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<blockquote data-quote="EzekielRaiden" data-source="post: 9430556" data-attributes="member: 6790260"><p>Being perfectly honest...exactly the kinds of rules changes you proposed in the OP, and many of the other proposed changes in this thread. They sound like absolutely the antithesis of a fun, entertaining evening; they turn even the smallest acts into the worst sort of bean-counting.</p><p></p><p>I want to have a relatively fun time being a heroic adventurer who fights evil princesses and rescues beautiful dragons, who does the right things for the right reasons, who shows mercy because it is both morally upstanding <em>and actually worth doing</em>.</p><p></p><p>Your "knock someone unconscious, it lasts for up to 24 seconds" rule, for example, has just made taking prisoners <em>alive</em> against their will essentially impossible. It has made it so every session where I advocate for a nonlethal approach to dealing with combatants, I am actively being a detriment to everyone in the group, including myself.</p><p></p><p>Such ill-considered efforts, pursued out of an aesthetic or meta-aesthetic desire for the rules to <em>look and feel nice</em> rather than for the rules to perform well as a fantasy roleplaying game experience, are the bane of far too many games today.</p><p></p><p><em>That's</em> what annoys me about rules nine times out of ten. When they prize on-the-page prettiness or geometry or so-called "realism" (even though "realism" and reality often do not intersect...) ahead of being well-structured, effective rules that achieve the designer's intent for the gameplay experience.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9430556, member: 6790260"] Being perfectly honest...exactly the kinds of rules changes you proposed in the OP, and many of the other proposed changes in this thread. They sound like absolutely the antithesis of a fun, entertaining evening; they turn even the smallest acts into the worst sort of bean-counting. I want to have a relatively fun time being a heroic adventurer who fights evil princesses and rescues beautiful dragons, who does the right things for the right reasons, who shows mercy because it is both morally upstanding [I]and actually worth doing[/I]. Your "knock someone unconscious, it lasts for up to 24 seconds" rule, for example, has just made taking prisoners [I]alive[/I] against their will essentially impossible. It has made it so every session where I advocate for a nonlethal approach to dealing with combatants, I am actively being a detriment to everyone in the group, including myself. Such ill-considered efforts, pursued out of an aesthetic or meta-aesthetic desire for the rules to [I]look and feel nice[/I] rather than for the rules to perform well as a fantasy roleplaying game experience, are the bane of far too many games today. [I]That's[/I] what annoys me about rules nine times out of ten. When they prize on-the-page prettiness or geometry or so-called "realism" (even though "realism" and reality often do not intersect...) ahead of being well-structured, effective rules that achieve the designer's intent for the gameplay experience. [/QUOTE]
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