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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="BryonD" data-source="post: 6340823" data-attributes="member: 957"><p>There are reasonable and realistic problems. But they are also very easily overcome.</p><p>For example, Item #1 must include the realization that (a) the rules can't account for every situation and (b) the rules in the book don't have to be perfect and nothing is wrong with changing something to best fit you group. To be extremely specific: I have long had a house rule for falling that every "1" on the d6s for falling is 1 point CON damage in lieu of the normal damage. The mechanical reality remains that you can fall off a cliff and survive. But when you can survive clubs from storm giants, it isn't a total disaster to survive falling. And I find that the CON damage works. It is amazing how much players disproportionately fear CON damage. The players DO NOT WANT their characters to fall from great heights. They are afraid of falling. Problem solved. I realize this is just one example. But I've yet to find a situation that can't be satisfactorily solved. I will readily admit to experiencing issues and learning the hard way the "hey, this thing needs to be fixed before next time". That isn't remotely a fatal flaw as long as you can solve it. And that is running at 100%. On the other hand, if you did want to have this level of immersion and the rules just give up on it, then that IS a fatal flaw.</p><p></p><p>On item #2, that can happen. But IME it doesn't. And I think this is a common issue with people talking about game style they don't like. They have a strong tendency to project their own issues onto other peoples' game, whether they exist at those tables or not. A hugely fun experience for everyone at the table is paramount. The people I play with tend to want the consistent world systems, so that of course matters a lot. But any "adjustments" made are always to adapt to the unique nature of the situation at hand. I'm frequently complimented on consistency and fairness. Item #2 just doesn't ever raise its head as a problem.</p><p></p><p></p><p>I'm not saying that everyone has to share the same desires. But I will say that if you don't see these challenges as easy to overcome then maybe you might not know what you are missing. And if you are having an awesome time, then by all means don't screw with a great thing. It is about having fun. "Knowing" these things is completely irrelevant to the priority of playing what works for you. But, if you want to comment on why games that work awesome for other people don't work in your eyes, try looking at it with their eyes.</p></blockquote><p></p>
[QUOTE="BryonD, post: 6340823, member: 957"] There are reasonable and realistic problems. But they are also very easily overcome. For example, Item #1 must include the realization that (a) the rules can't account for every situation and (b) the rules in the book don't have to be perfect and nothing is wrong with changing something to best fit you group. To be extremely specific: I have long had a house rule for falling that every "1" on the d6s for falling is 1 point CON damage in lieu of the normal damage. The mechanical reality remains that you can fall off a cliff and survive. But when you can survive clubs from storm giants, it isn't a total disaster to survive falling. And I find that the CON damage works. It is amazing how much players disproportionately fear CON damage. The players DO NOT WANT their characters to fall from great heights. They are afraid of falling. Problem solved. I realize this is just one example. But I've yet to find a situation that can't be satisfactorily solved. I will readily admit to experiencing issues and learning the hard way the "hey, this thing needs to be fixed before next time". That isn't remotely a fatal flaw as long as you can solve it. And that is running at 100%. On the other hand, if you did want to have this level of immersion and the rules just give up on it, then that IS a fatal flaw. On item #2, that can happen. But IME it doesn't. And I think this is a common issue with people talking about game style they don't like. They have a strong tendency to project their own issues onto other peoples' game, whether they exist at those tables or not. A hugely fun experience for everyone at the table is paramount. The people I play with tend to want the consistent world systems, so that of course matters a lot. But any "adjustments" made are always to adapt to the unique nature of the situation at hand. I'm frequently complimented on consistency and fairness. Item #2 just doesn't ever raise its head as a problem. I'm not saying that everyone has to share the same desires. But I will say that if you don't see these challenges as easy to overcome then maybe you might not know what you are missing. And if you are having an awesome time, then by all means don't screw with a great thing. It is about having fun. "Knowing" these things is completely irrelevant to the priority of playing what works for you. But, if you want to comment on why games that work awesome for other people don't work in your eyes, try looking at it with their eyes. [/QUOTE]
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