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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="Aenghus" data-source="post: 5566440" data-attributes="member: 2656"><p>For me a good balanced set of rules improves roleplay. There is a relatively open and transparent model of how the world works, everyone gets a large variety of actions without having to step outside the box, there is less arguments and wheedling the DM for advantage or special privilege.</p><p></p><p>I think actions stepping outside the box should be uncommon. Wanting to do it too much is a symptom of bad rules, like in Mearls example (or a weak DM, but we won't go there). By being uncommon, going outside the box should feel special and unusual. </p><p></p><p>One reason for my opinion is that prefer to see a direct correlation between the rules representation of the game setting and the world itself. Rules aren't perfect and some houserules may be needed to tweak things, but by and large the rules describe the game world for me. I don't rules as an enemy to be wrestled, or something obfuscating the truth of the gameworld.</p><p></p><p>In any case I don't see a huge amount of roleplaying in combat scenes, in any system, and the bulk of 4e rules are about combat. I really think roleplaying is something that happens if the players and referee want it to, with a fair degree of independence from the rules used.</p><p></p><p>I know some other people have a concept of their setting more or less independent from the rules they are using. I don't really understand this point of view, though it's as valid as any other viewpoint.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5566440, member: 2656"] For me a good balanced set of rules improves roleplay. There is a relatively open and transparent model of how the world works, everyone gets a large variety of actions without having to step outside the box, there is less arguments and wheedling the DM for advantage or special privilege. I think actions stepping outside the box should be uncommon. Wanting to do it too much is a symptom of bad rules, like in Mearls example (or a weak DM, but we won't go there). By being uncommon, going outside the box should feel special and unusual. One reason for my opinion is that prefer to see a direct correlation between the rules representation of the game setting and the world itself. Rules aren't perfect and some houserules may be needed to tweak things, but by and large the rules describe the game world for me. I don't rules as an enemy to be wrestled, or something obfuscating the truth of the gameworld. In any case I don't see a huge amount of roleplaying in combat scenes, in any system, and the bulk of 4e rules are about combat. I really think roleplaying is something that happens if the players and referee want it to, with a fair degree of independence from the rules used. I know some other people have a concept of their setting more or less independent from the rules they are using. I don't really understand this point of view, though it's as valid as any other viewpoint. [/QUOTE]
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Mearls' "Stop, Thief!" Article
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