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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Crazy Jerome" data-source="post: 5634969" data-attributes="member: 54877"><p>No. If the houseruling has such repercussions, you <strong>might</strong> retcon as a way of dealing with it. If it is serious enough. I don't recall retconning for something that trivial, but I don't remember every such thing I did.</p><p> </p><p>More likely, you let the narrative stand, and then modify the house rule to keep it from being a problem going forward. The players "got away with something" here and now, but it isn't a killer as long as it doesn't become repetitive.</p><p> </p><p>Also, I believe that I understand the skepticism, but as Wrecan and I have both indicated, there is a huge difference between a laundry list of problems for which you must be aware versus the much shorter list of the ones that you have chosen to risk in this adventure or campaign. For world-building, this is even more true, as the laundry list magnifies geometrically with the number of important characters involved.</p><p> </p><p>Calvin Coolidge said that if you saw 10 problems coming down the road towards you, 9 of them would run into the ditch before getting to you. That was <strong>not</strong> a "don't worry, be happy," ignore all the problems piece of advice. Rather, it is that if waste a bunch of energy trying to solve all 10 when you first see them, you'll probably do a lousy job. And then you won't have enough left to handle the one that makes it to the point where you can effectively do something about it. And if you are wrong and get blindsided by problem #11 coming down a side road--well, sucks to be you if you've got no resources left.</p><p> </p><p>In life, we don't always do a good job picking the point at which we "can effectively do something about it." And we don't get to pick the rules for things anyway. In a game, we have more control. But they still were smart enough to realize that you can't say, "you'll never need to deal with problem X in a game of D&D". In 4E, they said, "when you can effectively do something about it" without wasting a lot of energy is when it matters.</p><p> </p><p>If I invest energy in improvisation on hypnotism, then I care enough about it to pay attention to it and deal with the problems. And if I find later that I'm wrong, we can always rein it in. Meanwhile, the laundry list is still way down the road somewhere, and I'll deal with each one as it arises.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5634969, member: 54877"] No. If the houseruling has such repercussions, you [B]might[/B] retcon as a way of dealing with it. If it is serious enough. I don't recall retconning for something that trivial, but I don't remember every such thing I did. More likely, you let the narrative stand, and then modify the house rule to keep it from being a problem going forward. The players "got away with something" here and now, but it isn't a killer as long as it doesn't become repetitive. Also, I believe that I understand the skepticism, but as Wrecan and I have both indicated, there is a huge difference between a laundry list of problems for which you must be aware versus the much shorter list of the ones that you have chosen to risk in this adventure or campaign. For world-building, this is even more true, as the laundry list magnifies geometrically with the number of important characters involved. Calvin Coolidge said that if you saw 10 problems coming down the road towards you, 9 of them would run into the ditch before getting to you. That was [B]not[/B] a "don't worry, be happy," ignore all the problems piece of advice. Rather, it is that if waste a bunch of energy trying to solve all 10 when you first see them, you'll probably do a lousy job. And then you won't have enough left to handle the one that makes it to the point where you can effectively do something about it. And if you are wrong and get blindsided by problem #11 coming down a side road--well, sucks to be you if you've got no resources left. In life, we don't always do a good job picking the point at which we "can effectively do something about it." And we don't get to pick the rules for things anyway. In a game, we have more control. But they still were smart enough to realize that you can't say, "you'll never need to deal with problem X in a game of D&D". In 4E, they said, "when you can effectively do something about it" without wasting a lot of energy is when it matters. If I invest energy in improvisation on hypnotism, then I care enough about it to pay attention to it and deal with the problems. And if I find later that I'm wrong, we can always rein it in. Meanwhile, the laundry list is still way down the road somewhere, and I'll deal with each one as it arises. [/QUOTE]
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