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<blockquote data-quote="overgeeked" data-source="post: 8416607" data-attributes="member: 86653"><p>I tend to stick with HPL's stuff and ignore the rest. So that's my frame of reference. I'm not a fan of the pulp-action Cthulhu stuff or the modern guns & ammo versions of Cthulhu stories.</p><p></p><p>Because of the kind of rule it is. It's a short, declarative if, then statement. There's no wiggle room. Nothing players can latch onto to try to fiddle with, bend, or break. "If you fight the monsters, you will die." It's a rule that informs the players of the kind of fiction the game will be about. That's wildly different than say...16 pages of skills and their use. Lists of skills vaguely point at the kind of game it will be. "If you fight the monsters, you will die" is very much an explicit "this is what the game is about" kind of rule. Most rules aren't that good, straightforward, and simple.</p><p></p><p>Yeah. Like I said, I think it's a logical conclusion, but it's not core.</p><p></p><p>I think that's where we disagree, then. In my experience it's inevitable. It's a foregone conclusion. This is supported by my nearly 40 years playing and running RPGs, along with the article and video I linked.</p><p></p><p>Gamers being gamers...they will inevitably exploit whatever system you put in front of them. No matter how absurd the action, how out of genre the action, or how utterly dumb the action...they will push. "Sure, you can fire an arrow into the sun from the surface of the earth if you roll six 100s in a row on 1d100." Insert "so you're telling me there's a chance" meme here.</p><p></p><p>The only ways to address it are to remove the temptation (i.e. remove the system from their side of the screen), remove the gamers (i.e. solo DM play), or to create a rules set so simple that it cannot be exploited (i.e. rules ultra-light games such as presented in Dark Empires or Over the Edge 3rd Edition or Cthulhu Dark).</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8416607, member: 86653"] I tend to stick with HPL's stuff and ignore the rest. So that's my frame of reference. I'm not a fan of the pulp-action Cthulhu stuff or the modern guns & ammo versions of Cthulhu stories. Because of the kind of rule it is. It's a short, declarative if, then statement. There's no wiggle room. Nothing players can latch onto to try to fiddle with, bend, or break. "If you fight the monsters, you will die." It's a rule that informs the players of the kind of fiction the game will be about. That's wildly different than say...16 pages of skills and their use. Lists of skills vaguely point at the kind of game it will be. "If you fight the monsters, you will die" is very much an explicit "this is what the game is about" kind of rule. Most rules aren't that good, straightforward, and simple. Yeah. Like I said, I think it's a logical conclusion, but it's not core. I think that's where we disagree, then. In my experience it's inevitable. It's a foregone conclusion. This is supported by my nearly 40 years playing and running RPGs, along with the article and video I linked. Gamers being gamers...they will inevitably exploit whatever system you put in front of them. No matter how absurd the action, how out of genre the action, or how utterly dumb the action...they will push. "Sure, you can fire an arrow into the sun from the surface of the earth if you roll six 100s in a row on 1d100." Insert "so you're telling me there's a chance" meme here. The only ways to address it are to remove the temptation (i.e. remove the system from their side of the screen), remove the gamers (i.e. solo DM play), or to create a rules set so simple that it cannot be exploited (i.e. rules ultra-light games such as presented in Dark Empires or Over the Edge 3rd Edition or Cthulhu Dark). [/QUOTE]
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