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*Pathfinder & Starfinder
Mike Mearls comments on design
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<blockquote data-quote="Slander" data-source="post: 3926534" data-attributes="member: 1593"><p>Mike was commenting on the vocal negative reaction to some of the published info on message boards. <em>I can put DM advice into a book, which frankly <strong>based on reviews and comments everyone ignores anyway.</strong></em> That vocal reaction has been strongly negative, and view the advice given as either useless or railroady. I didn't get the impression Mike shared the negative opinion on the inclusion of advice in the books. Why would he write it if he thought it was garbage?</p><p></p><p></p><p></p><p>I agree rules need to provide a measure of fairness at the table. I don't believe that all rules are laws. Rules (in an RPG) serve to provide a practical expression of a particular concept or set of advice. There was a whole article on quests; a small portion of that article provided rules on implementing those suggestions in [the collective] your campaign. If that is the general tact the developers are taking, giving advice and then providing a sample set of practical rules DMs can use right away, I think that is a good thing.</p><p></p><p></p><p></p><p>Except Mike specifically addresses this. "<em>Beginning DMs need some structure to help them learn the game and learn how to DM. Yet, isn't part of DMing learning how to improvise? Isn't it logical that we'd cover that in the DMG and make some effort to address that? ... We expect DMs to exercise their judgment when applying any rule, and we do what we can to help that.</em>" </p><p></p><p>That, to me anyway, implies they are doing the opposite of what you think they are doing; or rather, they <em>are</em> doing exactly what you imply they should. Specifically, it sounds like they want DMs to think about the rules framework Wizards has provided, and make sure it fits in with the players expectations of the game. And when it doesn't fit the expectations, the books are providing guidance on how to change the game (at least, it sounds like they are). All good stuff from where I am sitting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Slander, post: 3926534, member: 1593"] Mike was commenting on the vocal negative reaction to some of the published info on message boards. [i]I can put DM advice into a book, which frankly [b]based on reviews and comments everyone ignores anyway.[/b][/i] That vocal reaction has been strongly negative, and view the advice given as either useless or railroady. I didn't get the impression Mike shared the negative opinion on the inclusion of advice in the books. Why would he write it if he thought it was garbage? I agree rules need to provide a measure of fairness at the table. I don't believe that all rules are laws. Rules (in an RPG) serve to provide a practical expression of a particular concept or set of advice. There was a whole article on quests; a small portion of that article provided rules on implementing those suggestions in [the collective] your campaign. If that is the general tact the developers are taking, giving advice and then providing a sample set of practical rules DMs can use right away, I think that is a good thing. Except Mike specifically addresses this. "[I]Beginning DMs need some structure to help them learn the game and learn how to DM. Yet, isn't part of DMing learning how to improvise? Isn't it logical that we'd cover that in the DMG and make some effort to address that? ... We expect DMs to exercise their judgment when applying any rule, and we do what we can to help that.[/I]" That, to me anyway, implies they are doing the opposite of what you think they are doing; or rather, they [i]are[/i] doing exactly what you imply they should. Specifically, it sounds like they want DMs to think about the rules framework Wizards has provided, and make sure it fits in with the players expectations of the game. And when it doesn't fit the expectations, the books are providing guidance on how to change the game (at least, it sounds like they are). All good stuff from where I am sitting :). [/QUOTE]
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