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Rejecting the Premise in a Module
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<blockquote data-quote="MNblockhead" data-source="post: 8053504" data-attributes="member: 6796661"><p>Fair enough. </p><p></p><p>As for rules lawyering, I'm a big fan if you have the right group of players. Maybe I'm unusual in that I DM for players who are far more experienced than I am. I went a long time (from 1991 until 2014/5) without playing TTRPGs. Also, work and family life keeps me to playing one Saturday a month. But that Saturday game is about 8 hours long, sometimes longer other than nature breaks and a short lunch break, pretty much all gaming. Early on, I heavily relied on, and to some extent continue to rely on players to help with the rules. Further, except where I explicitly introduce a home rule, I try to play RAW and let the dice fall where they may. The rules are the structure that makes it a game for me as well. Maybe it is more of an old school approach, but I'm not just leading the players through an interactive novel. I like not knowing where the game will go. </p><p></p><p>For me that means rolling in the open and letting players challenge my rulings. Ultimately, I'm the judge. Players can make their case but a decision must be made so we can move on. I may revisit and we can discuss more by e-mail between games, but we almost never ret con.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8053504, member: 6796661"] Fair enough. As for rules lawyering, I'm a big fan if you have the right group of players. Maybe I'm unusual in that I DM for players who are far more experienced than I am. I went a long time (from 1991 until 2014/5) without playing TTRPGs. Also, work and family life keeps me to playing one Saturday a month. But that Saturday game is about 8 hours long, sometimes longer other than nature breaks and a short lunch break, pretty much all gaming. Early on, I heavily relied on, and to some extent continue to rely on players to help with the rules. Further, except where I explicitly introduce a home rule, I try to play RAW and let the dice fall where they may. The rules are the structure that makes it a game for me as well. Maybe it is more of an old school approach, but I'm not just leading the players through an interactive novel. I like not knowing where the game will go. For me that means rolling in the open and letting players challenge my rulings. Ultimately, I'm the judge. Players can make their case but a decision must be made so we can move on. I may revisit and we can discuss more by e-mail between games, but we almost never ret con. [/QUOTE]
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