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The Rules: Who cares?
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<blockquote data-quote="ST" data-source="post: 4875882" data-attributes="member: 14053"><p>There's folks who really, really like the idea that the rule system is a complete codex of everything that can happen in the world. Like it's the ingame fictional physics, or something.</p><p></p><p>I'd hazard a guess that for some of those folks, system mastery and an immersive sort of "grokking" of their campaign world come together in some Zenlike 3.x immanence where every orc peon and human farmer moves around under the celestial sphere, each HP in place, no DC unbalanced.</p><p></p><p>Or something. That's what it sounds like when you ask some of these folks what's wrong with simpler systems. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Seriously, though, I don't know what it was about 3.x, maybe the fact that OGL meant everyone was encouraged to generate more content, but it's the first system I've really seen a ton of people use to argue that every single thing that can be quantified in a game, should be. Even hardcore GURPS and HERO folks will sometimes just go "Oh, it's an NPC, so I winged it on the numbers". </p><p></p><p>I've never personally run a campaign using more than 20-30 pages of rules. Like, if it was a more complex system, we ignored the bulk of it. I did run a fair number of "stock" D&D 3.0 adventures online through Neverwinter Nights, but that hardly counts since the server did 90% of the rule-handling. Most of the time I run with FATE or something similarly light, with most of the effort ensuring results are believable and realistic in genre coming just from how the folks at the table describe what happens.</p></blockquote><p></p>
[QUOTE="ST, post: 4875882, member: 14053"] There's folks who really, really like the idea that the rule system is a complete codex of everything that can happen in the world. Like it's the ingame fictional physics, or something. I'd hazard a guess that for some of those folks, system mastery and an immersive sort of "grokking" of their campaign world come together in some Zenlike 3.x immanence where every orc peon and human farmer moves around under the celestial sphere, each HP in place, no DC unbalanced. Or something. That's what it sounds like when you ask some of these folks what's wrong with simpler systems. :) Seriously, though, I don't know what it was about 3.x, maybe the fact that OGL meant everyone was encouraged to generate more content, but it's the first system I've really seen a ton of people use to argue that every single thing that can be quantified in a game, should be. Even hardcore GURPS and HERO folks will sometimes just go "Oh, it's an NPC, so I winged it on the numbers". I've never personally run a campaign using more than 20-30 pages of rules. Like, if it was a more complex system, we ignored the bulk of it. I did run a fair number of "stock" D&D 3.0 adventures online through Neverwinter Nights, but that hardly counts since the server did 90% of the rule-handling. Most of the time I run with FATE or something similarly light, with most of the effort ensuring results are believable and realistic in genre coming just from how the folks at the table describe what happens. [/QUOTE]
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