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<blockquote data-quote="Ovinomancer" data-source="post: 8274844" data-attributes="member: 16814"><p>Um... what? What are all of the implicit rules of the game, because this one is violated a few times in the published adventures, so I don't think it's as implied as you think it is.</p><p></p><p>Yes, this is probably true. I've made it a point to absolutely not look for implied rules, because they are not actually rules. Instead they are vectors for smuggling in things that aren't rules. In an RPG, where it's the GM doing it, this is less detrimental (depending on the rules, but this set you're discussion specifically) because it still creates a coherent game, just one the GM has partially imagined and enforced.</p><p></p><p>I actually use this as a life lesson for my kids, though -- to beware of smuggling in rules you think should exist but don't actually exist. For my son, who's plays competitive PC games, this was easy. He'd start to whine about how other players where doing "cheap" things and it wasn't fair. I got to ask if they were breaking any rules, and he'd say no, but it still isn't fair. And I got to point out that you play the game according to the rules that exist, not the rules that you imagine exist. That the play wasn't 'cheap' it was legal, and you can use those same rules to deal with it and get better. Imagining rules that don't exist just leads to you stalling in your understanding of the game.</p><p></p><p>While most of that doesn't apply to D&D, because the game is what the GM says it is, the last bit seems to definitely apply to your understanding of how the rules as they actually exist interact with your game and with the rest of the games out there. There are no 'implied' rules in D&D. These are just rules you've imagined.</p><p></p><p>I would, but that's because I'm not sure I could play 5e anymore. It's not what I'm looking for as a player. I'll run it, but I think I'd have to have a special reason to play it, these days. Mostly because of how the game runs -- which isn't a you thing. We do seem to agree largely on how to run 5e.</p><p></p><p>They made it so there were a few different ways to play D&D with 5e. Whatever else you do, it'll still be D&D -- the D&Disms and genre expectations are the most hardwired parts. You will largely deal with things via combat. Magic is weirdly concrete and inflexible and mostly only good for removing any need to use skills outside of combat or being good in combat. Levels and classes. Monster manuals. These things make up the D&D genre (among others, this is a partial list). 5e does these things, and lets you run a fair few different ways but those are all pretty similar -- tightly controlled by the GM as final sayer of what, when, and how the rules work. Rulings not rules is just a restatement of the core mechanic of 5e -- the GM decides.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8274844, member: 16814"] Um... what? What are all of the implicit rules of the game, because this one is violated a few times in the published adventures, so I don't think it's as implied as you think it is. Yes, this is probably true. I've made it a point to absolutely not look for implied rules, because they are not actually rules. Instead they are vectors for smuggling in things that aren't rules. In an RPG, where it's the GM doing it, this is less detrimental (depending on the rules, but this set you're discussion specifically) because it still creates a coherent game, just one the GM has partially imagined and enforced. I actually use this as a life lesson for my kids, though -- to beware of smuggling in rules you think should exist but don't actually exist. For my son, who's plays competitive PC games, this was easy. He'd start to whine about how other players where doing "cheap" things and it wasn't fair. I got to ask if they were breaking any rules, and he'd say no, but it still isn't fair. And I got to point out that you play the game according to the rules that exist, not the rules that you imagine exist. That the play wasn't 'cheap' it was legal, and you can use those same rules to deal with it and get better. Imagining rules that don't exist just leads to you stalling in your understanding of the game. While most of that doesn't apply to D&D, because the game is what the GM says it is, the last bit seems to definitely apply to your understanding of how the rules as they actually exist interact with your game and with the rest of the games out there. There are no 'implied' rules in D&D. These are just rules you've imagined. I would, but that's because I'm not sure I could play 5e anymore. It's not what I'm looking for as a player. I'll run it, but I think I'd have to have a special reason to play it, these days. Mostly because of how the game runs -- which isn't a you thing. We do seem to agree largely on how to run 5e. They made it so there were a few different ways to play D&D with 5e. Whatever else you do, it'll still be D&D -- the D&Disms and genre expectations are the most hardwired parts. You will largely deal with things via combat. Magic is weirdly concrete and inflexible and mostly only good for removing any need to use skills outside of combat or being good in combat. Levels and classes. Monster manuals. These things make up the D&D genre (among others, this is a partial list). 5e does these things, and lets you run a fair few different ways but those are all pretty similar -- tightly controlled by the GM as final sayer of what, when, and how the rules work. Rulings not rules is just a restatement of the core mechanic of 5e -- the GM decides. [/QUOTE]
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