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Rules as Law vs. Rules as Guidelines
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<blockquote data-quote="Lanefan" data-source="post: 8954144" data-attributes="member: 29398"><p>This is the key thing, the bolded bit at the end - that once it's decided to work that way it consistently keeps on working that way for the rest of the campaign, based on the precedent set here and now.</p><p></p><p>The phrase "Rule of Cool" always makes me wince, as it gives me the impression (whether intended or not) that a given thing, if repeated, might not work the same if there was a cooler outcome to be had by having it work differently. For example, <em>Mending</em> fixes the rope now because its doing so gives a cool outcome but doesn't fix the rope next time because the cooler outcome arises from the rope remaining broken. More-than-legitimate player-side argument ensues, as that's simply bad DMing.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8954144, member: 29398"] This is the key thing, the bolded bit at the end - that once it's decided to work that way it consistently keeps on working that way for the rest of the campaign, based on the precedent set here and now. The phrase "Rule of Cool" always makes me wince, as it gives me the impression (whether intended or not) that a given thing, if repeated, might not work the same if there was a cooler outcome to be had by having it work differently. For example, [I]Mending[/I] fixes the rope now because its doing so gives a cool outcome but doesn't fix the rope next time because the cooler outcome arises from the rope remaining broken. More-than-legitimate player-side argument ensues, as that's simply bad DMing. [/QUOTE]
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