howandwhy99 said:
The other side of the argument is better explained by others only that it is more of a rules focused game for the players vs. one based on simulating another reality. One of your famous AD&D DMG quotes was offered in defense of a game or rule oriented playstyle.
I think your realism v. rulism discussion was different from the "why do people think AD&D was a random death trap" discussion I was in, but I think it comes to the same issue. In that discussion, I came up with a theory about two different types of players that people seemed to like toying with.
Gary, have you thought about this issue? (I'm guessing yes, on every issue to do with D&D.) Do you think this is a real divide for players, and if so, what's your view on it? Do you pick a side or try to cater to bother audiences when you run games?
Quoting myself on another thread:
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But anyhow, I think this whole argument comes down to two different views on D&D.
- View 1: The hippy view. D&D is a total immersion experience. The rules are not as important as the feel being right. The DM inventing new rules that feel right is fine. If a DM says "no plate mail in my campaign", it's not a big deal. I played in an AD&D game with no metal at all -- that was interesting, not handicapping, because the game is about having fun and "exploring the world", not winning and following rules. In this view, the DM & players are cooperative, a band making a song, not playing against each other. It's not "cheating" for the DM to have different rules or riff on new ideas as he's going along. And win or lose, live or die, isn't necessarily the point -- it's having fun playing together with your friends that counts. For players, it's character and story driven, and rules guide or are fitted to character concepts, not something that's min-maxed to make the most efficient build. In this world, a character might wear bronze armor (even though the stats are weaker) because they're a visitor from a bronze-age culture, and they like ancient Greek stuff.
- View 2: The engineer view. D&D is a game, which means it's based on rules, which must be followed like a software program. If the rules are not followed precisely and known in advance to all participants, the game is wonky and the referee is cheating. The role of the DM is not author or creator, but central processing unit, which is given direct input, makes calculations, and generates the appropriate outputs with no unwanted "creative accounting". Like any game, the point of playing D&D is to win. Both in the PvDM sense of defeating all the monsters and getting their stuff, and in the PvP of leveling up fastest and having the best (most efficient) "build". In this world, a character would only wear bronze armor if they knew there were rust monsters about.
I think both views exist in all editions, but the 1st view is likely more common with old schoolers, and the 2nd view is more common with people who grew up with computer versions of RPG's.>>
I'm happier with the first view, which I like to think is old school and Gygaxian, but since you're a rule designing grandmaster, I'm wondering if you actually like the 2nd view better? My guess is some happy median fits for you, as it does for most players, including me (I'm maybe 60% do what makes sense and is fun/40% play by the rules).