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Mature Gaming- Are we too rules oriented?
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<blockquote data-quote="Belen" data-source="post: 1113214" data-attributes="member: 1405"><p>Hmm...people are analyzing my previous posts now. Not sure if I am glad that people remember me or worried about whether I come off as an idiot or not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Actually, it is just easier to relate things to myself or throw out personal experiences when making an argument. I do fully write my own material, including the fluff that I was discussing in my previous messages.</p><p></p><p>Rules can be good too, but I routinely break them in my games. Ie. Having spell effects or the like without providing a rules explanation. ("No, I am not going to tell you why or how the magical wall that keeps the bad guys in works. Just suspend your disbelief darn it.")</p><p></p><p>Of course, you have to be sure not to go overboard. And not to use such things against the players. It becomes too Deux Ex, then the players don't trust you and the game ends about that point.</p><p></p><p>Personally, I am not against rules or even an advocate of rules light systems. I just think that rules should cover some things and leave other things up to the GM. A book of guidelines for RP encounters and a book that help GMs flesh out their NPCs and worlds would be nice. Instead of a vestal virgin PrC, just create a religion that includes such and be happy.</p><p></p><p>Show it, don't tell it as they say in writing class.</p><p></p><p>This primarily helps new GMs. It took me years to develop all the skills I needed to do it on my own. It would be nice for younger/ newer players to not have to go through the same process.</p></blockquote><p></p>
[QUOTE="Belen, post: 1113214, member: 1405"] Hmm...people are analyzing my previous posts now. Not sure if I am glad that people remember me or worried about whether I come off as an idiot or not. :D Actually, it is just easier to relate things to myself or throw out personal experiences when making an argument. I do fully write my own material, including the fluff that I was discussing in my previous messages. Rules can be good too, but I routinely break them in my games. Ie. Having spell effects or the like without providing a rules explanation. ("No, I am not going to tell you why or how the magical wall that keeps the bad guys in works. Just suspend your disbelief darn it.") Of course, you have to be sure not to go overboard. And not to use such things against the players. It becomes too Deux Ex, then the players don't trust you and the game ends about that point. Personally, I am not against rules or even an advocate of rules light systems. I just think that rules should cover some things and leave other things up to the GM. A book of guidelines for RP encounters and a book that help GMs flesh out their NPCs and worlds would be nice. Instead of a vestal virgin PrC, just create a religion that includes such and be happy. Show it, don't tell it as they say in writing class. This primarily helps new GMs. It took me years to develop all the skills I needed to do it on my own. It would be nice for younger/ newer players to not have to go through the same process. [/QUOTE]
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