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<blockquote data-quote="Balesir" data-source="post: 5734632" data-attributes="member: 27160"><p>That's a poor rule, but I accept it's off the top of your head. Better would be to specify who creates the impromptu rules or judgements for "narrative effect and maximum game fun". D&D players have often, historically, assumed this to be the DM; that's a valid rule (and, if you want it, it should be stipulated in writing), but it's one that to my mind creates a sucky game more often than not. Something like PrimeTime Adventures spreads the impromptu judgement more widely among the players and incorporates a specified luck element, which is a much better way of doing it, to my mind.</p><p></p><p>Either way, though, this is a rule system and it should be designed by the designers to work well as a process and described in the game publications, not just left to vagueness and abdication of responsibility by the game designers.</p><p></p><p>For D&D, specifically, I would rather have a game-style, determinative rule set rather than a definition of whose judgement gets to be the deciding factor - but that is just a preference (based on the fact that I think the rest of the D&D system fits this mode better), not a specification of the "only way roleplaying rules should work" on my part.</p><p></p><p>No, it's just an example that shows that having fixed and immutable rules does not prevent creativity in approach and tactics.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5734632, member: 27160"] That's a poor rule, but I accept it's off the top of your head. Better would be to specify who creates the impromptu rules or judgements for "narrative effect and maximum game fun". D&D players have often, historically, assumed this to be the DM; that's a valid rule (and, if you want it, it should be stipulated in writing), but it's one that to my mind creates a sucky game more often than not. Something like PrimeTime Adventures spreads the impromptu judgement more widely among the players and incorporates a specified luck element, which is a much better way of doing it, to my mind. Either way, though, this is a rule system and it should be designed by the designers to work well as a process and described in the game publications, not just left to vagueness and abdication of responsibility by the game designers. For D&D, specifically, I would rather have a game-style, determinative rule set rather than a definition of whose judgement gets to be the deciding factor - but that is just a preference (based on the fact that I think the rest of the D&D system fits this mode better), not a specification of the "only way roleplaying rules should work" on my part. No, it's just an example that shows that having fixed and immutable rules does not prevent creativity in approach and tactics. [/QUOTE]
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