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<blockquote data-quote="billd91" data-source="post: 4875808" data-attributes="member: 3400"><p>I think increasing rule reliance/decreasing fiat reliance is really just an evolution of the AD&D project that started with 1e. Back when 1e was still pretty new, Gygax wrote, for the Dragon, a column explaining what the goal of AD&D was compared to D&D. Part of that goal was establishing a game that could provide for a greater consistency of experience from table to table and lead to more improvements in the rules. Both require somewhat more expansive rules as well as more unified mechanic rules to make them easier to understand and implement.</p><p></p><p>Along the way, I think AD&D picked up a few other goals as well, including the attempt to empower players against bad DMs, making the balance of power between DM and player a little more equal by putting more rules out in the open in front of the players. </p><p></p><p>I think the more expansive rules also help reduce barriers to broader groups of players. While the complexity could become an issue, more comprehensive rules mean that a diversity of player experiences, mindsets, and ability to apply common sense is better supported. Under fiat-heavy, looser games, you could see more of an effect based on differences in these factors. Applying highly contextual initiative rules requires an application of "common" sense with respect to medieval-style or fantasy weapons - a commodity that may be a lot scarcer than people would admit.</p></blockquote><p></p>
[QUOTE="billd91, post: 4875808, member: 3400"] I think increasing rule reliance/decreasing fiat reliance is really just an evolution of the AD&D project that started with 1e. Back when 1e was still pretty new, Gygax wrote, for the Dragon, a column explaining what the goal of AD&D was compared to D&D. Part of that goal was establishing a game that could provide for a greater consistency of experience from table to table and lead to more improvements in the rules. Both require somewhat more expansive rules as well as more unified mechanic rules to make them easier to understand and implement. Along the way, I think AD&D picked up a few other goals as well, including the attempt to empower players against bad DMs, making the balance of power between DM and player a little more equal by putting more rules out in the open in front of the players. I think the more expansive rules also help reduce barriers to broader groups of players. While the complexity could become an issue, more comprehensive rules mean that a diversity of player experiences, mindsets, and ability to apply common sense is better supported. Under fiat-heavy, looser games, you could see more of an effect based on differences in these factors. Applying highly contextual initiative rules requires an application of "common" sense with respect to medieval-style or fantasy weapons - a commodity that may be a lot scarcer than people would admit. [/QUOTE]
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