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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9015938" data-attributes="member: 6779310"><p>AD&D 1E notes that the game exists in the campaign. The campaign is explicitly the DM's creation; the players' characters inhabit that setting. The player impact is purely in the DM's hands.</p><p>Traveller, specifically CT 2e, is less explicit, but, unlike AD&D, does not give advice to fudge rolls. Given the 175,000 core sets sold between 1977 and 1987, that was a significant market share, tho' folks like me with two copies do make the penetration into the market a bit lower. (I was gifted both Deluxe and TTB at the same time. I never got starter, but prefer it to the other two formats for CT.)</p><p></p><p></p><p>(Editing note: I removed the end-of-line hyphens in copy and paste)</p><p>Note the reference to "his universe" - that's a possessive term.</p><p></p><p>Oh, and Pemerton? The official rules for ATVs are in DA2 Across the Bright Face.</p><p>Failing that...</p><p></p><p>That's pretty close to the OSR "rule 0" but not quite the same...</p><p>Essentially, if one hasn't DA2, that it's given a range, an endurance, and a speed, (all in Bk 3) one can be expected to be able to get that range and speed overland.</p><p>It can be read (and Marc has said to people) make the call and move on.</p><p></p><p>CT has a number of specific case rules buried in adventures.</p><p></p><p>Loren apparently edited out Marc's initial universal mechanic of nD6 fopr (att+skill) or less... it showed up in T4 aka <em><u>Marc Miller's Traveller</u></em>. (Based upon Marc's claim that He's "always used that mechanic." One such reference survived Loren's editing into a CT module: 3d6 vs total strength of the characters attempting to open a given door.</p><p></p><p></p><p>Darkbard, </p><p></p><p>Players arguing rules are one of the big drawbacks of GMing. I can't speak for many others, but the guys I've discussed it with, if players are arguing the agreed upon rules, it's time to tell them to find a different group.</p><p></p><p>Note: agreed upon. If I'm playing (rather than running; a rarity these days), I expect the rules agreed to to be the rules in force. </p><p></p><p>As a GM, I strive to be consistent. I make houserule notes on my reference sheets - since I do them to learn the game, they serve well as in play references, as well... i only put things to vote <em>when changing rules mid campaign</em>. If I'm interpreting, i don't allow more than a minute or two in session - but we can talk it over at the end of that session, or beginning of the next. </p><p></p><p>Also, the rules authority is, in all the early games, the DM/GM/Referee/Judge. (By Early, I mean up to about 1982... this includes Palladium's first 5 games (Mechanoid trilogy, Palladium Fantasy, Valley of the Pharaohs), AD&D 1E pre-UA, Classic Traveller, RuneQuest 1e & 2E, Moldvay & Cook BX D&D, Gamma World, Tunnels and Trolls 1st-5th, The Fantasy Trip (original edition), C&S 1E, a dozen or so local offerings... all are DM as final rules arbiter. </p><p></p><p>Traveller was at least demanding fairness of them. Games of that era also usually lacked interpersonal skills other than modifying a reaction roll (TFT and AD&D); Traveller's Carousing and Bribery were notable exceptions.</p><p>And,, when I realize that having played most of those games, tho' not all of those editions... the one commonality was the GM was the one who "owned the world" and picked which rules to use, how to use them, and what the setting was... and sadly, that often led to horrible mismatches of system and setting... and the dozens of nifty but ultimately forgotten heartbreakers. I should dig out my copy of Dreams and get it up on RPGG...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9015938, member: 6779310"] AD&D 1E notes that the game exists in the campaign. The campaign is explicitly the DM's creation; the players' characters inhabit that setting. The player impact is purely in the DM's hands. Traveller, specifically CT 2e, is less explicit, but, unlike AD&D, does not give advice to fudge rolls. Given the 175,000 core sets sold between 1977 and 1987, that was a significant market share, tho' folks like me with two copies do make the penetration into the market a bit lower. (I was gifted both Deluxe and TTB at the same time. I never got starter, but prefer it to the other two formats for CT.) (Editing note: I removed the end-of-line hyphens in copy and paste) Note the reference to "his universe" - that's a possessive term. Oh, and Pemerton? The official rules for ATVs are in DA2 Across the Bright Face. Failing that... That's pretty close to the OSR "rule 0" but not quite the same... Essentially, if one hasn't DA2, that it's given a range, an endurance, and a speed, (all in Bk 3) one can be expected to be able to get that range and speed overland. It can be read (and Marc has said to people) make the call and move on. CT has a number of specific case rules buried in adventures. Loren apparently edited out Marc's initial universal mechanic of nD6 fopr (att+skill) or less... it showed up in T4 aka [I][U]Marc Miller's Traveller[/U][/I]. (Based upon Marc's claim that He's "always used that mechanic." One such reference survived Loren's editing into a CT module: 3d6 vs total strength of the characters attempting to open a given door. Darkbard, Players arguing rules are one of the big drawbacks of GMing. I can't speak for many others, but the guys I've discussed it with, if players are arguing the agreed upon rules, it's time to tell them to find a different group. Note: agreed upon. If I'm playing (rather than running; a rarity these days), I expect the rules agreed to to be the rules in force. As a GM, I strive to be consistent. I make houserule notes on my reference sheets - since I do them to learn the game, they serve well as in play references, as well... i only put things to vote [I]when changing rules mid campaign[/I]. If I'm interpreting, i don't allow more than a minute or two in session - but we can talk it over at the end of that session, or beginning of the next. Also, the rules authority is, in all the early games, the DM/GM/Referee/Judge. (By Early, I mean up to about 1982... this includes Palladium's first 5 games (Mechanoid trilogy, Palladium Fantasy, Valley of the Pharaohs), AD&D 1E pre-UA, Classic Traveller, RuneQuest 1e & 2E, Moldvay & Cook BX D&D, Gamma World, Tunnels and Trolls 1st-5th, The Fantasy Trip (original edition), C&S 1E, a dozen or so local offerings... all are DM as final rules arbiter. Traveller was at least demanding fairness of them. Games of that era also usually lacked interpersonal skills other than modifying a reaction roll (TFT and AD&D); Traveller's Carousing and Bribery were notable exceptions. And,, when I realize that having played most of those games, tho' not all of those editions... the one commonality was the GM was the one who "owned the world" and picked which rules to use, how to use them, and what the setting was... and sadly, that often led to horrible mismatches of system and setting... and the dozens of nifty but ultimately forgotten heartbreakers. I should dig out my copy of Dreams and get it up on RPGG... [/QUOTE]
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