Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why D&D Is Better Than World of Warcraft
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lord Zardoz" data-source="post: 3992848" data-attributes="member: 704"><p>Kind of a thread derail, but...</p><p></p><p>I will grant you that Rules Light games can encourage creativity in the manner you describe. If you have no reason to think you cannot do something, you are much more likely to try it. This can result in you ripping off cool things from movies or books, or just pulling them out of your arse.</p><p></p><p>However, a Rules Light game also ultimately limits your options to those that the DM will expressly allow. That in turn leads to situations where a DM will declare actions that he deems harmful to his plot / adventure / narrative to automatically fail. Or it can lead to situations where the players think the DM is railroading them when he says that his villain is indeed capable of sneaking into their camp and stealing certain plot critical items. Such arguments can and do happen between perfectly reasonable people.</p><p></p><p>The presence of Rules do not inhibit creativity in and of themselves. They can be an obstacle if a rule is too complicated to quickly apply (Grapple, resolving AoO's, and the 'Variable Sprawl' that leads to having more than 4 different modifiers to a given roll catch most of the blame for this in 3rd edition). They can be a problem if the rule does not work out as well in practice as it ought to (Tumble not having an opposed roll, Diplomacy being maxed and applicable to all NPC's). But I am not convinced that having a bad rule is worse than having no rule.</p><p></p><p>Having a rule for a given item can give the players and the DM an idea of what is possible. Having rules for picking locks means that the players will know they can try that when they come to a locked door. Having rules for an armour check penalty for heavy armour while swimming tell the DM that just because someone is wearing plate armour, it does not mean they automatically drown.</p><p></p><p>The reason I am not a fan of Rules Light games is because I would rather argue with a DM over a rule than argue with a DM who wont let me try something at all.</p><p></p><p>Anyway, thats enough of a de-rail for now.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3992848, member: 704"] Kind of a thread derail, but... I will grant you that Rules Light games can encourage creativity in the manner you describe. If you have no reason to think you cannot do something, you are much more likely to try it. This can result in you ripping off cool things from movies or books, or just pulling them out of your arse. However, a Rules Light game also ultimately limits your options to those that the DM will expressly allow. That in turn leads to situations where a DM will declare actions that he deems harmful to his plot / adventure / narrative to automatically fail. Or it can lead to situations where the players think the DM is railroading them when he says that his villain is indeed capable of sneaking into their camp and stealing certain plot critical items. Such arguments can and do happen between perfectly reasonable people. The presence of Rules do not inhibit creativity in and of themselves. They can be an obstacle if a rule is too complicated to quickly apply (Grapple, resolving AoO's, and the 'Variable Sprawl' that leads to having more than 4 different modifiers to a given roll catch most of the blame for this in 3rd edition). They can be a problem if the rule does not work out as well in practice as it ought to (Tumble not having an opposed roll, Diplomacy being maxed and applicable to all NPC's). But I am not convinced that having a bad rule is worse than having no rule. Having a rule for a given item can give the players and the DM an idea of what is possible. Having rules for picking locks means that the players will know they can try that when they come to a locked door. Having rules for an armour check penalty for heavy armour while swimming tell the DM that just because someone is wearing plate armour, it does not mean they automatically drown. The reason I am not a fan of Rules Light games is because I would rather argue with a DM over a rule than argue with a DM who wont let me try something at all. Anyway, thats enough of a de-rail for now. END COMMUNICATION [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why D&D Is Better Than World of Warcraft
Top