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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8111806" data-attributes="member: 82106"><p>There are other reasons, it isn't all about 'trust' and 'dm power'. It is also about player enablement and creating a participatory story. So, if the player has no idea what will happen (that is from a general perspective of what the costs and benefits are, and likelihood of success) then it isn't possible to establish the 'setting of stakes' and 'taking of risks' which is part of the process used to generate narrative in that way. This creates instead a different sort of process, which isn't objectively better or worse, but is not necessarily what is wanted. Clear rules, such as 4e's rules (assuming they were written well, which they weren't always) means you, as a player, KNOW how a certain move or gambit will play out. Certainly you know as well as the GM does. Also, because there is already an agreed-upon mechanism, you aren't 'playing the GM', you're playing your character in the story. </p><p>I constantly find with 5e games that I am assessing the GM's mindset and figuring out how they are going to apply the rules. Now, 5e is a lot more clear than, say, 1e, where the rules are kind of pea soup and GMs could potentially throw anything at all out there. So I am not entirely condemning 5e, but its rules ambiguity works heavily against some styles of play. I also found there was a 'work load' aspect to 4e GMing, because I never had to think much about how to 'make a ruling' about something purely mechanical, I could think at the story level most of the time. 4e has some issues too, but I could fix those, I can't really fix the issues I have with 5e. I don't run 5e as a result, it is just not something I like to run.</p><p>So, while some people might see rules precision as some sort of "Munchkin Repellent" or shield against jerks, I don't see it that way at all, and I don't think that is what game designers in general see in that approach.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8111806, member: 82106"] There are other reasons, it isn't all about 'trust' and 'dm power'. It is also about player enablement and creating a participatory story. So, if the player has no idea what will happen (that is from a general perspective of what the costs and benefits are, and likelihood of success) then it isn't possible to establish the 'setting of stakes' and 'taking of risks' which is part of the process used to generate narrative in that way. This creates instead a different sort of process, which isn't objectively better or worse, but is not necessarily what is wanted. Clear rules, such as 4e's rules (assuming they were written well, which they weren't always) means you, as a player, KNOW how a certain move or gambit will play out. Certainly you know as well as the GM does. Also, because there is already an agreed-upon mechanism, you aren't 'playing the GM', you're playing your character in the story. I constantly find with 5e games that I am assessing the GM's mindset and figuring out how they are going to apply the rules. Now, 5e is a lot more clear than, say, 1e, where the rules are kind of pea soup and GMs could potentially throw anything at all out there. So I am not entirely condemning 5e, but its rules ambiguity works heavily against some styles of play. I also found there was a 'work load' aspect to 4e GMing, because I never had to think much about how to 'make a ruling' about something purely mechanical, I could think at the story level most of the time. 4e has some issues too, but I could fix those, I can't really fix the issues I have with 5e. I don't run 5e as a result, it is just not something I like to run. So, while some people might see rules precision as some sort of "Munchkin Repellent" or shield against jerks, I don't see it that way at all, and I don't think that is what game designers in general see in that approach. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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