But you have to be flexible. Some times you spend 10 hours preparing the caravan adventure but the PCs ignore the caravan master's hiring of guards (your adventure hook) and want to go to the brothel instead or they want to go track down some clue you forgot you gave them. Or perhaps a key player doesnt show up and your adventure for that session was going to be driven by that character. So all of a sudden you find yourself making a few rogues and inventing a reason they are after the PCs, break into their rooms, steal stuff, have a chase, go down to their lair through a illusory wall in an alley in the bad part of town, kill a few recover the item they stole, etc.
Yes, indeed. I agree.
But all this leads back to a central point of roleplaying.
Play should dictate rules, rules shouldnt dictate play.
I agree with the principle, yes, but with reservations. You're oversimplifying IMO, because to bring this to it's logical extreme we'd all be playing custom systems suited to our specific style of play. This isn't exactly true, so once again the truth is somewhere in the middle, IMO.
If you arent following that rule then go play a boardgame or a TCG.
I disagree a fair bit here, because I don't think that's always the case. I'm sure some people can play D&D legitimately as a wargame sticking to the letter of the rules, thus constricting play, and enjoy themselves regardless. Obviously, IMO you can't dictate terms on how people should play D&D if they want to play it in a given style. The openness of play style which you are revelling in in this post opens D&D up to them, too. Not that I play their way, but will play devil's advocate nonetheless...
This is a game of imagination. Essentially, an elaborate game of cops and robbers with rules for resolving the age old argument "I shot you" "No you didnt".
Yes, I agree that's usually the case.
Rules exist to facilitate our story telling. 3E rules are no more or less hindering than earlier editions.
I disagree somewhat, and think you're oversimplifying a bit. I think you're correct on the level that if you ignore any edition for your play purposes at any given stage, they're all equally facilitating, because they cease to exist or automagically change any time they get in the way - but I don't buy that as a way of comparing what the rules facilitate when they
are in play in an unaltered way.
Min/maxers min/max in any system they play. Thats the gamer, not the game. Rules lawyers will be rules lawyers whether you are playing D&D, Risk, Monopoly, Traveller or whatever.
Yes, and some editions and games can give rules lawyers and min/maxers more "ammo", if you will. That's a difference that can matter when you're not temporarily altering or disappearing the rules for play purposes.
The problem with 3E is the mindset it creates: that there is only one "right" way to do things. Remember, this isnt chess where you move your knight 3 forward and the guy sitting across from you says "hey, thats against the rules." Those types of inflexible rules are necessary in a competive game where each side plays by the same rules to determine a winner and deviation from those rules becomes unfair.
Yes, I agree. One of the criticisms levelled at AD&D is that it - perhaps because of the way it was presented, perhaps because of it's rules density -
encouraged a higher level of hand-holding than oD&D, and with 3E this perception seems to be more true than ever.
Is 3E more cumbersome? Yes, but mostly because it is new.
There are a lot more subtleties to the system than earlier editions, IMO - not that that's necessarily a bad thing.
Besides, and this is the good part, if you dont like it--change it!!!! Its your game. And it is your story.
Although this is true for the most part, in some ways 3E can be considered more difficult to customise because of rules interdependencies. For example, taking out feats can have repercussions throughout the system.
Rules dont limit creativity if you look at rules the way I propose: they are guidelines. Change whatever you want to allow your creativity to control. Remember my mantra: play dictates rules, rules dont dictate play.
Not everyone uses your model of play, though.
Now go get those stat blocks ready for the next session!!!
Er, no. I was suggesting a way he might get those stat blocks
if he wanted them, and not spend hours statting every darn person in his entire game - create a few common "types" and re-use them for all occasions where they fit.
Note that that's a pro-3E suggestion to get around his complaint as well - it dismantles some of the original problem he suggested existed - just not in the way that you and hong intend to do so.