Oh, it's true.It doesn't because it's not true.![]()
Oh, it's true.It doesn't because it's not true.![]()
Yes, many of us enjoy arguments (it's true).
Ah, I see what you did there! TGIF, my winged Cthulian cherub friend.No, we don't.
No, but look at the thread's title.If that's true it isn't D&D's fault.
They all govern GM behavior. They govern how you address players who want their characters to act outside the rules and how you worldbuild. The books expect you to follow the rules, or houserule them away--which is pretty much what most narrative games say as well.None of the examples you're using are rules governing GM behavior. That, specifically, is what I have a problem with. I'd rather have advice.
Writing something codifies something. Codification makes the activity feel different, even if they actually do not deviate from what you would have done anyway.They all govern GM behavior. They govern how you address players who want their characters to act outside the rules and how you worldbuild. The books expect you to follow the rules, or houserule them away--which is pretty much what most narrative games say as well.
But honestly, I just can't understand why having the books write down what most GMs already do is so anathema to you.
It's anathema to me too, BTW.... having the books write down what most GMs already do is so anathema to you.
Ding ding ding!!Writing something codifies something. Codification makes the activity feel different, even if they actually do not deviate from what you would have done anyway.
Also all codifications I have seen attempted are not covering the width of techniques I have employed as a GM.
A title explicitly called out as a rant by the OP, and IMO clearly designed to ruffle the feathers of those who prefer traditional gaming playstyles.No, but look at the thread's title.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.