shilsen said:
Everybody has different ideas of fun. And, by extension, so does every group. So while a rule may fit perfectly and enhance the fun for one group, they may drastically take away from another's. Since the game wasn't written purely with buzz or shilsen in mind, it will include rules that hamper our individual enjoyment of the game. I think it goes without saying that the GM alter stuff to suit the individual group. But having it mentioned doesn't hurt in any way.
I see what you're saying, but don't agree 100%.
It can depend on the design. HERO and GURPS, e.g., have so many "dials" available for customization that including such a disclaimer makes more sense. The designers have no idea exactly what you're going to use the system for, so make sure to state that you throw out what doesn't work for your intended purpose.
But I also see the same text in far more focused games. Ideally, I think that if the product: is making its goals clear, presenting rules that support these goals, and explain adequately how the players and GM should best use those rules... there should be no disconnect.
E.g.,
Spycraft 2.0, iirc, does not have text like this. What it does have is a very tight system, and a GM chapter that, instead of providing general advice like most games, actually provides the nuts-and-bolts for tweaking the system (Campaign Qualities), designing missions, and so forth.
Dogs in the Vineyard is at the opposite end of the spectrum from SC2.0, yet it does the exact same thing.
Maybe it's just a pet peeve of mine. I've seen more than a few games where, to me at least, it's obvious that the rules do one thing, but the stated goal does the opposite. "Here are some rules for bullet trajectories and tactical movement... but it's really a game about
story, so ignore them if they get in the way."
Just seems silly to me.