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<blockquote data-quote="Clint_L" data-source="post: 8921677" data-attributes="member: 7035894"><p>I think a lot of us are arguing the same point in general terms, and mostly quibbling about the degree of adherence to rules.</p><p></p><p>Sure, you can have a "rule for everything" if your input mechanism is broad enough. <em>Dread</em> has players pull a jenga block for any kind of significant test. With basically one rule, it can cover most any situation. Though even there, it is up the DM to decide if the situation mandates a pull.</p><p></p><p>What I am talking about is sweating the details too much. Some folks on this forum argue for more and more granular detail so that there is, as much as possible, a rule for everything. I think the game should go the other way, making rules broad enough so that we are able to keep the story moving and can handle most anything that happens. I don't think there is a perfect solution - at the extreme of <em>Dread</em> at one end and a rulebook the size of an old-school encyclopedia at the other, each player is going to find their sweet spot.</p><p></p><p>For me, going back to the premise of this thread, I think rules are there to facilitate the story, and when they feel like they are getting in the way of the logical, natural flow of the action, then they've gotta give. If the players or DM come up with a a creative idea that makes sense in the narrative yet isn't perfectly accommodated by the rules, then that's a problem with the rules. Example: I needed a situation where the players were all unconscious in order to set-up a major story beat at the start of a campaign. I didn't sweat how to make that happen with the RAW, I just made it happen.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8921677, member: 7035894"] I think a lot of us are arguing the same point in general terms, and mostly quibbling about the degree of adherence to rules. Sure, you can have a "rule for everything" if your input mechanism is broad enough. [I]Dread[/I] has players pull a jenga block for any kind of significant test. With basically one rule, it can cover most any situation. Though even there, it is up the DM to decide if the situation mandates a pull. What I am talking about is sweating the details too much. Some folks on this forum argue for more and more granular detail so that there is, as much as possible, a rule for everything. I think the game should go the other way, making rules broad enough so that we are able to keep the story moving and can handle most anything that happens. I don't think there is a perfect solution - at the extreme of [I]Dread[/I] at one end and a rulebook the size of an old-school encyclopedia at the other, each player is going to find their sweet spot. For me, going back to the premise of this thread, I think rules are there to facilitate the story, and when they feel like they are getting in the way of the logical, natural flow of the action, then they've gotta give. If the players or DM come up with a a creative idea that makes sense in the narrative yet isn't perfectly accommodated by the rules, then that's a problem with the rules. Example: I needed a situation where the players were all unconscious in order to set-up a major story beat at the start of a campaign. I didn't sweat how to make that happen with the RAW, I just made it happen. [/QUOTE]
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