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General Tabletop Discussion
*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8114704" data-attributes="member: 82106"><p>I think we're getting a tad too verbose here...</p><p></p><p>Obviously we have different views. I think that 5e's rules are largely in the same vein as 3e and AD&D rules, they exist to RESOLVE SITUATIONS. There is no consideration of story or agency of players there. Players can pick what their PC does, and the rules are there to arbitrate what the world does, and how 'fortune' turns out, what 'powers' PCs have, and that's it. The rules are not there to help you build a story. They are just as likely to squash the story as to further it. The rules of DW, not just the principles (and nobody is disputing what they are or that they exist) are designed around making it happen. </p><p>And, in general, principles are fine, and games often espouse them, but they are really rarely going to have much impact if the rules are are not coherent with them. I really never looked at this thread you mentioned with the disaster DW game, but I am 100% sure that if I went through I could redline the rules violations. It may well be that they aren't very apparent to people who haven't learned the principles of the game in all cases, but I think they do exist.</p><p>There's also another set of rules in DW, which is the "how do you make the world" rules. Again, I don't know what the thread has in it, but I'm guessing the only way to "run DW like 5e" is to ignore those pretty thoroughly (given that 5e allocates ALL fiction entirely to the GM and DW has a specific rules process that includes player generated setting and fiction).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8114704, member: 82106"] I think we're getting a tad too verbose here... Obviously we have different views. I think that 5e's rules are largely in the same vein as 3e and AD&D rules, they exist to RESOLVE SITUATIONS. There is no consideration of story or agency of players there. Players can pick what their PC does, and the rules are there to arbitrate what the world does, and how 'fortune' turns out, what 'powers' PCs have, and that's it. The rules are not there to help you build a story. They are just as likely to squash the story as to further it. The rules of DW, not just the principles (and nobody is disputing what they are or that they exist) are designed around making it happen. And, in general, principles are fine, and games often espouse them, but they are really rarely going to have much impact if the rules are are not coherent with them. I really never looked at this thread you mentioned with the disaster DW game, but I am 100% sure that if I went through I could redline the rules violations. It may well be that they aren't very apparent to people who haven't learned the principles of the game in all cases, but I think they do exist. There's also another set of rules in DW, which is the "how do you make the world" rules. Again, I don't know what the thread has in it, but I'm guessing the only way to "run DW like 5e" is to ignore those pretty thoroughly (given that 5e allocates ALL fiction entirely to the GM and DW has a specific rules process that includes player generated setting and fiction). [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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