VHawkwinter
Explorer
I first read the Tomes in 2009 when we picked up PF1. Although I didn't agree with everything they did, I still appreciate three of these points (and my favourite games I've played outside of 3.0+ are Shadowrun 4th edition (available in a big humble bundle right now FYI); GURPS 4e; and then to a lesser extent, Rolemaster Fantasy Roleplay (the 1999 version); Mongoose RuneQuest 2 / Legend / RuneQuest 6 / Mythras; and The Dark Eye (The English one)). "Rules as Physics; avoidance of 'Magical Tea Party' & Favouritism of the Players in the Social Contract" I absolutely think make for better gameplay.
- Dungeons & Dragons 3rd Edition must be balanced against the standards of highly-optimized primary spellcasters making use of particular game-breaking exploits. Case in point, using Planar Binding and Candles of Invocation to entrap noble efreeti and djinnis into getting multiple castings of the Wish spell as early as 9th level, which is the lynchpin of what the Tome authors call the Wish Economy.
- Favoritism of players in the social contract. The Gaming Den's ideal view of a Dungeon Master is akin to that of a physics engine in a video game: their primary role is to manage the objective mechanics in the game world, de-empasizing their nature as judge and arbiter of the rules. They encourage the removal of as many elements that can be left to DM Fiat as possible, for fear of such power being abused.
- Avoidance of "Magical Tea Party," a term that refers to any element of an RPG that is improvised or doesn't make use of explicit rules in the system. While it ties into the above, the term is so frequently used on the Den as to be an independent section.
- Rules as a physics engine, where the underlying mechanics of gameplay can persist independently of player and DM input. Events that occur during downtime and between adventures must abide by game mechanics and not be handwaved. This is done for the ultimate purpose of presenting a world that is greater than the people sitting at the table. In practical terms, players and DMs rolling dice in isolation outside of game night to generate outcomes are viewed as either a legitimate exploit of the rules, or nigh-mandatory in order to assure that the next adventure starts in a way that is believable to the group. For example, let's say that the town's silver dragon guardian is poisoned and can only be cured by an exotic herb. Well, the DM better roll the dragon a Fortitude save to see if the adventure the DM desires can even be run!
As for their assumption of game breaking exploits and the assumption that the rules must be run hyperliterally even for bizarre reinterpretations, that went too far, but it was refreshing to see someone's proposed "fixes" of 3e not just making a 4e knockoff or a worse version of RuneQuest; With some sort of e6 or 'ban full casters entirely and play a totally different feeling game that no longer resembles the D&D novels you're playing D&D for its similarity to'.
I don't think I ever actually used any of their 'fixes', but they were an interesting read.






