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Game rules are not the physics of the game world
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<blockquote data-quote="Professor Phobos" data-source="post: 4033215" data-attributes="member: 18883"><p>And what if something comes up that's not in the rules? Or the DM thinks of a cool monster with a special ability not in the rules? Neither the players nor the DM can do anything, by your standards. </p><p></p><p>I don't give a damn about the examples above. You can think of an example to prove any point; it's meaningless. I could come up with a dozen good examples of breaking the rules for wider gameplay benefit. As a player I want a GM who'll run with some crazy scheme I cook up that's not covered by the rules. As a player I want to face some new beast the GM cooked up. As a player I want the world to appear more complicated and nuanced than the abstract, simplified rules establish, because I want the world to be interesting.</p><p></p><p>You said "Along for the DM's ride" again. You're equating railroading with rule-bending/breaking/modifying/ignoring. Which is <em>wrong</em>. </p><p></p><p></p><p></p><p>I don't give a good god-damn about some straw man BS about a PC knight breaking his neck on a horse. What I take issue with is the idea that it's all the same- if I let a PC do something not in the rules, I've violated their trust. That's nonsense.</p><p></p><p></p><p></p><p>You continue to equate things that do not equate, or at least do not always equate. False dichotomy all over the place, here.</p><p></p><p>Let's look at the four examples, because I'm too lazy to come up with more examples that better fit my point. The first- the neck breaking, is obviously bad DMing if it happens to a PC. But to an NPC, off-screen? I can't see the problem. Presumably some knights break their necks, after all.</p><p></p><p>The second- the accidental summoning of something more powerful than the summoner. "Do not call up what you cannot put down." This is a classic plot device for starting stories. If you said to me, the DM, that "That can not have happened, this story hook you've offered is illegitimate" then I'd tell you to get out of my house. </p><p></p><p>The third- are you really saying that the DM can't even establish the <em>economics</em> of the game world? Seriously?</p><p></p><p>The fourth- really? "Trained by a Master" is a pretty common story device. Think of it like a permanent magical enchantment if you have to. </p><p></p><p></p><p></p><p>Yes, but again, your fun is bad for me, for every other player I have. If I have to choose between bad gaming and just kicking you out, I'll kick you out. What you're advocating is bad gaming. It's dull gaming. It's gaming without soul or creativity. </p><p></p><p></p><p></p><p>Maybe I'll use them sometimes, though. Maybe I'll use them most of the time. Maybe I'll break them only occasionally. Maybe I'll break some a lot and use the other rigorously.</p><p></p><p>The word "continuum" should crop up somewhere here.</p><p></p><p>EDIT: The rules are a fine shared <em>starting point</em>. But as a game goes on, it should look more and more unique.</p></blockquote><p></p>
[QUOTE="Professor Phobos, post: 4033215, member: 18883"] And what if something comes up that's not in the rules? Or the DM thinks of a cool monster with a special ability not in the rules? Neither the players nor the DM can do anything, by your standards. I don't give a damn about the examples above. You can think of an example to prove any point; it's meaningless. I could come up with a dozen good examples of breaking the rules for wider gameplay benefit. As a player I want a GM who'll run with some crazy scheme I cook up that's not covered by the rules. As a player I want to face some new beast the GM cooked up. As a player I want the world to appear more complicated and nuanced than the abstract, simplified rules establish, because I want the world to be interesting. You said "Along for the DM's ride" again. You're equating railroading with rule-bending/breaking/modifying/ignoring. Which is [I]wrong[/I]. I don't give a good god-damn about some straw man BS about a PC knight breaking his neck on a horse. What I take issue with is the idea that it's all the same- if I let a PC do something not in the rules, I've violated their trust. That's nonsense. You continue to equate things that do not equate, or at least do not always equate. False dichotomy all over the place, here. Let's look at the four examples, because I'm too lazy to come up with more examples that better fit my point. The first- the neck breaking, is obviously bad DMing if it happens to a PC. But to an NPC, off-screen? I can't see the problem. Presumably some knights break their necks, after all. The second- the accidental summoning of something more powerful than the summoner. "Do not call up what you cannot put down." This is a classic plot device for starting stories. If you said to me, the DM, that "That can not have happened, this story hook you've offered is illegitimate" then I'd tell you to get out of my house. The third- are you really saying that the DM can't even establish the [I]economics[/I] of the game world? Seriously? The fourth- really? "Trained by a Master" is a pretty common story device. Think of it like a permanent magical enchantment if you have to. Yes, but again, your fun is bad for me, for every other player I have. If I have to choose between bad gaming and just kicking you out, I'll kick you out. What you're advocating is bad gaming. It's dull gaming. It's gaming without soul or creativity. Maybe I'll use them sometimes, though. Maybe I'll use them most of the time. Maybe I'll break them only occasionally. Maybe I'll break some a lot and use the other rigorously. The word "continuum" should crop up somewhere here. EDIT: The rules are a fine shared [I]starting point[/I]. But as a game goes on, it should look more and more unique. [/QUOTE]
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