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<blockquote data-quote="Celebrim" data-source="post: 7632093" data-attributes="member: 4937"><p>Not this crap again.</p><p></p><p>Look, I've done my time. I was a DM in 1e AD&D for nigh 15 years. I know how to run the game. My lack of 'skill' in this is not the issue. You don't need to tell me how to run AD&D, nor can you tell me how to smith rulings. I'm the OG of rule smithing.</p><p></p><p>The little more that they require isn't skill. It's work. And a lack of rules doesn't allow more open ended actions and choices for a player. Players can always attempt anything. A lack of rules just means you have no good tools to use to adjudicate their open ended action. </p><p></p><p>I'm a software developer by profession. Software developers are ambitiously lazy people. If they see a problem that requires a lot of work to fix, they fix it anyway because it's better to get all the work over with than to deal with the hassle continuously. Rulings are just for people who lack either ambition or laziness. If a ruling is any good at all, it becomes a house rule. If it doesn't become a house rule, it suggests the ruling is crap.</p><p></p><p>So hang with me here and open up your copy of C1: The Hidden Shrine of Tamoachan, which you bought back in the 80's when it was relatively new, and flip to the partially flooded room and read the rulings on drowning and swimming in that write up of a simple half flooded room, and tell me that you honestly think that's the way to run a game. And without referencing any modern rules or ideas, tell me how you run that room in a way that is completely fair and takes into account the factors involved in a reasonable manner. Because really, that's what making rulings to cover things the rules don't cover actually looks like. Don't give me that crap about how much more skill that you have than I do and the reason I don't think this is a good way of handling things is I don't have the skills.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7632093, member: 4937"] Not this crap again. Look, I've done my time. I was a DM in 1e AD&D for nigh 15 years. I know how to run the game. My lack of 'skill' in this is not the issue. You don't need to tell me how to run AD&D, nor can you tell me how to smith rulings. I'm the OG of rule smithing. The little more that they require isn't skill. It's work. And a lack of rules doesn't allow more open ended actions and choices for a player. Players can always attempt anything. A lack of rules just means you have no good tools to use to adjudicate their open ended action. I'm a software developer by profession. Software developers are ambitiously lazy people. If they see a problem that requires a lot of work to fix, they fix it anyway because it's better to get all the work over with than to deal with the hassle continuously. Rulings are just for people who lack either ambition or laziness. If a ruling is any good at all, it becomes a house rule. If it doesn't become a house rule, it suggests the ruling is crap. So hang with me here and open up your copy of C1: The Hidden Shrine of Tamoachan, which you bought back in the 80's when it was relatively new, and flip to the partially flooded room and read the rulings on drowning and swimming in that write up of a simple half flooded room, and tell me that you honestly think that's the way to run a game. And without referencing any modern rules or ideas, tell me how you run that room in a way that is completely fair and takes into account the factors involved in a reasonable manner. Because really, that's what making rulings to cover things the rules don't cover actually looks like. Don't give me that crap about how much more skill that you have than I do and the reason I don't think this is a good way of handling things is I don't have the skills. [/QUOTE]
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