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Playing a Game When You Don't Know the Rules
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<blockquote data-quote="Janx" data-source="post: 5681420" data-attributes="member: 8835"><p>I think there's a number of factors influencing that decision.</p><p></p><p>Who's the DM? </p><p></p><p>Some DMs can handle the extra workload better than others.</p><p>Some DMs are more flexible/forgiving in what they interpret a player's intent to be than others. In a game where the player has less mechanical info on which to base decisions, that can be crucial.</p><p></p><p>What's the ruleset? </p><p>Once again, since the GM is handling all the math, a more complex ruleset will make things harder on him, and likely affect the decisions made.</p><p></p><p>What kind of information DOES the player have?</p><p></p><p>Barring an amnesia game, what do I know about my PC in non-game terms. Do I know my IQ? How much I can benchpress or run? Do I know what skills my PC has, and a descriptor of proficiency?</p><p></p><p>Knowing I am a novice at swordfighting impacts my decision to enter a sword fight than knowing "I know swordfighting!"</p><p></p><p>I would think the rules-less format would be a failure IF:</p><p>players are reluctant to take action due to apprehension aboutt difficulty (basically, they see that everything is hard and leads to death, so they stop doing anything)</p><p>GM is overloaded with work, trying to keep track of everybody's stats and resources plus his own.</p><p></p><p>Bear in mind, in a game like Dread, it works like this. PCs have no stats. They have a written summary of their interests and goals and role. The GM interprets everything and decides when to ask for a pull. But Dread also has no stats. The DM tracks no monsters, no HP. The GM simply looks as anything the PCs want to do as a skill challenge and based on whether he thinks the PC is skilled in that area or the task is easy, he asks for zero or more pulls.</p></blockquote><p></p>
[QUOTE="Janx, post: 5681420, member: 8835"] I think there's a number of factors influencing that decision. Who's the DM? Some DMs can handle the extra workload better than others. Some DMs are more flexible/forgiving in what they interpret a player's intent to be than others. In a game where the player has less mechanical info on which to base decisions, that can be crucial. What's the ruleset? Once again, since the GM is handling all the math, a more complex ruleset will make things harder on him, and likely affect the decisions made. What kind of information DOES the player have? Barring an amnesia game, what do I know about my PC in non-game terms. Do I know my IQ? How much I can benchpress or run? Do I know what skills my PC has, and a descriptor of proficiency? Knowing I am a novice at swordfighting impacts my decision to enter a sword fight than knowing "I know swordfighting!" I would think the rules-less format would be a failure IF: players are reluctant to take action due to apprehension aboutt difficulty (basically, they see that everything is hard and leads to death, so they stop doing anything) GM is overloaded with work, trying to keep track of everybody's stats and resources plus his own. Bear in mind, in a game like Dread, it works like this. PCs have no stats. They have a written summary of their interests and goals and role. The GM interprets everything and decides when to ask for a pull. But Dread also has no stats. The DM tracks no monsters, no HP. The GM simply looks as anything the PCs want to do as a skill challenge and based on whether he thinks the PC is skilled in that area or the task is easy, he asks for zero or more pulls. [/QUOTE]
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