Removing Rules - Please Vote

Would you find a section on how to remove new rules useful?

  • Yes

    Votes: 88 64.2%
  • No

    Votes: 49 35.8%

GravyFingerz

Gravymancer
I have a poll question for all of you, I appreciate all answers.

Say an RPG product with new rules had a section on how to remove some of the rules you may not like or use for whatever reason, and it explained how that affects other parts of the game and what additional changes would need to be made. Would you find this section useful, or is it just filler to you?
 

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there's irony in using rules to remove rules....

Unless the rules being removed are key elements to the game (like removing the used of rolling a d20) I don't think it is needed. If there is one thing d20 has taught people it is how to use and not use what they need from RPG books.
 

I think it could be useful. It all depends on the insights of the author. Still, when it comes to removing rules the hurdle isn't game balance - it's agreeing on the changes. ;)
 


diaglo said:
it is just filler for me. but I remove all rules.

Don't joke with that! The last gaming session, with a new (and novice) DM was a disaster. Not only he decided to remove ALL rules for ease of DMing (so he would not have to learn them). Then, he also removed all scenario and preparation, so he would not have to bother himself with an adventure (and the relevant plot and creatures to take care of).
 

Turanil said:
Don't joke with that! The last gaming session, with a new (and novice) DM was a disaster. Not only he decided to remove ALL rules for ease of DMing (so he would not have to learn them). Then, he also removed all scenario and preparation, so he would not have to bother himself with an adventure (and the relevant plot and creatures to take care of).

And then he broke out the mini's and played with them like toy soldiers, I bet.

Just another example of why preschoolers shouldn't be allowed to DM. :D
 


Talath said:
Would you find this section useful, or is it just filler to you?
I find such things very useful. I find myself tinkering with rules all the time just for the sake of it or for reasons of style. Knowing the thought behind rules & how different parts fit together & affect each other is very useful. Even if you don't change anything, knowing that stuff can improve you enjoyment. Every game should have a "designer's notes", even if its a separate document.

Heck, possibly my favorite programming book is Design & Implementation of the C++ Programming Language. I always enjoy getting insight into the original creator's thinking & process no matter what the product.

Now, that being said, there are often interactions & consequences that are not foreseen by the designer. So, designer notes only help so far.
 

I would prefer the rules be left out to begin with and then have a section detailing how you can add in optional rules that make the game more complex.

The Star Frontiers boxed set did this with their Basic rulebook and their Expanded rulebook. I used the Basic rulebook for general game mechanics and took some of the rules I liked from the Expanded book to fill in gaps, rather than using the Expanded rules whole cloth. It was much easier than going through a single rulebook and removing rules I didn't want in order to reach a level of simplicity that satisfied me.
 

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