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The "need" for "official rulings"...?
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<blockquote data-quote="I'm A Banana" data-source="post: 6459901" data-attributes="member: 2067"><p>Yes. Absolutely.</p><p></p><p>"The secret we should never let the gamemasters know is that they don't need any rules", right?</p><p></p><p>The most directly relevant thing to play is the enjoyment of the people at the table. The rules only exist to facilitate that enjoyment. If a rule doesn't facilitate that enjoyment, it's easily discarded as irrelevant. If a rule does facilitate that enjoyment, that enjoyment gives it relevance for that time and that place only. </p><p></p><p>A lot of the rules in the books facilitate enjoyment at a lot of peoples' tables -- that's why they're often worth some time and effort to understand, and that's why the designers' intent can be useful. These are the folks paid to do this, after all. But a rule's relevance is measured by the degree to which it enables player enjoyment in the moment, and THAT is a fickle and variable and often arbitrary beast.</p><p></p><p></p><p></p><p>The thing that threads this needle is to understand that a fun game of D&D is not <em>one thing</em>. It is many different things, from moment to moment, accross different tables and eras and times of day and frequencies of play and....a fun game of D&D is a <em>specific, local</em> thing. </p><p></p><p>It is very well defined in that moment. You know if you're enjoying yourself or not in the moment. If you are, it's a fun game of D&D. If you're not, it's not. The causality isn't always well-understood, but one can easily see if the game one is playing at any particular moment is a fun game of D&D or not. </p><p></p><p></p><p></p><p>It's important to understand what the point of the game is at a local level -- to understand what is fun for the people at the table. That's all that matters. What Jeremy Crawford thinks might be a good idea is only relevant in as much as it brings fun to the people at your personal table when you are playing. It can be useful to know that -- it's his job to find out what might do that, after all -- but it's not key to a fun time. What's key to a fun time is to understand what Bridget, Arthur, Melissa, Scott, Trystan, and Alicia think is a fun time.</p><p></p><p>It's impossible to define D&D for all players in all places, which is exactly why the designers' intent isn't the most relevant thing. The rules serve a greater purpose. Only that greater purpose is essential.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6459901, member: 2067"] Yes. Absolutely. "The secret we should never let the gamemasters know is that they don't need any rules", right? The most directly relevant thing to play is the enjoyment of the people at the table. The rules only exist to facilitate that enjoyment. If a rule doesn't facilitate that enjoyment, it's easily discarded as irrelevant. If a rule does facilitate that enjoyment, that enjoyment gives it relevance for that time and that place only. A lot of the rules in the books facilitate enjoyment at a lot of peoples' tables -- that's why they're often worth some time and effort to understand, and that's why the designers' intent can be useful. These are the folks paid to do this, after all. But a rule's relevance is measured by the degree to which it enables player enjoyment in the moment, and THAT is a fickle and variable and often arbitrary beast. The thing that threads this needle is to understand that a fun game of D&D is not [I]one thing[/I]. It is many different things, from moment to moment, accross different tables and eras and times of day and frequencies of play and....a fun game of D&D is a [I]specific, local[/I] thing. It is very well defined in that moment. You know if you're enjoying yourself or not in the moment. If you are, it's a fun game of D&D. If you're not, it's not. The causality isn't always well-understood, but one can easily see if the game one is playing at any particular moment is a fun game of D&D or not. It's important to understand what the point of the game is at a local level -- to understand what is fun for the people at the table. That's all that matters. What Jeremy Crawford thinks might be a good idea is only relevant in as much as it brings fun to the people at your personal table when you are playing. It can be useful to know that -- it's his job to find out what might do that, after all -- but it's not key to a fun time. What's key to a fun time is to understand what Bridget, Arthur, Melissa, Scott, Trystan, and Alicia think is a fun time. It's impossible to define D&D for all players in all places, which is exactly why the designers' intent isn't the most relevant thing. The rules serve a greater purpose. Only that greater purpose is essential. [/QUOTE]
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