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General Tabletop Discussion
D&D Older Editions
The Best Thing from 4E
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<blockquote data-quote="Manbearcat" data-source="post: 6573897" data-attributes="member: 6696971"><p>Yup. It is amazing how impactful the arrangement of 3 little words can be. When I read "rulings not rules" was going to be the design ethos, my stomach turned and literally the first thing I thought was..."they're bringing back AD&D, GM force, and illusionism..." I could pretty well extrapolate (and I did) that we were going to see:</p><p></p><p>1) a deluge of hotly debated posts trying to clarify rules oddities and incoherent rules intersections...</p><p></p><p>2) outright advocating for the play procedure of player action declaration > mechanical resolution > derived outcomes that bind GM narration and propel play to be utterly subordinated to GM inclination (moment to moment)...</p><p></p><p>3) and a renaissance of metagame aversion (and all that comes with that). </p><p></p><p>If only would have been "rules and rulings", just 3 little words, much (seemingly) would have been different. But "rulings not rules" was no mistake. Those words have very specific intent and focus. And they carried through on those specific design aims so, by that measure, they produced a great system. And lots of folks couldn't be happier. I'm glad for them.</p><p></p><p></p><p></p><p>Another great point. High prep and/or too many balls in the air are what kills the majority of GMs. I like my mental overhead to be intensive but focused like a laser beam on a few very specific components. Spread out too thin, especially with conflicts of interest, and I'll check out mentally (and certainly not produce my best stuff).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6573897, member: 6696971"] Yup. It is amazing how impactful the arrangement of 3 little words can be. When I read "rulings not rules" was going to be the design ethos, my stomach turned and literally the first thing I thought was..."they're bringing back AD&D, GM force, and illusionism..." I could pretty well extrapolate (and I did) that we were going to see: 1) a deluge of hotly debated posts trying to clarify rules oddities and incoherent rules intersections... 2) outright advocating for the play procedure of player action declaration > mechanical resolution > derived outcomes that bind GM narration and propel play to be utterly subordinated to GM inclination (moment to moment)... 3) and a renaissance of metagame aversion (and all that comes with that). If only would have been "rules and rulings", just 3 little words, much (seemingly) would have been different. But "rulings not rules" was no mistake. Those words have very specific intent and focus. And they carried through on those specific design aims so, by that measure, they produced a great system. And lots of folks couldn't be happier. I'm glad for them. Another great point. High prep and/or too many balls in the air are what kills the majority of GMs. I like my mental overhead to be intensive but focused like a laser beam on a few very specific components. Spread out too thin, especially with conflicts of interest, and I'll check out mentally (and certainly not produce my best stuff). [/QUOTE]
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