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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Celebrim" data-source="post: 9595543" data-attributes="member: 4937"><p>Sure. But "cool" is a very subjective thing and what someone will consider cool varies from person to person. So "the rule of cool" very quickly makes the process of play about what discovering a) what the GM thinks is cool and catering to the GM's preference or b) doing the same thing with the dominate personality at the table if that dominate personality isn't the GM (Bob decides what is cool and everyone follows his lead). </p><p></p><p>And yes, this becomes the dominate play mode at some tables, where you just cater to what the GM thinks is cool, flatter the GM, and generally predict the GMs whims as a methodology for gaining success and spotlight because you as the player aren't given any currency in any form that lets you specify concretely how you can change the fiction. And I want to note, D&D's spells function as currency that lets you the player concretely specify how you can change the fiction with an expectation that give some text you can assert some particular change in the fiction reliably. The idea that you need some metacurrency to affect the fiction is a very limited viewpoint.</p><p></p><p>That said, "consistency" is a term that I'm noticing people are throwing around and it seems like different people have very different ideas regarding what it means to be consistent and what the term applies to. There is a strong chance people are talking past each other in using the term.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9595543, member: 4937"] Sure. But "cool" is a very subjective thing and what someone will consider cool varies from person to person. So "the rule of cool" very quickly makes the process of play about what discovering a) what the GM thinks is cool and catering to the GM's preference or b) doing the same thing with the dominate personality at the table if that dominate personality isn't the GM (Bob decides what is cool and everyone follows his lead). And yes, this becomes the dominate play mode at some tables, where you just cater to what the GM thinks is cool, flatter the GM, and generally predict the GMs whims as a methodology for gaining success and spotlight because you as the player aren't given any currency in any form that lets you specify concretely how you can change the fiction. And I want to note, D&D's spells function as currency that lets you the player concretely specify how you can change the fiction with an expectation that give some text you can assert some particular change in the fiction reliably. The idea that you need some metacurrency to affect the fiction is a very limited viewpoint. That said, "consistency" is a term that I'm noticing people are throwing around and it seems like different people have very different ideas regarding what it means to be consistent and what the term applies to. There is a strong chance people are talking past each other in using the term. [/QUOTE]
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