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General Tabletop Discussion
*TTRPGs General
The Origins of ‘Rule Zero’
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<blockquote data-quote="TheSword" data-source="post: 8174937" data-attributes="member: 6879661"><p>I think this is where I see a noticeable difference between those who are publishers and game designers and those who just play for enjoyment. Your perspective is invariably influenced by the fact that you design game rules and see them as something that needs improving with your own take on how that should be done based on your ideas and the games you’ve had access to. You have an inherently wider tolerance for change than I do.</p><p></p><p>I don’t design games, I have no desire to design games. I like playing some games that I like the style of and sometimes I tinker with them to make them fit my likes and those of my group. If I wanted to play Dungeon World, I would. However we enjoy D&D 5e, just as we enjoyed Pathfinder before it. So we spend our limited time playing that. I guess we have trust in D&D because for the large part we know we will like the end product. If that trust is misplaced we might switch to another product (pathfinder). We rely on the game being inherently right for us and we tinker until it fits.</p><p></p><p>I suspect that’s a different approach to a designers desire to see as many different systems as possible to broaden knowledge. Things is, most people aren’t designers, and don’t have the desire to play dozens of different games, not knowing which will be a duffer and which will be a triumph. I’ll do that with a board game, but not with a RPG that requires a substantial amount of time and effort from all involved... particularly the DM.</p><p></p><p>I find it ironic that someone who looks at rules and wants to improve them as a publisher, takes issue with a rule that says if you want to make your own improvement to one of our rules then feel free to do so.</p><p></p><p>Sorry about the name, it looked like Lowerdrive at a glance. Consider me corrected.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8174937, member: 6879661"] I think this is where I see a noticeable difference between those who are publishers and game designers and those who just play for enjoyment. Your perspective is invariably influenced by the fact that you design game rules and see them as something that needs improving with your own take on how that should be done based on your ideas and the games you’ve had access to. You have an inherently wider tolerance for change than I do. I don’t design games, I have no desire to design games. I like playing some games that I like the style of and sometimes I tinker with them to make them fit my likes and those of my group. If I wanted to play Dungeon World, I would. However we enjoy D&D 5e, just as we enjoyed Pathfinder before it. So we spend our limited time playing that. I guess we have trust in D&D because for the large part we know we will like the end product. If that trust is misplaced we might switch to another product (pathfinder). We rely on the game being inherently right for us and we tinker until it fits. I suspect that’s a different approach to a designers desire to see as many different systems as possible to broaden knowledge. Things is, most people aren’t designers, and don’t have the desire to play dozens of different games, not knowing which will be a duffer and which will be a triumph. I’ll do that with a board game, but not with a RPG that requires a substantial amount of time and effort from all involved... particularly the DM. I find it ironic that someone who looks at rules and wants to improve them as a publisher, takes issue with a rule that says if you want to make your own improvement to one of our rules then feel free to do so. Sorry about the name, it looked like Lowerdrive at a glance. Consider me corrected. [/QUOTE]
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The Origins of ‘Rule Zero’
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