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<blockquote data-quote="Bill Zebub" data-source="post: 9229124" data-attributes="member: 7031982"><p>I haven't caught up on 15 pages so this may be redundant, but...</p><p></p><p>I have come to the conclusion that the way to make "player actions matter" is to have fewer rules. I know the 5e motto is, supposedly, "Rulings not rules" but 5e still has a lot of rules. And while that applies to some areas (spellcasting, for example) more than others (social interactions with NPCs, for example) the result seems to be that DMs/players think there are <em>supposed</em> to be rules...because, Look!, there are all these detailed rules for this other thing...so when the rules for one thing are intentionally vague people still try to figure out and apply RAW.</p><p></p><p>And I'm a case study of this phenomenon. I'm finding that when I GM Shadowdark, my current favorite RPG, I am always looking for ways to say, "Yes, and..." to crazy player actions. I think it's partly the result of intentionally sparse rules, but also partly the result of the intentionally sparse area descriptions. Whereas with 5e I was always double checking if there is a rule, and re-reading the area description to see if that case is covered, and trying to do the "correct" thing. Something about Shadowdark freed me from that straitjacket.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9229124, member: 7031982"] I haven't caught up on 15 pages so this may be redundant, but... I have come to the conclusion that the way to make "player actions matter" is to have fewer rules. I know the 5e motto is, supposedly, "Rulings not rules" but 5e still has a lot of rules. And while that applies to some areas (spellcasting, for example) more than others (social interactions with NPCs, for example) the result seems to be that DMs/players think there are [I]supposed[/I] to be rules...because, Look!, there are all these detailed rules for this other thing...so when the rules for one thing are intentionally vague people still try to figure out and apply RAW. And I'm a case study of this phenomenon. I'm finding that when I GM Shadowdark, my current favorite RPG, I am always looking for ways to say, "Yes, and..." to crazy player actions. I think it's partly the result of intentionally sparse rules, but also partly the result of the intentionally sparse area descriptions. Whereas with 5e I was always double checking if there is a rule, and re-reading the area description to see if that case is covered, and trying to do the "correct" thing. Something about Shadowdark freed me from that straitjacket. [/QUOTE]
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