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<blockquote data-quote="Desdichado" data-source="post: 330603" data-attributes="member: 2205"><p><span style="color: aliceblue">Yeah, I've mentioned that before, haven't I? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Perhaps I'm reading it wrong, but that was my first thought, and subsequent readings haven't really given me any reason to think otherwise. Although perhaps I have a predisposition to find that particular fault, so it stood out to me without doing so to others.</span></p><p><span style="color: aliceblue"></span></p><p></p><p><span style="color: aliceblue">And yet, the advice is still: don't do that kind of adventure. You're better off just ignoring that type of thing entirely and doing something else. In my opinion, that's <em>bad</em> advice: as Forrester states, a cop-out rather than a solution.</span></p><p><span style="color: aliceblue"></span></p><p></p><p><span style="color: aliceblue">I don't know what the presence of "Rule 0" proves, if anything. It's pretty standard language in any RPG, not some innovative new thing to 3e. It may be the most quotable, but I don't think it's the most quoted.</span></p><p><span style="color: aliceblue"></span></p><p></p><p><span style="color: aliceblue">Yet oddly enough, there is very little in 3e that gives basic RPG concepts any discussion. There isn't even a standard "What is an RPG?" summary! And this is the book to introduce rookie DMs to basic concepts, like "don't change the rules that you don't like?" I'm not sure the message you're reading into it is consistent enough to really hold water across the core rulebooks. Not that mine is either, but as I said, I may be hyper-sensitized to that kind of thing, in part from bad D&D experiences before my "Dark Ages" and reconversion with the launch of 3e.</span></p><p><span style="color: aliceblue"></span></p></blockquote><p></p>
[QUOTE="Desdichado, post: 330603, member: 2205"] [color=aliceblue]Yeah, I've mentioned that before, haven't I? :) Perhaps I'm reading it wrong, but that was my first thought, and subsequent readings haven't really given me any reason to think otherwise. Although perhaps I have a predisposition to find that particular fault, so it stood out to me without doing so to others. [/color] [b][/b] [color=aliceblue]And yet, the advice is still: don't do that kind of adventure. You're better off just ignoring that type of thing entirely and doing something else. In my opinion, that's [i]bad[/i] advice: as Forrester states, a cop-out rather than a solution. [/color] [b][/b] [color=aliceblue]I don't know what the presence of "Rule 0" proves, if anything. It's pretty standard language in any RPG, not some innovative new thing to 3e. It may be the most quotable, but I don't think it's the most quoted. [/color] [b][/B] [color=aliceblue]Yet oddly enough, there is very little in 3e that gives basic RPG concepts any discussion. There isn't even a standard "What is an RPG?" summary! And this is the book to introduce rookie DMs to basic concepts, like "don't change the rules that you don't like?" I'm not sure the message you're reading into it is consistent enough to really hold water across the core rulebooks. Not that mine is either, but as I said, I may be hyper-sensitized to that kind of thing, in part from bad D&D experiences before my "Dark Ages" and reconversion with the launch of 3e. [/color] [/QUOTE]
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