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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Lanefan" data-source="post: 8112744" data-attributes="member: 29398"><p>Hmmm...interesting point.</p><p></p><p>Maybe that's why 3e-4e-5e are so much harder to successfully kitbash than earlier editions: changing the rules doesn't change the underlying process in the newer versions, where it did (or could) in the older.</p><p></p><p>The rather enormous assumption here, of course, is that a "narrative sort of process" is the desired end goal.</p><p></p><p>Perfect rules coverage is a 'unicorn' no matter what. <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>And maybe that was part of why 4e didn't end up doing so well: the mainstream demand just isn't there for a Story Game type of system. I suspect there's a whole lot (maybe even a large majority) of players out there who, like me, see the game as something of a competition pitting the PC party (the players) against a game world (the DM) which is out to kill them as and while they explore it.</p><p></p><p>Obviously, unless the system is very closed-ended*, those players are going to gently push against the rules until they push back and if there is no rule are going to fairly quickly break the game.</p><p></p><p>* - by this I mean the system takes the position that a player/PC cannot try anything unless a rule specifically allows it; as opposed to open-ended where anything can be tried unless a rule specifically bans it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8112744, member: 29398"] Hmmm...interesting point. Maybe that's why 3e-4e-5e are so much harder to successfully kitbash than earlier editions: changing the rules doesn't change the underlying process in the newer versions, where it did (or could) in the older. The rather enormous assumption here, of course, is that a "narrative sort of process" is the desired end goal. Perfect rules coverage is a 'unicorn' no matter what. :) And maybe that was part of why 4e didn't end up doing so well: the mainstream demand just isn't there for a Story Game type of system. I suspect there's a whole lot (maybe even a large majority) of players out there who, like me, see the game as something of a competition pitting the PC party (the players) against a game world (the DM) which is out to kill them as and while they explore it. Obviously, unless the system is very closed-ended*, those players are going to gently push against the rules until they push back and if there is no rule are going to fairly quickly break the game. * - by this I mean the system takes the position that a player/PC cannot try anything unless a rule specifically allows it; as opposed to open-ended where anything can be tried unless a rule specifically bans it. [/QUOTE]
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