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<blockquote data-quote="JamesonCourage" data-source="post: 6162962" data-attributes="member: 6668292"><p>It varies for me, but I get where you're coming from.</p><p></p><p>I think the GM is there to run the game, not necessarily make up rules / rulings. Run the NPCs, define the setting, create events. Some people like to progress plots, or even railroad players (and some players even like this). The GM has tons to do that isn't making up rules / rulings, as far as I'm concerned.</p><p></p><p>I disagree. More on that below.</p><p></p><p>Now you're mixing in daily powers with page 42. I never even mentioned the AEDU power scheme.</p><p></p><p>When the players have little idea what the resolution method is, there is going to be a big risk in announcing that action. I think the players are empowered by knowing rough statistical outcomes of proposed actions, since it lets them make informed decisions about the actual risk vs reward. So, to me, something like codified rules usually equates to player empowerment.</p><p></p><p>Again, I'm not sure how this can't apply to game mechanics. I tried pretty hard to match all my "crunch" with the "fluff" in my RPG. Improvising is fun. I don't prep my games, so I even enjoy it as a GM. But, I don't see how avoiding the rules somehow equals "they're treating the fictional world as 'real'." My players treat "the fictional world as 'real'" while using the rules that are codified.</p><p></p><p>I don't mind combat being unbalanced. Hell, I'm a huge proponent whole of non-combat classes. I've had players play scholars and craftsman with no combat ability, and they had fun. I just like codified rules, as I feel that empowers my players since they can make informed decisions about risk vs reward. It's a personal preference.</p><p></p><p>I was just saying that I don't think you need to have loose rules (at best) in order to have a story like you mentioned about your paladin and the green dragon. That very thing can happen in my RPG, which has codified rules. You'd just know what your odds are. Not saying your preference is wrong, just saying that I don't think that experiences like the one you expressed are exclusive to your play style. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6162962, member: 6668292"] It varies for me, but I get where you're coming from. I think the GM is there to run the game, not necessarily make up rules / rulings. Run the NPCs, define the setting, create events. Some people like to progress plots, or even railroad players (and some players even like this). The GM has tons to do that isn't making up rules / rulings, as far as I'm concerned. I disagree. More on that below. Now you're mixing in daily powers with page 42. I never even mentioned the AEDU power scheme. When the players have little idea what the resolution method is, there is going to be a big risk in announcing that action. I think the players are empowered by knowing rough statistical outcomes of proposed actions, since it lets them make informed decisions about the actual risk vs reward. So, to me, something like codified rules usually equates to player empowerment. Again, I'm not sure how this can't apply to game mechanics. I tried pretty hard to match all my "crunch" with the "fluff" in my RPG. Improvising is fun. I don't prep my games, so I even enjoy it as a GM. But, I don't see how avoiding the rules somehow equals "they're treating the fictional world as 'real'." My players treat "the fictional world as 'real'" while using the rules that are codified. I don't mind combat being unbalanced. Hell, I'm a huge proponent whole of non-combat classes. I've had players play scholars and craftsman with no combat ability, and they had fun. I just like codified rules, as I feel that empowers my players since they can make informed decisions about risk vs reward. It's a personal preference. I was just saying that I don't think you need to have loose rules (at best) in order to have a story like you mentioned about your paladin and the green dragon. That very thing can happen in my RPG, which has codified rules. You'd just know what your odds are. Not saying your preference is wrong, just saying that I don't think that experiences like the one you expressed are exclusive to your play style. As always, play what you like :) [/QUOTE]
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