrictive, they flow smoothly than they did previously. We still discuss it when a rule comes up that someone didn't know, but the discussion is quicker. It is now simply "It's in the rules." "Really? I didn't know I couldn't do that." "Well, you can't. Choose something else." Normally followed by them choosing something else, then during everyone else's turn looking up the rules to make sure I wasn't misremembering. Sometimes I did, so we back up to their turn and let them do what they wanted to.</p><p></p><p>Although not perfect, it is better than the bad feelings we left the table with before. It DOES encourage people to do predictable actions, which makes my life easier as a DM. Although, I do miss the slightly more interesting actions people came up with before. It's a tradeoff, I think.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2335132, member: 5143"] I agree with you, I have DMed this way in the past. I think I'm just sick of the number of arguements it caused when it DIDN'T work. My friends are the type to study the whole rule book, they know all their options. Back in 2nd edition AD&D, I'd come up with a house rule for something not covered by the rules and suddenly have 3 players who would all start arguing about how my rule wasn't the correct one or that it wasn't realistic enough or it was too hard. I'm sure sure some of my own bias came through a couple of times. I made things hard to do that I didn't want people to do. This was in my early DMing days. But, still, everytime I was forced to come up with a rule it created no end to the arguing. I was forced to defend my reasoning at every turn. That's what you get in a group of people who DM their own games. They all think they know how to DM better than you. It also normally ended with me putting my foot down and at least one player having no fun for the rest of the session because he was ruled against. Even had one player leave my table entirely. So, I find, despite our games being slightly more restrictive, they flow smoothly than they did previously. We still discuss it when a rule comes up that someone didn't know, but the discussion is quicker. It is now simply "It's in the rules." "Really? I didn't know I couldn't do that." "Well, you can't. Choose something else." Normally followed by them choosing something else, then during everyone else's turn looking up the rules to make sure I wasn't misremembering. Sometimes I did, so we back up to their turn and let them do what they wanted to. Although not perfect, it is better than the bad feelings we left the table with before. It DOES encourage people to do predictable actions, which makes my life easier as a DM. Although, I do miss the slightly more interesting actions people came up with before. It's a tradeoff, I think. [/QUOTE]
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