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D&D Older Editions
Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="GMMichael" data-source="post: 9223535" data-attributes="member: 6685730"><p>Sure. There's the state of the story, and the state of the rules. Never shall the twain meet. For some reason, I'm reading quite a bit of "the rules come first, determining how the story must go." Which is odd to me; I like the story to come first, and the rules (whatever they're up to behind the curtain) back up the story...</p><p></p><p></p><p>...so these examples should look more like:</p><p></p><p>1. Describe what healing takes place.</p><p>2. Determine hit points regained.</p><p></p><p>It's harder to do this with success/fail rules for attacking, because this doesn't make sense:</p><p></p><p>1. Decide if you stabbed your opponent.</p><p>2. Roll to see if you successfully hit or not.</p><p></p><p>However, if the rules mechanism doesn't say you "failed to hit," then your stabbing can carry forward as planned:</p><p></p><p>1. Decide if you stabbed your opponent.</p><p>2. Roll to see if the outcome of the stabbing was good or bad.</p><p></p><p></p><p>24e is a decent contender for the new edition's name, but I'm partial to ODD (One D&D) as well. Anyway, I'd prefer my game rules to let as much storytelling happen as possible - or else "cognitive gaps" appear. I like to see rules support the story - not tell it where it can and can't go.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9223535, member: 6685730"] Sure. There's the state of the story, and the state of the rules. Never shall the twain meet. For some reason, I'm reading quite a bit of "the rules come first, determining how the story must go." Which is odd to me; I like the story to come first, and the rules (whatever they're up to behind the curtain) back up the story... ...so these examples should look more like: 1. Describe what healing takes place. 2. Determine hit points regained. It's harder to do this with success/fail rules for attacking, because this doesn't make sense: 1. Decide if you stabbed your opponent. 2. Roll to see if you successfully hit or not. However, if the rules mechanism doesn't say you "failed to hit," then your stabbing can carry forward as planned: 1. Decide if you stabbed your opponent. 2. Roll to see if the outcome of the stabbing was good or bad. 24e is a decent contender for the new edition's name, but I'm partial to ODD (One D&D) as well. Anyway, I'd prefer my game rules to let as much storytelling happen as possible - or else "cognitive gaps" appear. I like to see rules support the story - not tell it where it can and can't go. [/QUOTE]
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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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