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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="Nebuchadnezzar1972" data-source="post: 9595773" data-attributes="member: 7051309"><p>For me, the key thing is that once you improvise rules for underwater knife fights, those <em>become</em> the rules for underwater knife fights. And if you have an underwater knife fight in the future, it had better follow those rules or the players will rightly be upset that you’ve changed the game on them.</p><p></p><p>People like to say “rulings, not rules,” but the practical reality is “rulings equal rules.”</p><p></p><p>The exception here is narrative-based rules like QuestWorlds or HeroQuest that explicitly say the dice mechanics have nothing to do with the scenario and everything to do with the storytelling. Whether it’s hard to defeat the dragon has nothing to do with the dragon’s “stats” and instead whether the storyline says it’s the right time to defeat the dragon.</p></blockquote><p></p>
[QUOTE="Nebuchadnezzar1972, post: 9595773, member: 7051309"] For me, the key thing is that once you improvise rules for underwater knife fights, those [I]become[/I] the rules for underwater knife fights. And if you have an underwater knife fight in the future, it had better follow those rules or the players will rightly be upset that you’ve changed the game on them. People like to say “rulings, not rules,” but the practical reality is “rulings equal rules.” The exception here is narrative-based rules like QuestWorlds or HeroQuest that explicitly say the dice mechanics have nothing to do with the scenario and everything to do with the storytelling. Whether it’s hard to defeat the dragon has nothing to do with the dragon’s “stats” and instead whether the storyline says it’s the right time to defeat the dragon. [/QUOTE]
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Different philosophies concerning Rules Heavy and Rule Light RPGs.
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