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<blockquote data-quote="transmission89" data-source="post: 8247458" data-attributes="member: 6688441"><p>/sigh and this is the clash of new school mindset vs old school. A debate long held and misunderstood on both sides. For the old school mindset to work, you need three things 1) a DM with a fair hand in adjudicating, 2) players that are willing to collaborate and engage with the DM and world and 3) players with the ability to trust their DM. New school is a reaction to that, an expression of lack of trust, this is evident in the language you have used...</p><p></p><p>1) you don't need mechanical quantifying to engage meaningfully as this is part and parcel of the player/dm negotiation I was talking about... Your lack of willingness to engage with the DM is showing.</p><p>2) I never said the DM <em>won't</em> tell you the rules. Nor that a DM purposefully obfuscates them. I said as a player, you don't <em>need </em>them. Your lack of trust is showing.</p><p>3) The number of subsystems is not into the dozens. There are few. Good on you for having all of the detailed feats, abilities, spell interactions, and codified actions and statuses from the later editions fully memorised though. I'd hate for you to prevent your players from doing their thing if you're not sure how certain rule segments interact.</p><p>4) I never implied that "my adventure" was a railroad, or that I can't be caught off guard. I just merely used that as a short hand for "scenario I created without having to specifically worry if it matched the player's abilities and was appropriately balanced or negatively impacts their ability to do a thing. I'll just do this thing instead and let them figure it out..." But I will be sure to be more explicit and verbose for you next time...</p></blockquote><p></p>
[QUOTE="transmission89, post: 8247458, member: 6688441"] /sigh and this is the clash of new school mindset vs old school. A debate long held and misunderstood on both sides. For the old school mindset to work, you need three things 1) a DM with a fair hand in adjudicating, 2) players that are willing to collaborate and engage with the DM and world and 3) players with the ability to trust their DM. New school is a reaction to that, an expression of lack of trust, this is evident in the language you have used... 1) you don't need mechanical quantifying to engage meaningfully as this is part and parcel of the player/dm negotiation I was talking about... Your lack of willingness to engage with the DM is showing. 2) I never said the DM [I]won't[/I] tell you the rules. Nor that a DM purposefully obfuscates them. I said as a player, you don't [I]need [/I]them. Your lack of trust is showing. 3) The number of subsystems is not into the dozens. There are few. Good on you for having all of the detailed feats, abilities, spell interactions, and codified actions and statuses from the later editions fully memorised though. I'd hate for you to prevent your players from doing their thing if you're not sure how certain rule segments interact. 4) I never implied that "my adventure" was a railroad, or that I can't be caught off guard. I just merely used that as a short hand for "scenario I created without having to specifically worry if it matched the player's abilities and was appropriately balanced or negatively impacts their ability to do a thing. I'll just do this thing instead and let them figure it out..." But I will be sure to be more explicit and verbose for you next time... [/QUOTE]
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