ColonelHardisson
What? Me Worry?
Sanguinemetaldawn said:I definitely agree with that...up to a point.
That point was reached either:
1) when we were in a combat that was clearly going to end very badly
2) we were faced with an encounter that was clearly going to end badly if we tried the regular stuff
I don't know, I definitely agree that the structure of 1st Ed didn't explicitly enable these things, but that was no reason not to ask the DM. What do you have to lose by trying? Its true that its dependent on the DM, but thats the difference between good DMing and poor DMing.
I mean 1st Edition rules are bare bones, of course you had to improvise rules for things not spelled out in the book. The given material serves as a foundation for play, not as a cage. Of course, inconsistent DM rulings that were consistent only in their unfriendliness to the players were a problem, but thats more of a problem with the DM.
I think what you may not be grokking here is that many people thrive when they have a rule to cover just about any contingency. It helps make them feel secure in their gaming experience. Free form gaming or whatever one wants to call it strays too close to being "let's pretend" for some people. Barak also notes the "Mother may I?" problem which less rules-intensive games can generate. If this method works for you, great. Whichever method of gaming works for the individual or the group is the correct way to do things. But there are people for whom a more complex game gives a feeling of freedom also - the more that is codified, the more one can extrapolate "on the fly" for contingencies that aren't covered. That is, it's easier to guess how something can be done if one has a number of examples of how other things are done.
Sanguinemetaldawn said:I mean, thats the whole point of creative play: to break out of the rules, to come up with clever solutions no one wrote a rule for. The only limit is your imagination and skill, not what some fool wrote in a rulebook.
What an oppressive way of playing. I couldn't stand playing in a game like that. I'd revolt, and either demand a new DM or leave the group. No game at all is better than a game like that.
I wouldn't say that's the whole point of creative play. It may be a point for some, but I'd wager there are quite a few folk for whom the point is to find a game that is structured so that anything they come up with can be modeled within the pre-existing system.
I've played in games and had experiences with game masters where the more free form method of gaming is used. I get uncomfortable with them. I feel like I'm playing something just a notch up from Cops & Robbers. That feels oppressive to me, as I have to rely on the whim of the game master. He may be the nicest, most accomodating guy in the world, but I still feel like everything is being pulled out of his butt. That's oppressive to me.