Cergorach
The Laughing One
The "rules" are also there for the players so they know how to influence the world, so it's important that the players know the rules, having them written down makes the whole process that much easier. While it was fun when we played cops and robbers it usually went "Bang! Your dead!", "No, i'm not!". As a GM i want my players to know what they can and can't do, and if they do something dangerous they'll know the consequences in advance, so that i don't have to play 'common sense' for the players while running the rest of the world. The same goes for when i'm a player, if i climb a steep mountain, i want to know how difficult it's going to be compared to how good i am. I really don't like it when the GM is throwing the rules in the wind without some fair notice (unless of course it's a plot device, such as a reality shift).Gentlegamer said:That's just it, the "rules" are really just tools and guidelines to help the DM adjudicate the game. No written rules are necessary to play a role-playing game.
That little section at the front of the PHB is for the new players, most of whom this is their first experience playing an RPG, don't confuse them with uncertainties. Although rule 0 is fine when worded carefully (i'm certain WotC will do an excellent job), further explanation of how to change rules and introducing them in your game should be left to the DMG and should be an entire chapter on it's own.