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Is power creep bad?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8639510" data-attributes="member: 6790260"><p>Handcuff? Really?</p><p></p><p>The hyperbole about rules that actually work is staggering. I give examples of things that actually go wrong. Others invent ridiculous canards. I'm not going to be swayed by such arguments, and you really should already know that.</p><p></p><p></p><p>I don't. But doing things "for my own good," especially if done in secret and covering it up? Or "reserving the right" to use tools like ear seekers etc. (you know, monsters that actually exist and which were used, sometimes even by their original creator, specifically for the purpose of screwing over players)? That's going to create distrust.</p><p></p><p>Before I see someone in action, I am cautious. People have mistreated me plenty in my life. I always try to keep an open mind, but I also have to be on the lookout for jerks or users. I've been burned by both.</p><p></p><p></p><p>They don't work to "protect" anyone. What they do is push conversations into the open, and make cards-face-up play functional.</p><p></p><p></p><p>I don't see why it's not apt. I'm investing my time, my interest, and possibly (depending on the table, the game being played, etc.) my money as well. When I do so, I'm making myself vulnerable in order to experience something desirable. That sounds quite a bit like investing your money and making yourself vulnerable (to the possibility of foodborne illness, poor cooking skills, poor ingredients or service, unstated allergens, etc.), in order to get the chance at a great meal without having to cook it yourself (perhaps using skills you don't personally possess, like hand-making ramen noodles).</p><p></p><p>A dinner party has no expectation beyond the party itself. There is no commitment, and one can depart at essentially any time without losing anything, except perhaps giving minor offense. It doesn't take six months to find out that you had been expecting real beef tacos and finding out that less than 50% of the meat was actually beef. No dependencies grow up between the members of that party, and if the partygoers find the host's offerings not to their liking, they can quite easily choose to do something else without totally abandoning the party entirely. There are tons of ways a dinner party looks nothing like a D&D game—at least as many as the ways a D&D game looks nothing like a restaurant.</p><p></p><p></p><p>So you'd give $100 to a random person on the street whom you'd never met simply because they told you they would get it back to you in a week?</p><p></p><p>Respect is something you give automatically, I agree. Trust is something built up as you learn who someone is and how they behave. Being respectful even to the people you hate is a mark of great personal integrity, and respecting people you don't know is basic courtesy. Immediately trusting people whom you know essentially nothing about is a mark of extreme naïveté, and trusting folk you dislike is often very unwise.</p><p></p><p></p><p>You speak frankly with them. Discussion, open and frank, avoiding tacit implications and reliance on a social contract, enables the initial development of trust: it allows you to observe how people behave and what they are willing (or unwilling) to do. Hence why rigor and transparency are useful; if we agree to abide by external things that both sides already know reasonably well, trust is <em>facilitated</em>, rather than <em>demanded</em>, because we already know where we stand.</p><p></p><p></p><p>Absolutely. It's called passing inspection: being held to an independent standard that both sides can know and agree to. Would you eat at a restaurant that proudly told you they refused to let food inspectors examine their process, ingredients, and facilities because they know better than any dumb <em>laws</em> or <em>bureaucrats</em> what things they need to do to give their customers a good experience?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8639510, member: 6790260"] Handcuff? Really? The hyperbole about rules that actually work is staggering. I give examples of things that actually go wrong. Others invent ridiculous canards. I'm not going to be swayed by such arguments, and you really should already know that. I don't. But doing things "for my own good," especially if done in secret and covering it up? Or "reserving the right" to use tools like ear seekers etc. (you know, monsters that actually exist and which were used, sometimes even by their original creator, specifically for the purpose of screwing over players)? That's going to create distrust. Before I see someone in action, I am cautious. People have mistreated me plenty in my life. I always try to keep an open mind, but I also have to be on the lookout for jerks or users. I've been burned by both. They don't work to "protect" anyone. What they do is push conversations into the open, and make cards-face-up play functional. I don't see why it's not apt. I'm investing my time, my interest, and possibly (depending on the table, the game being played, etc.) my money as well. When I do so, I'm making myself vulnerable in order to experience something desirable. That sounds quite a bit like investing your money and making yourself vulnerable (to the possibility of foodborne illness, poor cooking skills, poor ingredients or service, unstated allergens, etc.), in order to get the chance at a great meal without having to cook it yourself (perhaps using skills you don't personally possess, like hand-making ramen noodles). A dinner party has no expectation beyond the party itself. There is no commitment, and one can depart at essentially any time without losing anything, except perhaps giving minor offense. It doesn't take six months to find out that you had been expecting real beef tacos and finding out that less than 50% of the meat was actually beef. No dependencies grow up between the members of that party, and if the partygoers find the host's offerings not to their liking, they can quite easily choose to do something else without totally abandoning the party entirely. There are tons of ways a dinner party looks nothing like a D&D game—at least as many as the ways a D&D game looks nothing like a restaurant. So you'd give $100 to a random person on the street whom you'd never met simply because they told you they would get it back to you in a week? Respect is something you give automatically, I agree. Trust is something built up as you learn who someone is and how they behave. Being respectful even to the people you hate is a mark of great personal integrity, and respecting people you don't know is basic courtesy. Immediately trusting people whom you know essentially nothing about is a mark of extreme naïveté, and trusting folk you dislike is often very unwise. You speak frankly with them. Discussion, open and frank, avoiding tacit implications and reliance on a social contract, enables the initial development of trust: it allows you to observe how people behave and what they are willing (or unwilling) to do. Hence why rigor and transparency are useful; if we agree to abide by external things that both sides already know reasonably well, trust is [I]facilitated[/I], rather than [I]demanded[/I], because we already know where we stand. Absolutely. It's called passing inspection: being held to an independent standard that both sides can know and agree to. Would you eat at a restaurant that proudly told you they refused to let food inspectors examine their process, ingredients, and facilities because they know better than any dumb [I]laws[/I] or [I]bureaucrats[/I] what things they need to do to give their customers a good experience? [/QUOTE]
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