I was thinking about the idea that games with long lists of game elements, from feats to magic items to gun, etc.., might actually serve to trap players and GMs more than shorter and more vague lists. I feel like if (for example) a fantasy game says that the world is full of weird and wonderful magic items, and then only gives a list of 10 such items, it is implicit to the players and GM that they are free to create more such tiems. As opposed to a list of 351 such items, which feels more exhaustive and thus suggests that "this is it".
The place where I think this is most evident in D&D is spells. It seems very rare these days for players and GMs to work up their own spells, and most people seem to treat the PHB spell list as exhaustive. I don't remember that being true when we played Basic with its very limited spell list.
What do you think?
The place where I think this is most evident in D&D is spells. It seems very rare these days for players and GMs to work up their own spells, and most people seem to treat the PHB spell list as exhaustive. I don't remember that being true when we played Basic with its very limited spell list.
What do you think?