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<blockquote data-quote="happyhermit" data-source="post: 7005923" data-attributes="member: 6834463"><p>I'm not sure exactly what you mean by session based rules. At first I thought you were referring to rules that use "session" as a measure of time such as "session based leveling" or the way other systems such as Fate have things that last or refresh on a session based schedule rather than any sort of in-game time. Those things I have really grown to dislike, at least in the context of the games I would play/run in "D&D".</p><p></p><p>If you are referring to rules that are "brought in" then "taken out" for a session, then that is something I find fun at times. Usually we use such rules to "Zoom in", or out, on certain aspects of the game. Sometimes we might use rules to strictly track resources for instance, in a game where that was handwaved previously. Other times we might bring in all of the tactical options and run some intricate battles while other time we might run things much looser. </p><p></p><p>I think the important part is to let the players know these sorts of things might happen ahead of time, as long as they trust the GM then everyone will have a good time IME. You don't have to tell the players ahead of time what particular rules will be used to resolve things, but it is good practice to let them know how important or difficult something will be. For example, if they are preparing to cross a desert and you want to make it somewhat simulationist, it is best to be clear with the players (and PC) that this will be a very difficult trip and they must cross all their T's and dot their I's if they want to succeed.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 7005923, member: 6834463"] I'm not sure exactly what you mean by session based rules. At first I thought you were referring to rules that use "session" as a measure of time such as "session based leveling" or the way other systems such as Fate have things that last or refresh on a session based schedule rather than any sort of in-game time. Those things I have really grown to dislike, at least in the context of the games I would play/run in "D&D". If you are referring to rules that are "brought in" then "taken out" for a session, then that is something I find fun at times. Usually we use such rules to "Zoom in", or out, on certain aspects of the game. Sometimes we might use rules to strictly track resources for instance, in a game where that was handwaved previously. Other times we might bring in all of the tactical options and run some intricate battles while other time we might run things much looser. I think the important part is to let the players know these sorts of things might happen ahead of time, as long as they trust the GM then everyone will have a good time IME. You don't have to tell the players ahead of time what particular rules will be used to resolve things, but it is good practice to let them know how important or difficult something will be. For example, if they are preparing to cross a desert and you want to make it somewhat simulationist, it is best to be clear with the players (and PC) that this will be a very difficult trip and they must cross all their T's and dot their I's if they want to succeed. [/QUOTE]
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