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General Tabletop Discussion
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Rules as Law vs. Rules as Guidelines
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<blockquote data-quote="robconley" data-source="post: 8942884" data-attributes="member: 5636"><p>My viewpoint is that asking Rules as Law versus Rules as Guidelines is the wrong distinction. For me, it is the setting of the campaign that dictates what players can and can't do as their character. If the rules conflict with how things are defined in the setting then it is the rules that must change. </p><p>Also, another important consideration is that no rule system can handle everything a character could do within a setting. At some point, a ruling will be required. Another still is the level of detail, which is more about preference than need. You could run a campaign in a fantasy setting with Microlite 20 or you could run the same fantasy setting with GURPS with all the relevant sourcebooks. Which option is better, along with those that are in between, is a preference.</p><p></p><p>Finally, does the system work with how you think of the setting as a player or referee? I could use many systems to run my Majestic Fantasy Realms but I prefer only a few as they align more with how I think of my setting and thus less work and more enjoyable for me to use. Different folks will have different answers to this question.</p><p></p><p>An alternative to the above is to let the setting conform to how the system works. Perhaps go as far as saying that characters can <strong>only</strong> do the things described in the rules and no more. Not my preference but I have seen more than a few groups play this way.</p><p></p><p>My two cents.</p></blockquote><p></p>
[QUOTE="robconley, post: 8942884, member: 5636"] My viewpoint is that asking Rules as Law versus Rules as Guidelines is the wrong distinction. For me, it is the setting of the campaign that dictates what players can and can't do as their character. If the rules conflict with how things are defined in the setting then it is the rules that must change. Also, another important consideration is that no rule system can handle everything a character could do within a setting. At some point, a ruling will be required. Another still is the level of detail, which is more about preference than need. You could run a campaign in a fantasy setting with Microlite 20 or you could run the same fantasy setting with GURPS with all the relevant sourcebooks. Which option is better, along with those that are in between, is a preference. Finally, does the system work with how you think of the setting as a player or referee? I could use many systems to run my Majestic Fantasy Realms but I prefer only a few as they align more with how I think of my setting and thus less work and more enjoyable for me to use. Different folks will have different answers to this question. An alternative to the above is to let the setting conform to how the system works. Perhaps go as far as saying that characters can [B]only[/B] do the things described in the rules and no more. Not my preference but I have seen more than a few groups play this way. My two cents. [/QUOTE]
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