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Rules as Law vs. Rules as Guidelines
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<blockquote data-quote="Maxperson" data-source="post: 8942901" data-attributes="member: 23751"><p>I define it a bit more simply. <strong>The mechanics and fluff must match.</strong> If they don't, one has to change so that they do. So a campaign setting that describes all races as having the inherent ability to fly must create mechanics to match. There are some exceptions for mechanics which create nothing perceivable in the game world, such as what treasure tables monsters in 1e rolled on.</p><p></p><p>Agreed.</p><p></p><p>As for my opinion on rules as law vs. rules as guidelines. They are law for players and guidelines for the DM. Now that doesn't mean that the DM should run around changing them on a whim or even during a campaign(unless it's disruptive), but the DM gets to decide which rules are in play and what those rules do.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8942901, member: 23751"] I define it a bit more simply. [B]The mechanics and fluff must match.[/B] If they don't, one has to change so that they do. So a campaign setting that describes all races as having the inherent ability to fly must create mechanics to match. There are some exceptions for mechanics which create nothing perceivable in the game world, such as what treasure tables monsters in 1e rolled on. Agreed. As for my opinion on rules as law vs. rules as guidelines. They are law for players and guidelines for the DM. Now that doesn't mean that the DM should run around changing them on a whim or even during a campaign(unless it's disruptive), but the DM gets to decide which rules are in play and what those rules do. [/QUOTE]
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