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General Tabletop Discussion
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TTRPGs: broken mechanics vs. abusive players
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<blockquote data-quote="Lanefan" data-source="post: 8970228" data-attributes="member: 29398"><p>I'm in between on this: design for the general, yes, but at the same time keep an eye out for the more obvious what-ifs and sort them out at the design level where possible. This principle holds true both for game-rules design and adventure writing.</p><p></p><p>This "gentlemen's agreement" is exactly the sort of metagame thinking that drives me nuts.</p><p></p><p>Either rules-fix the spell so it works like you and your table really want it to or accept the fact that both you and your players can (and IMO should, in-character) use it to whatever best effects present themselves at the time.</p><p></p><p>The mature discussion should start with "This rule breaks things, <em>how can we fix it</em> so it no longer breaks things?", and go from there. (personally, were I the DM in this example I'd start one step further back and ask "Does sitting out for ten turns break the game for you?", and if I got any "yes" answers some big red flags would go up; as IMO and IME not being involved for a while now and then is a hard-wired fact of RPG play)</p><p></p><p>And if it turns out the rule can't be fixed then maybe the nuclear option is to - in this example - drop the spell completely.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8970228, member: 29398"] I'm in between on this: design for the general, yes, but at the same time keep an eye out for the more obvious what-ifs and sort them out at the design level where possible. This principle holds true both for game-rules design and adventure writing. This "gentlemen's agreement" is exactly the sort of metagame thinking that drives me nuts. Either rules-fix the spell so it works like you and your table really want it to or accept the fact that both you and your players can (and IMO should, in-character) use it to whatever best effects present themselves at the time. The mature discussion should start with "This rule breaks things, [I]how can we fix it[/I] so it no longer breaks things?", and go from there. (personally, were I the DM in this example I'd start one step further back and ask "Does sitting out for ten turns break the game for you?", and if I got any "yes" answers some big red flags would go up; as IMO and IME not being involved for a while now and then is a hard-wired fact of RPG play) And if it turns out the rule can't be fixed then maybe the nuclear option is to - in this example - drop the spell completely. [/QUOTE]
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