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Is power creep bad?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8641204" data-attributes="member: 6790260"><p>Again, you are conflating <em>the rules themselves</em> with <em>what the rules tell you they're for</em>. The two are not the same thing.</p><p></p><p>If the rules are transparent--you can clearly see the functions they serve--and the advice and descriptions <em>surrounding</em> the rules are similarly clear and straightforward about the "style of play" the rules support and telling people "the way it is meant to be played."</p><p></p><p>Early D&D is somewhat infamous for being bad at communicating the experience it was intended to support--the whole distinction from those who learned from Gygax or Arneson or a player-teaching-chain leading back to their tables, and those who just read the books. We can, and IMO should, expect an improvement after forty years on this front. Again, I don't see this as a "you MUST play THIS ONE AND ONLY WAY," but rather as, "This is what we made this to do. If you use it for something else, be ready for wrinkles and side-effects." That empowers people, whether by preparing them for making changes, or by making it easier to see that they want something else.</p><p></p><p></p><p>While that is true, choosing not to give any information is clearly different from choosing to give information, I hope you would agree?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8641204, member: 6790260"] Again, you are conflating [I]the rules themselves[/I] with [I]what the rules tell you they're for[/I]. The two are not the same thing. If the rules are transparent--you can clearly see the functions they serve--and the advice and descriptions [I]surrounding[/I] the rules are similarly clear and straightforward about the "style of play" the rules support and telling people "the way it is meant to be played." Early D&D is somewhat infamous for being bad at communicating the experience it was intended to support--the whole distinction from those who learned from Gygax or Arneson or a player-teaching-chain leading back to their tables, and those who just read the books. We can, and IMO should, expect an improvement after forty years on this front. Again, I don't see this as a "you MUST play THIS ONE AND ONLY WAY," but rather as, "This is what we made this to do. If you use it for something else, be ready for wrinkles and side-effects." That empowers people, whether by preparing them for making changes, or by making it easier to see that they want something else. While that is true, choosing not to give any information is clearly different from choosing to give information, I hope you would agree? [/QUOTE]
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