Skyscraper
Adventurer
I agree with Monte, but I'd like to add that the argument about tight rules helping bad DMs do an OK job, is a theoretical one that I still haven't actually seen applied in practice.
I think that tight rules don't help bad DMs, no more than loose rules do.
Tight rules with a bad DM requires a lot of going through the books to find the relevant rule, then squibbling over the rules, then discussion of whether this text allows this action or not. It results in endless argument over DM interpretation instead of DM fiat.
The players might say: if I know the rule, I can tell my DM. It's the same thing in a rules-loose game: if you have common sense on how to handle a situation, you can tell your DM. In both cases you need to argue your way to your point. In a rules-tight system, you continuously end up checking out the rules text, so you never run out of arguments (otherwise, it wouldn't be rules-tight, would it?).
With a good DM, there is little argument going on, either in a rules-tight or a rules-loose game. With a bad DM, plenty of argument (or discontentment) in both systems too.
I think that tight rules don't help bad DMs, no more than loose rules do.
Tight rules with a bad DM requires a lot of going through the books to find the relevant rule, then squibbling over the rules, then discussion of whether this text allows this action or not. It results in endless argument over DM interpretation instead of DM fiat.
The players might say: if I know the rule, I can tell my DM. It's the same thing in a rules-loose game: if you have common sense on how to handle a situation, you can tell your DM. In both cases you need to argue your way to your point. In a rules-tight system, you continuously end up checking out the rules text, so you never run out of arguments (otherwise, it wouldn't be rules-tight, would it?).
With a good DM, there is little argument going on, either in a rules-tight or a rules-loose game. With a bad DM, plenty of argument (or discontentment) in both systems too.