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<blockquote data-quote="Celebrim" data-source="post: 9346166" data-attributes="member: 4937"><p>If zero-G game of Luna-rules football is something that exists in the setting, then there should be eventually a rules supplement on sports and athletics and how to run contests like that. Heck, just having a fairly detailed description of the rules of the sport would be a good start.</p><p></p><p>As a GM, if this wasn't a sudden event, but part of a story line, then I'd try ahead of time to figure out how to handle the game leveraging the tools we had and making some rulings.</p><p></p><p>If it comes up unexpectedly, I'll try to do the same, but rules smithing good rules on the fly is hard and intellectually taxing and distracts from running the game smoothly and quickly. I'd try my best to utilize existing systems for handling stunts, athletic activities and non-lethal combat, but it would probably not be as cool as if I'd had more time to think things out. The point is that even if the game isn't coming to a full stop, every time you have to smith out a ruling mid-table you are having a pause and probably risking making a bad ruling because you are trading off speed of play for the sake of the scene for a chance to really think things over. I mean think about it, would you really want to be inventing the rules of the in fiction zero-G Luna rules football and the meta-rules for arbitrating the fiction of the game on the fly? And wouldn't it be better if there was a handout you could give to the players about how to play the game so that they could be in character, knowing the things about the game that their characters would know? Isn't that useful?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9346166, member: 4937"] If zero-G game of Luna-rules football is something that exists in the setting, then there should be eventually a rules supplement on sports and athletics and how to run contests like that. Heck, just having a fairly detailed description of the rules of the sport would be a good start. As a GM, if this wasn't a sudden event, but part of a story line, then I'd try ahead of time to figure out how to handle the game leveraging the tools we had and making some rulings. If it comes up unexpectedly, I'll try to do the same, but rules smithing good rules on the fly is hard and intellectually taxing and distracts from running the game smoothly and quickly. I'd try my best to utilize existing systems for handling stunts, athletic activities and non-lethal combat, but it would probably not be as cool as if I'd had more time to think things out. The point is that even if the game isn't coming to a full stop, every time you have to smith out a ruling mid-table you are having a pause and probably risking making a bad ruling because you are trading off speed of play for the sake of the scene for a chance to really think things over. I mean think about it, would you really want to be inventing the rules of the in fiction zero-G Luna rules football and the meta-rules for arbitrating the fiction of the game on the fly? And wouldn't it be better if there was a handout you could give to the players about how to play the game so that they could be in character, knowing the things about the game that their characters would know? Isn't that useful? [/QUOTE]
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