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How do you deal with rules laywers??!!
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<blockquote data-quote="Henry" data-source="post: 896925" data-attributes="member: 158"><p>If that works, then that's great! For our group, that's not an option, because not only are we all friends and choose to play together, but the number of available players fluctuates wildly these days, and there are not backup players available.</p><p></p><p>Rules Lawyers, meaning "people who know the rules", are not a problem, they are a resource, especially if I am not strong on a particular part of the rules, such as spells or spell creation or item creation, or some such. However, there will be problem players out there, whether they are arguing rules, or whether they are simply arguing the way an event happened. It's not a function of knowing rules; it's a function of being disruptive.</p><p></p><p>Story is important to me, but playing by the same rules as everyone else is also important, because I want to avoid accidental arbitrary rulings in case I get too "caught up" in what I am trying to present. One foible I can have if I am not careful is in insisting on things going the way I had "scripted," because the situation looks cool in my head. But I also want to make sure I do justice to my players and not invalidate what they do. If they villain dies in the first 10 minutes of the game because a player came up with a brilliant plan, then that's fine, because I can transfer his plans to a more important villain, and they should receive notice that it was indeed a smart plan.</p><p></p><p>But the Rules Lawyers are there for me to get gist of the rules as they are presented, without digging on the spot, and without short-changing my players or my NPC's.</p></blockquote><p></p>
[QUOTE="Henry, post: 896925, member: 158"] If that works, then that's great! For our group, that's not an option, because not only are we all friends and choose to play together, but the number of available players fluctuates wildly these days, and there are not backup players available. Rules Lawyers, meaning "people who know the rules", are not a problem, they are a resource, especially if I am not strong on a particular part of the rules, such as spells or spell creation or item creation, or some such. However, there will be problem players out there, whether they are arguing rules, or whether they are simply arguing the way an event happened. It's not a function of knowing rules; it's a function of being disruptive. Story is important to me, but playing by the same rules as everyone else is also important, because I want to avoid accidental arbitrary rulings in case I get too "caught up" in what I am trying to present. One foible I can have if I am not careful is in insisting on things going the way I had "scripted," because the situation looks cool in my head. But I also want to make sure I do justice to my players and not invalidate what they do. If they villain dies in the first 10 minutes of the game because a player came up with a brilliant plan, then that's fine, because I can transfer his plans to a more important villain, and they should receive notice that it was indeed a smart plan. But the Rules Lawyers are there for me to get gist of the rules as they are presented, without digging on the spot, and without short-changing my players or my NPC's. [/QUOTE]
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How do you deal with rules laywers??!!
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