Mustrum_Ridcully
Legend
Well, your post sounds well-thought out and is written in a good tone, but (there had to be a but), but I don't agree.Odhanan said:What do you guys think?
I am definitely a child of the 3rd edition, which might mean that I have different experiences.To encourage players to do something, it's better to have rules for it.
I fundamentally disagree with this,
Rules serve both as a reminder for what you can do as well as a contraint for what you can do.
If there is no rule for something, the DM is forced to make it up. The player doesn't know beforehand if the DM finds his idea reasonable and little idea on whether he can try and succeed or if the thing he came up with is impossible. A player can now fall into two related traps: First, he might not even think of something, because the option isn't presented anywhere. (This probably is most likely to happen in the more rules-heavy games - if there are no options presented at all, players will go by their real-life, book or TV experience). Second, he believes that the idea he has won't work because the DM won't let it. It depends a lot on the player and the DM in question whether he falls into that trap, but I think it is not unlikely.
Enforcing rules has the primary drawback of the first trap - thinking outside the box. But without the rules, too much hinges on guessing, which can lead to an unsatisfying experience.
So, tell me, what type of fun does D&D (pick your edition, if required) provides? (Maybe the first question could also be: What are types of fun, but I am going to make a few guessesI think a game is always more effective on an enjoyment level when it is designed around a notion of the type of fun it provides.

Is it the "Kill monster and take their stuff"-fun? Is it the "build a powerful character"-fun? Is it the "immerse yourself deeply in your character and the setting"-fun? Is it the "Anything Goes"-fun? Is it the "Explore the World"-fun?
Personally, I think it is a bit of all of these "funs". Which is a great feature of D&D (and maybe why it is so succesful and has so many players with so many different play styles), but it's also what can make the game so difficult, because you can easily have a group of players with different goals of fun in mind.
I am not even sure that this only applies to D&D (maybe D&D was just the first, or the best, to mix these types of fun).