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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Lanefan" data-source="post: 8112083" data-attributes="member: 29398"><p>But while noshing down on those chips and beer the player is (or certainly can be) also occupying the mind-space of the character wading in against a horde of Orcs, and deciding from that perspective what to do next.</p><p></p><p>Gamist constructs such as locked-in turn order fight against this, which is why I in turn fight against them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Good point regarding luck: one ongoing trend across editions seems to have been to try and reduce luck's influence on proceedings; where to me the whole game is, at its core, about luck. The lucky ones survive, the others don't.</p><p></p><p>As for 4e and open-endedness, you're actually making my point for me in a way: you couldn't go outside the framework and just try stuff like you could in 0e-1e-2e; you were stuck within the rules no matter what, page 42 notwithstanding.</p><p></p><p>Put another way: instead of the DM reining you in to a greater or lesser extent depending on numerous variables and being able to allow for circumstance, the rules consistently rein you in. For the player it's the same thing, only the latter is more predictable and thus less interesting.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8112083, member: 29398"] But while noshing down on those chips and beer the player is (or certainly can be) also occupying the mind-space of the character wading in against a horde of Orcs, and deciding from that perspective what to do next. Gamist constructs such as locked-in turn order fight against this, which is why I in turn fight against them. :) Good point regarding luck: one ongoing trend across editions seems to have been to try and reduce luck's influence on proceedings; where to me the whole game is, at its core, about luck. The lucky ones survive, the others don't. As for 4e and open-endedness, you're actually making my point for me in a way: you couldn't go outside the framework and just try stuff like you could in 0e-1e-2e; you were stuck within the rules no matter what, page 42 notwithstanding. Put another way: instead of the DM reining you in to a greater or lesser extent depending on numerous variables and being able to allow for circumstance, the rules consistently rein you in. For the player it's the same thing, only the latter is more predictable and thus less interesting. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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