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General Tabletop Discussion
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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Lanefan" data-source="post: 8395224" data-attributes="member: 29398"><p>Thing is, what the rules do - underneath everything else - is define the physics of the setting; which means that if those rules are as malleable as you seem to want there's no underlying consistency in how the setting functions. Immediate result: the players (and PCs, I suppose) have no idea how or if anything's going to work in any given situation even if that same situation has arisen before.</p><p></p><p>The story, whatever form it takes, has to either fit itself into those rules/physics or be told using a different set of rules/physics that suit it better.</p><p></p><p>Ideally the DM is just a referee and arbiter of the rules, and runs the story the players want to tell.</p><p></p><p>In practice, IME the DM ends up being lead storyteller as well.</p><p></p><p>That's two different things.</p><p></p><p>Preserving the mystery of spellcasting is fine, but it's still on the DM to be consistent with how a spell works every time, and what it does.</p><p></p><p>Hounding the DM in order to try and gain an unwarranted advantage is not cool.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8395224, member: 29398"] Thing is, what the rules do - underneath everything else - is define the physics of the setting; which means that if those rules are as malleable as you seem to want there's no underlying consistency in how the setting functions. Immediate result: the players (and PCs, I suppose) have no idea how or if anything's going to work in any given situation even if that same situation has arisen before. The story, whatever form it takes, has to either fit itself into those rules/physics or be told using a different set of rules/physics that suit it better. Ideally the DM is just a referee and arbiter of the rules, and runs the story the players want to tell. In practice, IME the DM ends up being lead storyteller as well. That's two different things. Preserving the mystery of spellcasting is fine, but it's still on the DM to be consistent with how a spell works every time, and what it does. Hounding the DM in order to try and gain an unwarranted advantage is not cool. [/QUOTE]
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