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<blockquote data-quote="Andor" data-source="post: 4121933" data-attributes="member: 1879"><p>No attack intended, but I've run into a fair share of DM who takes this kind of attitude and it generally turns out to mean that the DMNPC can do what the rules say he can do (or more) but that your PC is subect to whatever 'commonsense' rule would make them look worse than the DMNPC. Needless to say it's made me a bit touchy about the "Rules aren't really rules" attitude.</p><p></p><p></p><p></p><p>Oh absolutely. The rules cover what the rules cover, and the rest is up to the GM and common sense. I love a well run Amber game for example. But if the game <em>does</em> cover a rule, like falling or fire damage, or HP, then it seems only sensible to me that the people who live in that world would be, on some level, aware of it.</p><p></p><p>For a comedic example: The Diskworld series by Terry Pratchett is a world of narrative causality <em>and they know it!</em> This leads to some amusing circumstance sometimes. For example everybody knows that million-to-one chances come up nine times out of ten. This lead to a scene where some guards tried to take advantage of this by handicapping an already stupid plan to try and hit that magic million-to-one chance. (It didn't work.)</p></blockquote><p></p>
[QUOTE="Andor, post: 4121933, member: 1879"] No attack intended, but I've run into a fair share of DM who takes this kind of attitude and it generally turns out to mean that the DMNPC can do what the rules say he can do (or more) but that your PC is subect to whatever 'commonsense' rule would make them look worse than the DMNPC. Needless to say it's made me a bit touchy about the "Rules aren't really rules" attitude. Oh absolutely. The rules cover what the rules cover, and the rest is up to the GM and common sense. I love a well run Amber game for example. But if the game [i]does[/i] cover a rule, like falling or fire damage, or HP, then it seems only sensible to me that the people who live in that world would be, on some level, aware of it. For a comedic example: The Diskworld series by Terry Pratchett is a world of narrative causality [i]and they know it![/i] This leads to some amusing circumstance sometimes. For example everybody knows that million-to-one chances come up nine times out of ten. This lead to a scene where some guards tried to take advantage of this by handicapping an already stupid plan to try and hit that magic million-to-one chance. (It didn't work.) [/QUOTE]
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