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<blockquote data-quote="Geron Raveneye" data-source="post: 3001408" data-attributes="member: 2268"><p>First, a little correction...the point Firelance made was the following:</p><p></p><p></p><p></p><p>My answer was to that point, which, if I'm not corrected by Firelance next, states that a DM doesn't need to have the right to change the rules to be a DM. Neither Firelance, nor I, inferred that rules tweaking is a sign of a "good DM". Rather, to me rules tweaking is part of a DM's authority in order to keep the game going in points where the rules don't cover it, or cover it in a bad manner. It's something a DM should be able to do without much problem <strong>if necessary</strong>, and able to do it quick and concisely without having to cross-reference more than one book, and without shattering half a dozen dependent subsystems.</p><p></p><p>The question how often that occurs is rather irrelevant, in my eyes...even if it occurs only once in every game other session, I'd prefer to be able to make a quick ruling on the spot instead of hunting through 600 pages of core rules and additional supplements in order to find the rule that deals with the situation. Especially in a system where there's not just the "core system", but also countless D20 supplements on similar topics, any rules question that is not covered with an easy "roll a D20" might get half a dozen different answers from DM and players who remember different stuff they all read. Not that other "complete" rule systems are any better in that regard. I've yet to see a roleplaying game that actually manages to pack it's claim of covering ALL eventualities in a game into less than a thick tome of rules.</p><p></p><p>The thing is, it's already a lot of work to be a DM, and the reward is mostly that you are able to present a lot of fun to your players and derive your own fun from that. The benefit is that you control what does and does not work in your world, and that includes the ability to change some part of the rules if you want them to work differently. After all, the rules are only a tool to mechanically display a part of the game reality, so if you create a game reality that isn't properly expressed by the rules at hand, you're well advised to change the rules in that part to mirror the game reality. Taking that ability away from the DM would, in my eyes, lead to more frustration than the part of being DM is worth. It's already a drag with the heavily codified 3.x system, where you by now need software to quickly create a full NPC (or a love for number-crunching), and where you have to check a dozen books to create something with "official" rules, because otherwise you might offend some player's sensibilities. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3001408, member: 2268"] First, a little correction...the point Firelance made was the following: My answer was to that point, which, if I'm not corrected by Firelance next, states that a DM doesn't need to have the right to change the rules to be a DM. Neither Firelance, nor I, inferred that rules tweaking is a sign of a "good DM". Rather, to me rules tweaking is part of a DM's authority in order to keep the game going in points where the rules don't cover it, or cover it in a bad manner. It's something a DM should be able to do without much problem [b]if necessary[/b], and able to do it quick and concisely without having to cross-reference more than one book, and without shattering half a dozen dependent subsystems. The question how often that occurs is rather irrelevant, in my eyes...even if it occurs only once in every game other session, I'd prefer to be able to make a quick ruling on the spot instead of hunting through 600 pages of core rules and additional supplements in order to find the rule that deals with the situation. Especially in a system where there's not just the "core system", but also countless D20 supplements on similar topics, any rules question that is not covered with an easy "roll a D20" might get half a dozen different answers from DM and players who remember different stuff they all read. Not that other "complete" rule systems are any better in that regard. I've yet to see a roleplaying game that actually manages to pack it's claim of covering ALL eventualities in a game into less than a thick tome of rules. The thing is, it's already a lot of work to be a DM, and the reward is mostly that you are able to present a lot of fun to your players and derive your own fun from that. The benefit is that you control what does and does not work in your world, and that includes the ability to change some part of the rules if you want them to work differently. After all, the rules are only a tool to mechanically display a part of the game reality, so if you create a game reality that isn't properly expressed by the rules at hand, you're well advised to change the rules in that part to mirror the game reality. Taking that ability away from the DM would, in my eyes, lead to more frustration than the part of being DM is worth. It's already a drag with the heavily codified 3.x system, where you by now need software to quickly create a full NPC (or a love for number-crunching), and where you have to check a dozen books to create something with "official" rules, because otherwise you might offend some player's sensibilities. :confused: [/QUOTE]
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