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<blockquote data-quote="Nagol" data-source="post: 5080010" data-attributes="member: 23935"><p>Because in an open game system, I can review my choice of English broadsword to understand what level of compromise is required to be non-optimal. In a closed system, I do not know the ramifications and am more likely to look for and stick with things that appear optimal.</p><p></p><p></p><p></p><p>The biggest problem I've found with this is where the original tactic was successful by fluke. Because of the hidden nature, the improbability of the event is often overlooked and the same tactic is used with sub-par performance again and again.</p><p></p><p></p><p></p><p>With the exception of the player self-limiting to pre-built mechanics, the same applies to an open system. </p><p></p><p></p><p></p><p>Not necessarily predictable, but at least where the ramifications are understood. I may still try the long-shot takeout, but at least it is an informed decision on my part.</p><p></p><p></p><p></p><p>I don't require predictibilty so much as I appreciate understanding consequence. I don't state a desired result "I knock the gun out of his hand" I state my action "I try to knock the gun out of his hand". If the ruleset states there is a 95% chance of success, but there is a 25% chance the gun goes off anyway hitting the person it is pointed at, I may not want to accept that consequence. I may settle for the "I take the gun from him" which has a 50% of success and a 50% of shooting my character, but threatens no one else. It's all about informed decisions and understanding potential consequence.</p><p></p><p>The GM is not an antagonist; he is an adjudicator.</p><p></p><p><snip></p><p></p><p></p><p></p><p>Because that's what the ruleset I was thinking of states. Other rulesets have different implications for sharing space. In many of those systems the implication is there is no impact on combat performance.</p><p></p><p>Once you start discarding the systems, it really doesn't matter if it was open or closed to begin with. I've never found more resistance from players when adjusting systems on the fly from open or hidden systems.</p><p></p><p></p><p></p><p></p><p>Genre has a lot more implication than that for me. A game simulating cinematic martial arts films like Feng Shui will adjudicate a move very differently than the same move in a gritty military game like Twilight 2000 with different probabilities and potential consequences even if the setting and base campaign world are the same.</p><p></p><p>It's immaterial the power level of the character. I specifically pointed out the consequence for a normal human for that reason.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5080010, member: 23935"] Because in an open game system, I can review my choice of English broadsword to understand what level of compromise is required to be non-optimal. In a closed system, I do not know the ramifications and am more likely to look for and stick with things that appear optimal. The biggest problem I've found with this is where the original tactic was successful by fluke. Because of the hidden nature, the improbability of the event is often overlooked and the same tactic is used with sub-par performance again and again. With the exception of the player self-limiting to pre-built mechanics, the same applies to an open system. Not necessarily predictable, but at least where the ramifications are understood. I may still try the long-shot takeout, but at least it is an informed decision on my part. I don't require predictibilty so much as I appreciate understanding consequence. I don't state a desired result "I knock the gun out of his hand" I state my action "I try to knock the gun out of his hand". If the ruleset states there is a 95% chance of success, but there is a 25% chance the gun goes off anyway hitting the person it is pointed at, I may not want to accept that consequence. I may settle for the "I take the gun from him" which has a 50% of success and a 50% of shooting my character, but threatens no one else. It's all about informed decisions and understanding potential consequence. The GM is not an antagonist; he is an adjudicator. <snip> Because that's what the ruleset I was thinking of states. Other rulesets have different implications for sharing space. In many of those systems the implication is there is no impact on combat performance. Once you start discarding the systems, it really doesn't matter if it was open or closed to begin with. I've never found more resistance from players when adjusting systems on the fly from open or hidden systems. Genre has a lot more implication than that for me. A game simulating cinematic martial arts films like Feng Shui will adjudicate a move very differently than the same move in a gritty military game like Twilight 2000 with different probabilities and potential consequences even if the setting and base campaign world are the same. It's immaterial the power level of the character. I specifically pointed out the consequence for a normal human for that reason. [/QUOTE]
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