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<blockquote data-quote="Incenjucar" data-source="post: 6407894" data-attributes="member: 6182"><p>The only differences between editions in this regard are that a portion of the gaming population allows the presence or lack of good rules to determine whether or not they make their own. It's a psychological response to certain conditions, but not actually an enforced part of the game. While I want to make it clear that such behaviors are entirely normal things and not something I'm trying to shame, it's quite literally all in one's head. Regardless of the rules, the deal of a game is that the GM will run it so long as certain conditions are met, and the players will run it until certain conditions are met, and this is a matter of individual decision which, while influence by the rules and their presentation, are equally influenced by factors completely unrelated to gaming, and are not inherent to the specific rules set.</p><p></p><p>It is certainly true that different editions have different environments for creating rules. 2E (and I assume previous editions) had lots lots of barely-related rules, which led to people being more varied in how they approached house rules. 3E tightened it up to focused on the d20, moving people toward using it as the basis more often, but also moving people toward increased complexity. 4E tightened up the math and method, bringing the delicacy of balance and exact wording, which made making new rules that fit the current rules more precise, but more difficult since there was a balance to break. 5E narrows the range of possibilities with bound accuracy, while bringing back the vagueness and increasing the complexity of design again. These are all real factors in how people will react to the game.</p><p></p><p>But they don't actually determine the nature of the balance between player and GM. They just encourage people to think of certain behaviors more often, which is enough to change the actual behavior of many people.</p><p></p><p>Hopefully the DMG will do its very best to take this in mind, and will present all varieties of player/GM balance in an even way, so that people can rise above the influence of suggestion and can make determined choices as to which sort of balance they want to negotiate for their table, so that everyone gets the most out of the experience.</p><p></p><p>Remember, the designers aren't in charge!</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 6407894, member: 6182"] The only differences between editions in this regard are that a portion of the gaming population allows the presence or lack of good rules to determine whether or not they make their own. It's a psychological response to certain conditions, but not actually an enforced part of the game. While I want to make it clear that such behaviors are entirely normal things and not something I'm trying to shame, it's quite literally all in one's head. Regardless of the rules, the deal of a game is that the GM will run it so long as certain conditions are met, and the players will run it until certain conditions are met, and this is a matter of individual decision which, while influence by the rules and their presentation, are equally influenced by factors completely unrelated to gaming, and are not inherent to the specific rules set. It is certainly true that different editions have different environments for creating rules. 2E (and I assume previous editions) had lots lots of barely-related rules, which led to people being more varied in how they approached house rules. 3E tightened it up to focused on the d20, moving people toward using it as the basis more often, but also moving people toward increased complexity. 4E tightened up the math and method, bringing the delicacy of balance and exact wording, which made making new rules that fit the current rules more precise, but more difficult since there was a balance to break. 5E narrows the range of possibilities with bound accuracy, while bringing back the vagueness and increasing the complexity of design again. These are all real factors in how people will react to the game. But they don't actually determine the nature of the balance between player and GM. They just encourage people to think of certain behaviors more often, which is enough to change the actual behavior of many people. Hopefully the DMG will do its very best to take this in mind, and will present all varieties of player/GM balance in an even way, so that people can rise above the influence of suggestion and can make determined choices as to which sort of balance they want to negotiate for their table, so that everyone gets the most out of the experience. Remember, the designers aren't in charge! [/QUOTE]
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