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<blockquote data-quote="EzekielRaiden" data-source="post: 8876715" data-attributes="member: 6790260"><p>You're viewing it the wrong way. You're seeing it as "ah, you want to hold a proverbial gun to the DM's head and <em>make</em> them behave X way. That will never work."</p><p></p><p>I'm not asking for that. I'm asking for a game that clearly shoots down all of the <em>supposedly objective</em> things people put up as excuses. "That's overpowered!" No, it isn't, because this game is actually well-made. "That's totally inappropriate for D&D themes!" No, it's not, because it's purposefully been included, it's a part of what D&D is even if you don't like that. "Fnords are all evil!" No, they aren't, unless you've <em>made</em> them that way--in which case, your answer is simply equivalent to "I don't like that, so I forbid it"--you may as well at least be honest about it.</p><p></p><p>More or less, if someone's going to ban things, I want them to be <em>honest</em> about it. Better to say to my face, "I think the thing you want is dumb, so I won't let you or anyone else have it" than to give this song-and-dance pretense that (generic) you just <em>couldn't</em> do that, as though (generic) you <em>would</em> if only this one serious problem weren't there.</p><p></p><p></p><p>Fully agreed. I love Dungeon World because it makes extremely clear what the rules are for and when they should fire. (E.g. for the latter: "you have to do it, to do it" and "when you do it, you do it.") Likewise, I love 4e and 13A because they strive to make the rules BE flavor/fluff in their own right, which you can then modify or replace as needed. Same destination, one sails up from the south, the other down from the north. I find 3e frustrating because it actually <em>does</em> try to have a rule for everything, and yet the rules are so full of holes and faults that they <em>can't</em> comport with several explicit lore elements, even very basic ones like a functioning economy (e.g. two 10' poles are more valuable than a 10' ladder <em>made using 10' poles.</em>)</p><p></p><p></p><p>Though there is a reverse side to this: the same rules might work with multiple different lore descriptions, and a single lore description might be compatible with more than one implementation via rules.</p><p></p><p></p><p>Oh sure, I completely agree. Indeed, I don't even necessarily know either thing needed to change. It mostly just sounds like your DM was kind of a jerk about things. But yes, there are multiple ways to address this issue.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8876715, member: 6790260"] You're viewing it the wrong way. You're seeing it as "ah, you want to hold a proverbial gun to the DM's head and [I]make[/I] them behave X way. That will never work." I'm not asking for that. I'm asking for a game that clearly shoots down all of the [I]supposedly objective[/I] things people put up as excuses. "That's overpowered!" No, it isn't, because this game is actually well-made. "That's totally inappropriate for D&D themes!" No, it's not, because it's purposefully been included, it's a part of what D&D is even if you don't like that. "Fnords are all evil!" No, they aren't, unless you've [I]made[/I] them that way--in which case, your answer is simply equivalent to "I don't like that, so I forbid it"--you may as well at least be honest about it. More or less, if someone's going to ban things, I want them to be [I]honest[/I] about it. Better to say to my face, "I think the thing you want is dumb, so I won't let you or anyone else have it" than to give this song-and-dance pretense that (generic) you just [I]couldn't[/I] do that, as though (generic) you [I]would[/I] if only this one serious problem weren't there. Fully agreed. I love Dungeon World because it makes extremely clear what the rules are for and when they should fire. (E.g. for the latter: "you have to do it, to do it" and "when you do it, you do it.") Likewise, I love 4e and 13A because they strive to make the rules BE flavor/fluff in their own right, which you can then modify or replace as needed. Same destination, one sails up from the south, the other down from the north. I find 3e frustrating because it actually [I]does[/I] try to have a rule for everything, and yet the rules are so full of holes and faults that they [I]can't[/I] comport with several explicit lore elements, even very basic ones like a functioning economy (e.g. two 10' poles are more valuable than a 10' ladder [I]made using 10' poles.[/I]) Though there is a reverse side to this: the same rules might work with multiple different lore descriptions, and a single lore description might be compatible with more than one implementation via rules. Oh sure, I completely agree. Indeed, I don't even necessarily know either thing needed to change. It mostly just sounds like your DM was kind of a jerk about things. But yes, there are multiple ways to address this issue. [/QUOTE]
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