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<blockquote data-quote="Lanefan" data-source="post: 7635362" data-attributes="member: 29398"><p>Technically true, though the 1e DMG also in various places says - in flowery Gygaxian prose, of course - the much-more-to-the-point Burning Wheel edict you quote below.</p><p></p><p>It also suggests (more than once, I think!) that rule changes be carefully thought through before implementation, wich rather goes against the notion of changing rules on a whim.</p><p></p><p>In general this is fine - 'don't be a dick' sums up about ten pages of the 1e DMG into 4 words. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The only problem I have with the rest as an overarching rule is that it by forcing agreement on possible outcomes before rolling it straitjackets the GM (and the player, to some extent) into a much narrower field of possible results, particularly on a success. Most of the time this won't matter - the action and intent and possible outcomes are rather obvious - but sometimes it's nice to be able to introduce a success outcome that isn't necessarily what the player/PC had in mind. A simple (and probably not stellar) example of such:</p><p></p><p><em>Player: I carefully open the desk drawer and, disturbing as little as I can, search for any financial records that might help prove the Duke is receiving payments from Southtor (an enemy state). (GM nods; player rolls well into the success range)</em></p><p><em>GM: Well, there don't appear to be any financial records or ledgers here at all but in a corner of the drawer you do find a seal and some wax; and the pattern on the seal is the twin dragons of Southtor.</em></p><p></p><p>So, search for one thing, find another just as good that the GM introduced just for fun.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7635362, member: 29398"] Technically true, though the 1e DMG also in various places says - in flowery Gygaxian prose, of course - the much-more-to-the-point Burning Wheel edict you quote below. It also suggests (more than once, I think!) that rule changes be carefully thought through before implementation, wich rather goes against the notion of changing rules on a whim. In general this is fine - 'don't be a dick' sums up about ten pages of the 1e DMG into 4 words. :) The only problem I have with the rest as an overarching rule is that it by forcing agreement on possible outcomes before rolling it straitjackets the GM (and the player, to some extent) into a much narrower field of possible results, particularly on a success. Most of the time this won't matter - the action and intent and possible outcomes are rather obvious - but sometimes it's nice to be able to introduce a success outcome that isn't necessarily what the player/PC had in mind. A simple (and probably not stellar) example of such: [I]Player: I carefully open the desk drawer and, disturbing as little as I can, search for any financial records that might help prove the Duke is receiving payments from Southtor (an enemy state). (GM nods; player rolls well into the success range) GM: Well, there don't appear to be any financial records or ledgers here at all but in a corner of the drawer you do find a seal and some wax; and the pattern on the seal is the twin dragons of Southtor.[/I] So, search for one thing, find another just as good that the GM introduced just for fun. [/QUOTE]
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