Professor Phobos said:
See, I'll never be able to understand this philosophy. I find games that give me leeway on things very liberating. I like the "GM's Choice" part of a table. In fact, I like it so much, I'd rather have a list of some examples to get me going and no table in the first place. Not only have I found that rigid rulesets meant to "cover all situations" inevitably fail at that task, but it strips all the fun out of a game. I like it when players come up with something new, or when I have an idea I can't represent mechanically but want to introduce anyway.
What I'm talking about doesn't preclude this, though.
Professor Phobos said:
Perhaps most importantly, I like putting the mechanics aside when I don't feel they'd add anything to the game. Like skipping a battle- D&D rules, if strictly adhered to, wouldn't allow that.
Well, are you talking about avoiding a battle, or declaring an outcome without playing it out?
One of the things that I love about games like
Burning Wheel and
The Shadow of yesterday is that the level of mechanical detail you use is proportional to the importance of a conflict. If there's no conflict, you don't need to go to the system at all. If it's basic, you use a simple roll. If it''s important, you break out the multi-step, detailed mechanics.
Professor Phobos said:
But "I try to deal a mortal wound to the barbarian- but not enough to kill him outright" is another. There the player is trying to set a cap on how much damage he'll do; enough to bring down but not enough to kill. How do you resolve that?
Nonlethal damage.
Professor Phobos said:
That's fair enough, but I can safely say you'd drive me screaming away from your game. Do you ever introduce new monsters? Plot device spells, entities or artifacts?
Take your average peasant girl gifted with a divine vision, who must be protected against Ye Olde Foule Culte. Are there rules for that? No, not really, it's just a plot device...
Of course I do stuff like this (though easy on the plot devices).
We may be talking past each other. When I talk about "Rule 0"/"Golden Rule", I'm not talking about the GM being creative; I'm talking about stuff like this:
GM: "Okay, roll a d20."
Player: "What am I rolling? A skill check?"
GM: "No, just roll a d20, and don't roll a 1."
Player: "What happens if I roll a 1?"
GM: "Something bad."
or...
GM: "The wounded peasant manages to get out some dying words, he says..."
Player: "Wait. I'm a cleric; why can't I just heal him? Then he can tell us everything."
GM: "You're, uh, not able to get off your spell in time."
Player: "But, it's just a standard action!"
GM: "Too bad."
or
the kind of stuff mentioned in the first post of this other thread.
I.e., I'm talking about, during play, when it's obviously a situation where a rule should apply, or where there are no rules, or a rule is being used inconsistently and the GM is deliberately manipulating things to get the outcome they want, regardless of what the text says. "Rule 0"/"Golden Rule" says that this is good GM'ing, because the GM is doing what is "good for the story". I'm saying that this is horsepucky.