Scribble
First Post
Good times in an rpg will always come down to the people you share them with.
I agree.
A rules heavy system may help a fledgling DM learn how to walk, but not how to fly.
Neither will a rules lite system though.
Good times in an rpg will always come down to the people you share them with.
A rules heavy system may help a fledgling DM learn how to walk, but not how to fly.
Without such guidelines, there is the strangeness of a stunt being too good. I once ran a game where the thief player (AD&D) resorted to carrying around bags of sand to throw in the eyes of enemies, because I had ruled it could blind for one round. After a few sessions of such ridiculousness, I rescinded the ruling.
Back in the old days, when we hewed our dice out of dinosaur bones and the rules were printed on clay tablets, there was a convention that where the rules did not contradict specifically, things worked just like they do in reality.
I once ran a game where the thief player (AD&D) resorted to carrying around bags of sand to throw in the eyes of enemies, because I had ruled it could blind for one round. After a few sessions of such ridiculousness, I rescinded the ruling.
What I'm saying is that 4e, far more than any other edition, reversed the order of operations for resolving these stunts. Instead of looking at what your imaginary character wants to do in this imaginary world, THEN trying to address this with the rules, 4e looks at the rules and game effects FIRST, then narrates the outcome. It is a significant change from most every other RPG ever made.
What I'm saying is that 4e, far more than any other edition, reversed the order of operations for resolving these stunts. Instead of looking at what your imaginary character wants to do in this imaginary world, THEN trying to address this with the rules, 4e looks at the rules and game effects FIRST, then narrates the outcome. It is a significant change from most every other RPG ever made.
I'm sorry you had bad experiences but the same rules light systems that were in use for your bad experiences also produced some of the best DMs.
Jerks are gonna be jerks, its a fact of life. I had a few bad games myself but the good far outweighed the bad, at least for me. In any event I can connect terrible games to people much easier than to rulesets. I have had good times playing with rules that I'm not overly fond of and bad games playing with rules I really like.
Good times in an rpg will always come down to the people you share them with. A rules heavy system may help a fledgling DM learn how to walk, but not how to fly.
Ahh, we're back to the "training wheels" argument. Rules heavy systems are the RPG equivalent of "T-Ball" where DM's learn the basics before graduating to more "mature" games.![]()