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*TTRPGs General
Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="howandwhy99" data-source="post: 5744327" data-attributes="member: 3192"><p>A dial for rules is not how they may be changed, that's easy, say the rules are what you desire them to be; instead rule dials are presumably a simplified and economical means to make vast changes in the game.</p><p></p><p>For the record I prefer a functional standard game first. If for nothing else then as a starting point of explanation for the diversity of home games to come. "This is the *Fahrvergnügen* game; here is how ours is different". Plus it retains the possibility for a shared commonality of experience for most players, while still retaining space for personalization and innovation.</p><p></p><p>The questions following the article have continually been hard for me to answer. Part of this is the way I run my game, but a good deal of it is quality parsing of the questions. For example, I voted 1 in all three instances this time, but "the rules are the rules" I agree with full-heartedly. This goes too for the DM being the final arbiter of the rules and he or she being empowered to adjudicate any situation derived from play. But then the following clauses in those questions I disagreed with. Structuring quantitative research questions is difficult. A limited open field response section could do the trick for sketchy cases (like me ;p), but then the comments might make this redundant. It may also be too much data to process. Still, it would mean non-registrees could submit their ideas.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5744327, member: 3192"] A dial for rules is not how they may be changed, that's easy, say the rules are what you desire them to be; instead rule dials are presumably a simplified and economical means to make vast changes in the game. For the record I prefer a functional standard game first. If for nothing else then as a starting point of explanation for the diversity of home games to come. "This is the *Fahrvergnügen* game; here is how ours is different". Plus it retains the possibility for a shared commonality of experience for most players, while still retaining space for personalization and innovation. The questions following the article have continually been hard for me to answer. Part of this is the way I run my game, but a good deal of it is quality parsing of the questions. For example, I voted 1 in all three instances this time, but "the rules are the rules" I agree with full-heartedly. This goes too for the DM being the final arbiter of the rules and he or she being empowered to adjudicate any situation derived from play. But then the following clauses in those questions I disagreed with. Structuring quantitative research questions is difficult. A limited open field response section could do the trick for sketchy cases (like me ;p), but then the comments might make this redundant. It may also be too much data to process. Still, it would mean non-registrees could submit their ideas. [/QUOTE]
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