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<blockquote data-quote="ValhallaGH" data-source="post: 5740703" data-attributes="member: 41187"><p>But there are a <strong>lot</strong> of such challenges. Which translates into a lot of work. And the question being asked (repeatedly) is why would you do that work when you can, instead, pick a rule set that already eliminated attributes and put all your work into making an interesting campaign? What are you getting out of this rules change? And does it come close to being worth the time and effort going into the rules (instead of into the rest of the game)?</p><p></p><p>Since the fun is in the game, not in writing rules (unless you're group is odd like that), the goal should be to make the game as fun as possible. Which usually takes a fair bit of time. Time that I'd rather spend on writing plots, adventures, and NPC motivations than on rules tinkering.</p><p>You seem to disagree with this sentiment, and I would like to know more about your disagreement.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5740703, member: 41187"] But there are a [b]lot[/b] of such challenges. Which translates into a lot of work. And the question being asked (repeatedly) is why would you do that work when you can, instead, pick a rule set that already eliminated attributes and put all your work into making an interesting campaign? What are you getting out of this rules change? And does it come close to being worth the time and effort going into the rules (instead of into the rest of the game)? Since the fun is in the game, not in writing rules (unless you're group is odd like that), the goal should be to make the game as fun as possible. Which usually takes a fair bit of time. Time that I'd rather spend on writing plots, adventures, and NPC motivations than on rules tinkering. You seem to disagree with this sentiment, and I would like to know more about your disagreement. [/QUOTE]
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