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General Tabletop Discussion
*Pathfinder & Starfinder
Game rules are not the physics of the game world
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<blockquote data-quote="I'm A Banana" data-source="post: 4035660" data-attributes="member: 2067"><p>apoptosis,</p><p></p><p>The reply I did above hit on this:</p><p></p><p>The hinge is how it happens.</p><p></p><p>Does it happen because I talk with the GM in a metagame context? This is unsatisfying to me: "Can I do X? Can I do Y? Can I do Z?"</p><p></p><p>Or does it happen because I roll some dice and make it happen, and the GM gives me rules by which I can do that? This is satisfying to me: "I roll X. I attack for Y. I get Z, is that enough?"</p><p></p><p>It also, perhaps more relevantly, depends on the scope of the rule.</p><p></p><p>If that was the only rule for the game, it would be unsatisfying to me (effectively, I would never agree with the GM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p>If it was a rule to cover corner cases or metagame considerations, I'd be more amenable to it (if we're thinking in metagame terms anyway, it doesn't take me out of it; if it's a corner case, it's an exception). </p><p></p><p>A lot of this is my mantra: "Make Stuff Up" sucks as a rule. I want the game to tell me how to play it, ideally while allowing me the flexibility to play it in different ways if I want to (Monopoly does, D&D does, Poker does). I don't want it to tell me that how I play it is entirely up to me, because then it's not much of a game, and I can make stuff up without buying a $30 core book (GURPS is slightly too heavily moddable for my tastes, for instance). </p><p></p><p>This is why Rule 0, and the DM's Authority are good rules (they allow flexibility and to cover corner cases; they let you make stuff up when you need to or want to), but not the ONLY rules (a dead king can come from a thousand-and-one different ways without once having to resort to fiat).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4035660, member: 2067"] apoptosis, The reply I did above hit on this: The hinge is how it happens. Does it happen because I talk with the GM in a metagame context? This is unsatisfying to me: "Can I do X? Can I do Y? Can I do Z?" Or does it happen because I roll some dice and make it happen, and the GM gives me rules by which I can do that? This is satisfying to me: "I roll X. I attack for Y. I get Z, is that enough?" It also, perhaps more relevantly, depends on the scope of the rule. If that was the only rule for the game, it would be unsatisfying to me (effectively, I would never agree with the GM. ;)). If it was a rule to cover corner cases or metagame considerations, I'd be more amenable to it (if we're thinking in metagame terms anyway, it doesn't take me out of it; if it's a corner case, it's an exception). A lot of this is my mantra: "Make Stuff Up" sucks as a rule. I want the game to tell me how to play it, ideally while allowing me the flexibility to play it in different ways if I want to (Monopoly does, D&D does, Poker does). I don't want it to tell me that how I play it is entirely up to me, because then it's not much of a game, and I can make stuff up without buying a $30 core book (GURPS is slightly too heavily moddable for my tastes, for instance). This is why Rule 0, and the DM's Authority are good rules (they allow flexibility and to cover corner cases; they let you make stuff up when you need to or want to), but not the ONLY rules (a dead king can come from a thousand-and-one different ways without once having to resort to fiat). [/QUOTE]
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Game rules are not the physics of the game world
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