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What Does the Game Need Now?
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<blockquote data-quote="Harzel" data-source="post: 7526088" data-attributes="member: 6857506"><p>Yeah, I'm of two minds about this. I think there could be value in something like what [MENTION=5889]Stalker0[/MENTION] suggests, but how it's presented would be hugely important. I agree with [MENTION=5745]Hjorimir[/MENTION] that we don't want something presented as (or that could be construed as) a bunch of new rules. One reason is certainly the conflict with players who might then expect hard and fast rules in situations previously handled with rulings, but another is the effect on DMs themselves. Having started out as a DM who looked for or tried to create a rule for everything, IMX that just gets in the way of developing and honing (one aspect of) the improvisational skills that (again IMX) make the game a lot more fun (for everybody) than having a restricted set of situations that you have rules for and then feeling lost at sea with everything else.</p><p></p><p>So, having said what it shouldn't be, how could it be done appropriately? I'm not certain how it would turn out, but perhaps the first thing I would try would be to frame it as a series of discussions of rulings <em>examples</em>. That is, for each generic situation to be addressed, create several specific instances to demonstrate how the particulars can be taken into account (or not) to reflect differences from a generic baseline. To emphasize the exemplary nature of the discussion, one could even include alternative, conflicting takes on how to adjudicate a particular instance.</p><p></p><p>Admittedly, this would less like a tool than, for instance, a pat table of stats for various door types, but I think it would ultimately guide DMs in a better direction than trying to stat every piece of the environment in their notes or scrambling to find the right stat table during play.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7526088, member: 6857506"] Yeah, I'm of two minds about this. I think there could be value in something like what [MENTION=5889]Stalker0[/MENTION] suggests, but how it's presented would be hugely important. I agree with [MENTION=5745]Hjorimir[/MENTION] that we don't want something presented as (or that could be construed as) a bunch of new rules. One reason is certainly the conflict with players who might then expect hard and fast rules in situations previously handled with rulings, but another is the effect on DMs themselves. Having started out as a DM who looked for or tried to create a rule for everything, IMX that just gets in the way of developing and honing (one aspect of) the improvisational skills that (again IMX) make the game a lot more fun (for everybody) than having a restricted set of situations that you have rules for and then feeling lost at sea with everything else. So, having said what it shouldn't be, how could it be done appropriately? I'm not certain how it would turn out, but perhaps the first thing I would try would be to frame it as a series of discussions of rulings [I]examples[/I]. That is, for each generic situation to be addressed, create several specific instances to demonstrate how the particulars can be taken into account (or not) to reflect differences from a generic baseline. To emphasize the exemplary nature of the discussion, one could even include alternative, conflicting takes on how to adjudicate a particular instance. Admittedly, this would less like a tool than, for instance, a pat table of stats for various door types, but I think it would ultimately guide DMs in a better direction than trying to stat every piece of the environment in their notes or scrambling to find the right stat table during play. [/QUOTE]
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