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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Thomas Shey" data-source="post: 9666525" data-attributes="member: 7026617"><p>Because its going to vary from game to game, and some of it is just being more specific. Without knowing what games a given reader and I have in common, anything I posted would be useless. How many people in this thread (as a proportion) are going to understand what I'm talking about if I talk about 13th Age Backgrounds? How many about some of the vagueries of Fragged Empire skill applications?</p><p></p><p>Talking about games that have overly general and subjective target numbers at least likely creates a context for people.</p><p></p><p></p><p></p><p>The problem is, again, you think I'm talking about specific rules. I'm not. I'm talking about writing rules in general, even if they take up more space, to define a wider range of usage without as much in the way of judgment calls.</p><p></p><p>And I'm <em>also</em> talking about GMing culture; I think too many GMs either have an overly top down approach or are too fixated on speed to actually consult with players about things enough.</p><p></p><p>These two things aren't entirely independent either, even if the first is rules-based and the second is GM-culture based; they feed into the same problems of unpredictability in situations where I don't see any virtue in that.</p><p></p><p>I'm manifestly uninterested in getting into the weeds of specific rules, especially since doing so in this thread would require me to talk about a game I <em>don't own and don't play</em>.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9666525, member: 7026617"] Because its going to vary from game to game, and some of it is just being more specific. Without knowing what games a given reader and I have in common, anything I posted would be useless. How many people in this thread (as a proportion) are going to understand what I'm talking about if I talk about 13th Age Backgrounds? How many about some of the vagueries of Fragged Empire skill applications? Talking about games that have overly general and subjective target numbers at least likely creates a context for people. The problem is, again, you think I'm talking about specific rules. I'm not. I'm talking about writing rules in general, even if they take up more space, to define a wider range of usage without as much in the way of judgment calls. And I'm [I]also[/I] talking about GMing culture; I think too many GMs either have an overly top down approach or are too fixated on speed to actually consult with players about things enough. These two things aren't entirely independent either, even if the first is rules-based and the second is GM-culture based; they feed into the same problems of unpredictability in situations where I don't see any virtue in that. I'm manifestly uninterested in getting into the weeds of specific rules, especially since doing so in this thread would require me to talk about a game I [I]don't own and don't play[/I]. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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