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General Tabletop Discussion
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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9010441" data-attributes="member: 6787650"><p>For the most part we agree on the above point, although I reiterate that predictability is important, not merely so the GM can avoid social opprobrium but so players can make informed decisions about issues their characters would understand without having to play Mother May I, which breaks flow.</p><p></p><p>Imagine playing a 5E wizard trying to decide between preparing Haste and Invisibility before infiltrating a hobgoblin citadel, but you don't know any of the rules of 5E so you are reduced to asking your GM for educated guesses about what the different spells might do in hypothetical scenarios, and his answer is usually "it depends." It's hard to meaningfully roleplay a wizard when you don't know the things a wizard should logically know!</p><p></p><p>But that's only because sometimes the universe says no. (I don't care what you call it, "unwelcome truths" or whatever, the point is that the rule exists to do the opposite of saying "yes, and" a la improv comedy.) If the universe never says no then you can just pick in your head how you want your magic to work, and it will, no consultation with the GM needed.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9010441, member: 6787650"] For the most part we agree on the above point, although I reiterate that predictability is important, not merely so the GM can avoid social opprobrium but so players can make informed decisions about issues their characters would understand without having to play Mother May I, which breaks flow. Imagine playing a 5E wizard trying to decide between preparing Haste and Invisibility before infiltrating a hobgoblin citadel, but you don't know any of the rules of 5E so you are reduced to asking your GM for educated guesses about what the different spells might do in hypothetical scenarios, and his answer is usually "it depends." It's hard to meaningfully roleplay a wizard when you don't know the things a wizard should logically know! But that's only because sometimes the universe says no. (I don't care what you call it, "unwelcome truths" or whatever, the point is that the rule exists to do the opposite of saying "yes, and" a la improv comedy.) If the universe never says no then you can just pick in your head how you want your magic to work, and it will, no consultation with the GM needed. [/QUOTE]
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