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Why are vague rules praised?
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<blockquote data-quote="Celtavian" data-source="post: 6451728" data-attributes="member: 5834"><p>I can only speak for myself. I started gaming because the game gave me a way to simulate my favorite characters in fantasy books. I could build stories and come up with creative ways to bring those stories to life. The game fueled my imagination and allowed me to live an imaginary fantasy life of an extraordinary nature. Even as a DM, I was able to write stories and create my own fantasy tale or take an existing module and tailor it to my story preferences. How does this tie into vague rules? Well, in the early days when the game was very rules light, we wrote our own rules for what we wanted to do. Every thing wasn't detailed. There wasn't this idea that the game designer was somehow superior at designing exciting or realistic rules for bringing adventures to life. The term "rule lawyer" didn't exist. It wasn't because the DM was god. It was because DMs knew how to make something fun by writing rules themselves. They would take a base kernel of a rule and write something that fit into the system. </p><p></p><p>Rules heavy games move away from this idea. They create a rigid environment where the player and DM are constrained by the rules. Many players don't like to take the time to min-max. That aspect of the game isn't important to them. Many DMs are more concerned with an interesting story than worrying too much about all the gritty rules bits. A rules light or rules vague game lends itself better to story telling and creative design than a rigid system that defines everything possible constraining both DM and player. There are plenty of rules heavy games that operate more as combat simulations for those that prefer those type of games. I know there is a gamer segment that absolutely loves that type of system.</p><p></p><p>I find I prefer a rules light or vague system. I don't need every combat maneuver, every action, every interaction codified and given a number. I definitely don't need players attempting to abuse the system due to a lack of designer oversight and an attitude that a DM should be bound in chains by the rules even if a game designer releases a combination of options that create enormous problems challenging players. When the rules are extremely simple and sometimes vague, a group can create clarity through group discussion and consensus which usually leads to better outcomes. As a DM, I find myself more inclined to write interesting material if I don't have to spend hours on spell lists, feats, learning every tiny rule such as stacking and spell text, and the like. To sum it up, a light rule system with some vague rules suits my play style. I'm glad they returned to it.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6451728, member: 5834"] I can only speak for myself. I started gaming because the game gave me a way to simulate my favorite characters in fantasy books. I could build stories and come up with creative ways to bring those stories to life. The game fueled my imagination and allowed me to live an imaginary fantasy life of an extraordinary nature. Even as a DM, I was able to write stories and create my own fantasy tale or take an existing module and tailor it to my story preferences. How does this tie into vague rules? Well, in the early days when the game was very rules light, we wrote our own rules for what we wanted to do. Every thing wasn't detailed. There wasn't this idea that the game designer was somehow superior at designing exciting or realistic rules for bringing adventures to life. The term "rule lawyer" didn't exist. It wasn't because the DM was god. It was because DMs knew how to make something fun by writing rules themselves. They would take a base kernel of a rule and write something that fit into the system. Rules heavy games move away from this idea. They create a rigid environment where the player and DM are constrained by the rules. Many players don't like to take the time to min-max. That aspect of the game isn't important to them. Many DMs are more concerned with an interesting story than worrying too much about all the gritty rules bits. A rules light or rules vague game lends itself better to story telling and creative design than a rigid system that defines everything possible constraining both DM and player. There are plenty of rules heavy games that operate more as combat simulations for those that prefer those type of games. I know there is a gamer segment that absolutely loves that type of system. I find I prefer a rules light or vague system. I don't need every combat maneuver, every action, every interaction codified and given a number. I definitely don't need players attempting to abuse the system due to a lack of designer oversight and an attitude that a DM should be bound in chains by the rules even if a game designer releases a combination of options that create enormous problems challenging players. When the rules are extremely simple and sometimes vague, a group can create clarity through group discussion and consensus which usually leads to better outcomes. As a DM, I find myself more inclined to write interesting material if I don't have to spend hours on spell lists, feats, learning every tiny rule such as stacking and spell text, and the like. To sum it up, a light rule system with some vague rules suits my play style. I'm glad they returned to it. [/QUOTE]
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