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On rulings, rules, and Twitter, or: How Sage Advice Changed
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<blockquote data-quote="Oofta" data-source="post: 8360431" data-attributes="member: 6801845"><p>I gave my logic in <a href="https://www.enworld.org/threads/on-rulings-rules-and-twitter-or-how-sage-advice-changed.679712/post-8360001" target="_blank">this post</a>. Not sure what else to say. It's not the most flexible game out there, but more flexible games aren't as popular. Then again, according to a buddy of mine some games like WOD are move to less baked-in assumptions and being more "build your own campaign" like D&D so in my opinion it's becoming more flexible.</p><p></p><p>Obviously at the end of the day the mechanics are D&D. Duh. But that doesn't mean I can't run everything from prehistoric cave-man D&D (with a few restrictions to what's available) to Sci-Fi D&D with 3rd party tools like Esper Genesis. Even just keeping with the core books, I can go from the minimal technology stone age to anti-matter rifles. The rules for adjudication of uncertain events stay the same but the type of campaign, the style of story can vary greatly.</p><p></p><p>In addition the rules allow for a great deal of stylistic change in how the game actually plays out. I use alternate rest rules and it's several days between long rests, someone else may do dungeon crawls. Or look at the Role of the Dice section in the DMG with discussions of out-of-combat options of using almost no dice to using dice for every uncertain scenario. Heck, look at some of the threads that show up on a regular basis on cinematic adventuring and so on.</p><p></p><p>You look at it and say "there is no flexibility because the core combat related aspects and the role of the DM are fundamentally the same". I look at it and say "I can create my own unique spin on a campaign world and make rulings or house rules to change what the game feels like in actual play". The game still holds together, and is still identifiable as D&D, whether your goal is to run dungeon crawls or be as RP heavy as Critical Role. </p><p></p><p>I think all of that adds up to a reasonably flexible game and the most flexible D&D so far*. We have different definitions of flexibility. </p><p><em></em></p><p><em>*First edition D&D may have been more flexible in some ways, but that was more because in my experience the rules were so vague people made up half the rules as they went.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8360431, member: 6801845"] I gave my logic in [URL='https://www.enworld.org/threads/on-rulings-rules-and-twitter-or-how-sage-advice-changed.679712/post-8360001']this post[/URL]. Not sure what else to say. It's not the most flexible game out there, but more flexible games aren't as popular. Then again, according to a buddy of mine some games like WOD are move to less baked-in assumptions and being more "build your own campaign" like D&D so in my opinion it's becoming more flexible. Obviously at the end of the day the mechanics are D&D. Duh. But that doesn't mean I can't run everything from prehistoric cave-man D&D (with a few restrictions to what's available) to Sci-Fi D&D with 3rd party tools like Esper Genesis. Even just keeping with the core books, I can go from the minimal technology stone age to anti-matter rifles. The rules for adjudication of uncertain events stay the same but the type of campaign, the style of story can vary greatly. In addition the rules allow for a great deal of stylistic change in how the game actually plays out. I use alternate rest rules and it's several days between long rests, someone else may do dungeon crawls. Or look at the Role of the Dice section in the DMG with discussions of out-of-combat options of using almost no dice to using dice for every uncertain scenario. Heck, look at some of the threads that show up on a regular basis on cinematic adventuring and so on. You look at it and say "there is no flexibility because the core combat related aspects and the role of the DM are fundamentally the same". I look at it and say "I can create my own unique spin on a campaign world and make rulings or house rules to change what the game feels like in actual play". The game still holds together, and is still identifiable as D&D, whether your goal is to run dungeon crawls or be as RP heavy as Critical Role. I think all of that adds up to a reasonably flexible game and the most flexible D&D so far*. We have different definitions of flexibility. [I] *First edition D&D may have been more flexible in some ways, but that was more because in my experience the rules were so vague people made up half the rules as they went.[/I] [/QUOTE]
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