Hobo said:
Therefore, attempting to "bend" the system to better work with our paradigm is a desireable outcome.
As I said, playing the game wrong often is more fun than playing it right. So I have no dispute re: desirable outcomes.
The presence of rules doesn't imply that all must be used. Or used exactly as written. The whole premise of rule 0 predisposes this. And on a technicality, the presence of rule 0 means that all these varying interpretations are all equally "correct" and valid.
I would like to suggest that Rule 0 does not make all human action that is called D&D into D&D.
Rather, I would like to suggest that we should look at the corpus of D&D rules in the same way that we look at other systems that are based on an agreed-upon canon. Religions that have canonical Scriptures, countries that have canonical Constitutions sometimes contain rule zero-like statements. But these statements do not, in effect, nullify the canon itself. Rather, they are evaluated in a matrix of competing claims.
In Mormonism, as you know, pronouncements of the Prophet, Seer and Revelator cannot be viewed as automatically nullifying canon and tradition -- one thinks of Brigham Young's Adam-God statements or John Taylor's statements regarding polygyny. In Canada, our Charter of Rights and Freedoms begins with the "demonstrably justifiable" clause which states that the rights contained therein can be limited by legislation any time such limitation can be seen as "demonstrably justifiable in a free and democratic society." But this declaration does not, in fact, give the Canadian state sweeping powers to run roughshod over codified rights.
Ultimately, as in politics or religion, no single declaration about an individual's or a body's sweeping authority can nullify the rest of the canon, even if (or perhaps
precisely because) that statement is embedded in the canon itself.
However, I think pushing examples out to their most absurd extremes to show that the concepts aren't sound doesn't always work. There's a big difference between cutting up your books and taking hits of laughing gas and calling that D&D and using an ad hoc fumble mechanic.
There is a big difference -- a massive one. What I am saying is that these extremes exist within a wide continuum and are not of a fundamentally different type.
Clavis said:
I definitely believe there are better and worse ways to play RPGs.
I define "better" as leading to a game that is more satisfying,
To whom? To you or to the players?
What if the players are more satisfied by a game taking place on fewer levels?
for a longer period of time.
What if the players are more satisfied by one-shots than campaigns?
It's not elitist to believe that there are better and worse ways to play,
As long as you define better as "better for me" I have no problem with your definition. But once you define better as some kind of objective standard, then we have a problem.
Note that in my post I was talking about "wrong" not "worse" -- I think that playing a game wrong
can be better than playing it right.