TwoSix
The Year of the TwoSix
Let me quibble a bit (although I actually more agree with you on this topic.)Because it's not binary, and I think you know that. It's a spectrum. The rules are just as important for play as roleplay, but the exact desired proportion for active play at the table will I think understandably vary from player to player.
Do you really think the people arguing for less in-your-face rules interaction as a player at the table actually want no rules at all? Are they just kidding themselves in your opinion?
Games with detailed, exception-based rules (I'm thinking of D&D spells here as a specific example) exist to establish concepts within the fictional setting that grant the setting its own authority, a presence that exists outside the desires of both players and GM. Even if they're rarely referenced (like a host of spells are rarely to never used in play), they exist as a framework to establish what does happen when they are evoked, outside of the current desires of the participants. They exist to act as a check on "narrative contrivance", which my current thesis is the real bane of those who are interested in simulationist-style play.
Much like owning an encyclopedia (which was a printed out version of Wikipedia for you youngsters), it's something you rarely reference, and you won't use 99% of it, but you're glad it's complete and authoritative when you do.
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