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Three Issues to Keep in Mind when Changing the Rules.
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<blockquote data-quote="Raven Crowking" data-source="post: 5554827" data-attributes="member: 18280"><p>The above post is actually a pretty good summation of why </p><p></p><p>(1) rules-heavy causes problems, </p><p></p><p>(2) why this is even more true with knife-edge balancing, and</p><p></p><p>(3) why a GM is required to determine how the rules interact with the fiction, because no set of rules can do so by itself.</p><p></p><p>That said, I particularly disagree with "Players can only interact with the game world through the mechanics of the game" and "One of the dangers here is shutting down player creativity."</p><p></p><p>As to the first, I strongly believe that players can and should interact with the game world through the fiction, as adjudicated by the rules. I would also argue that the GM should adjudicate the rules in such a way as to match the expected outcome of the fiction. I agree without reservation that this is easier in some game systems than in others.</p><p></p><p>As to the second, "choosing options based on what the rules allow and what the players think is cool" is by no means more creative than choosing options based upon what the players think is plausible within the context of the fiction -- whether the rules would normally allow those options or not!</p><p></p><p>It is, to my mind, many orders more creative to realize that, although the rules do not normally allow you to push giants over, in this case there is a good reason in the fiction why you should be able to do so, then to merely say "My power says I can do so".</p><p></p><p>Indeed, the latter requires no creativity whatsoever, and (IME at least) tends toward players using the same powers in the same way, regardless of who their opponents are.</p><p></p><p>Frankly, for any game I want to be involved in, from either side of the screen, I am 100% of the opinion that the GM should filter the rules through the fiction, and not the other way around.</p><p></p><p>Of course, different strokes for different folks, and YMMV, etc.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5554827, member: 18280"] The above post is actually a pretty good summation of why (1) rules-heavy causes problems, (2) why this is even more true with knife-edge balancing, and (3) why a GM is required to determine how the rules interact with the fiction, because no set of rules can do so by itself. That said, I particularly disagree with "Players can only interact with the game world through the mechanics of the game" and "One of the dangers here is shutting down player creativity." As to the first, I strongly believe that players can and should interact with the game world through the fiction, as adjudicated by the rules. I would also argue that the GM should adjudicate the rules in such a way as to match the expected outcome of the fiction. I agree without reservation that this is easier in some game systems than in others. As to the second, "choosing options based on what the rules allow and what the players think is cool" is by no means more creative than choosing options based upon what the players think is plausible within the context of the fiction -- whether the rules would normally allow those options or not! It is, to my mind, many orders more creative to realize that, although the rules do not normally allow you to push giants over, in this case there is a good reason in the fiction why you should be able to do so, then to merely say "My power says I can do so". Indeed, the latter requires no creativity whatsoever, and (IME at least) tends toward players using the same powers in the same way, regardless of who their opponents are. Frankly, for any game I want to be involved in, from either side of the screen, I am 100% of the opinion that the GM should filter the rules through the fiction, and not the other way around. Of course, different strokes for different folks, and YMMV, etc. RC [/QUOTE]
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