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General Tabletop Discussion
*Dungeons & Dragons
Design Philosophy of 5e
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<blockquote data-quote="Balesir" data-source="post: 6330026" data-attributes="member: 27160"><p>Sorry to come back late - helluva week last week...</p><p></p><p>I think it's interesting to consider what we mean by "rule" in these sorts of situation. I would be inclined to say the "rule" described here was the process of decision by the table. PrimeTime Adventures has rules similar to this: the rules don't attempt to define the outcome of any scene/action, they rather define who gets to make the decision and according to what criteria/within what constraints. This is, indeed, an interesting way to play (even though it is quite different from most "traditional" conceptions of RPGs), but I think it still benefits from having the rules written down in advance for just the reasons I described earlier. That way, while the players don't know deterministically how outcomes will be determined, they know the process involved and who will have discretion - this can actually be a good way to take player focus away from min-maxing and strategizing (if those play foci are not intended to be "the point" of play in this particular case), but you need to be careful not to switch the strategizing over to a game of "influence the decision maker" (unless, of course, you <em>want</em> a game of "influence the decision maker"!)</p></blockquote><p></p>
[QUOTE="Balesir, post: 6330026, member: 27160"] Sorry to come back late - helluva week last week... I think it's interesting to consider what we mean by "rule" in these sorts of situation. I would be inclined to say the "rule" described here was the process of decision by the table. PrimeTime Adventures has rules similar to this: the rules don't attempt to define the outcome of any scene/action, they rather define who gets to make the decision and according to what criteria/within what constraints. This is, indeed, an interesting way to play (even though it is quite different from most "traditional" conceptions of RPGs), but I think it still benefits from having the rules written down in advance for just the reasons I described earlier. That way, while the players don't know deterministically how outcomes will be determined, they know the process involved and who will have discretion - this can actually be a good way to take player focus away from min-maxing and strategizing (if those play foci are not intended to be "the point" of play in this particular case), but you need to be careful not to switch the strategizing over to a game of "influence the decision maker" (unless, of course, you [I]want[/I] a game of "influence the decision maker"!) [/QUOTE]
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