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<blockquote data-quote="Nagol" data-source="post: 5079906" data-attributes="member: 23935"><p>The question of hidden versus open rules often comes down to how much discovery the player must endure to decipher the system sufficiently to intelligently determine a course of action.</p><p></p><p>By intelligently, I mean able to make conscious decision between options with understood outcomes to best meet the player goals.</p><p></p><p>A hidden system places more emphasis on the ruleset meshing with player expectation and the GM interpreting player intent into game actions. These extra levels of translation add little value for my playstyle.</p><p></p><p>I find the kindly GM approach of making sure the player understands ramifications of their decisions gets hard in the heat of play. I prefer to have the majority of the ruleset/campaign world available to the players so that the onus is on the player making the decision as opposed to on the GM second-guessing the player's knowledge and undestanding. That's not to say a GM shouldn't ask for clarification or prompt the player with campaign information if the player seems to have forgotten, but it should reduce the need for such sanity checks.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5079906, member: 23935"] The question of hidden versus open rules often comes down to how much discovery the player must endure to decipher the system sufficiently to intelligently determine a course of action. By intelligently, I mean able to make conscious decision between options with understood outcomes to best meet the player goals. A hidden system places more emphasis on the ruleset meshing with player expectation and the GM interpreting player intent into game actions. These extra levels of translation add little value for my playstyle. I find the kindly GM approach of making sure the player understands ramifications of their decisions gets hard in the heat of play. I prefer to have the majority of the ruleset/campaign world available to the players so that the onus is on the player making the decision as opposed to on the GM second-guessing the player's knowledge and undestanding. That's not to say a GM shouldn't ask for clarification or prompt the player with campaign information if the player seems to have forgotten, but it should reduce the need for such sanity checks. [/QUOTE]
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