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<blockquote data-quote="Ariosto" data-source="post: 4878412" data-attributes="member: 80487"><p>Majoru Oakheart, the problem appears to me essentially the same when people disagree with what's in a book. To take your jumping example, my memory suggests that the rule was changed in 3.5 to be simpler and (by the sort of assessment you mention) less accurate. The big difference is that if you put your trust in fellow players then you can change the rule a lot more easily than if you must convince someone at Corporate HQ to print up a new book.</p><p></p><p>The basic circumstance of people being so niggling and fractious in the first place is what is so strikingly strange to me. With such a foundation, piling up rules seems likely to bog down the game in even more rules-lawyering, calling for even more rules to close loopholes, and so on in a vicious cycle.</p><p></p><p>People of that persuasion seem unlikely ever to be satisfied until the One Rule is that they always get their way.</p><p></p><p>This is to my mind a problem of social skills -- not the numbers on a character sheet but the ability of the player to carry on relationships with real people in the real world. It is essential to playing any game, but the nature of an RPG makes it even more important.</p><p></p><p>We could cut it right back to being just another board game with nothing permitted but what is perfectly described in the cut-and-dried rules -- and the problem players would still be a problem.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4878412, member: 80487"] Majoru Oakheart, the problem appears to me essentially the same when people disagree with what's in a book. To take your jumping example, my memory suggests that the rule was changed in 3.5 to be simpler and (by the sort of assessment you mention) less accurate. The big difference is that if you put your trust in fellow players then you can change the rule a lot more easily than if you must convince someone at Corporate HQ to print up a new book. The basic circumstance of people being so niggling and fractious in the first place is what is so strikingly strange to me. With such a foundation, piling up rules seems likely to bog down the game in even more rules-lawyering, calling for even more rules to close loopholes, and so on in a vicious cycle. People of that persuasion seem unlikely ever to be satisfied until the One Rule is that they always get their way. This is to my mind a problem of social skills -- not the numbers on a character sheet but the ability of the player to carry on relationships with real people in the real world. It is essential to playing any game, but the nature of an RPG makes it even more important. We could cut it right back to being just another board game with nothing permitted but what is perfectly described in the cut-and-dried rules -- and the problem players would still be a problem. [/QUOTE]
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