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Why do RPGs have rules?
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<blockquote data-quote="Maxperson" data-source="post: 9030324" data-attributes="member: 23751"><p>It just plain isn't. Once you get into extreme bad faith DMing, which is required for [USER=7027139]@loverdrive[/USER]'s fears to come to pass, you've left traditional play. If the DM is railroading the players, using adversarial DMing to "win," etc., that's not traditional play.</p><p></p><p>Sure, but by their very nature they are not playing a traditional game of D&D.</p><p></p><p>As an analogy, let's take NFL football. If you get two teams of people together and some referees and you play the game just as the NFL runs it, you are playing NFL football. If, however, you get two teams together and the referees are not impartial, allowing one side to win by allowing tackles below the knees, punching the other team and giving them 8 downs before a turnover, they are no longer playing NFL football. They're playing some other kind of football.</p><p></p><p>D&D is the same way. Traditional play does certain things in a certain way, like impartial DMing, no railroading, etc. If you step out of that by engaging in extreme bad faith, you are playing a different style of D&D, not traditional.</p><p></p><p>The DMG has lots of good advice for DMs. It's organized poorly, and many sections really should be expanded to include more examples and detailed advice, but if the new DMs read it they will have plenty enough to be able to DM well. That a lot of people aren't reading the DMG is a failure of those people, not the edition.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9030324, member: 23751"] It just plain isn't. Once you get into extreme bad faith DMing, which is required for [USER=7027139]@loverdrive[/USER]'s fears to come to pass, you've left traditional play. If the DM is railroading the players, using adversarial DMing to "win," etc., that's not traditional play. Sure, but by their very nature they are not playing a traditional game of D&D. As an analogy, let's take NFL football. If you get two teams of people together and some referees and you play the game just as the NFL runs it, you are playing NFL football. If, however, you get two teams together and the referees are not impartial, allowing one side to win by allowing tackles below the knees, punching the other team and giving them 8 downs before a turnover, they are no longer playing NFL football. They're playing some other kind of football. D&D is the same way. Traditional play does certain things in a certain way, like impartial DMing, no railroading, etc. If you step out of that by engaging in extreme bad faith, you are playing a different style of D&D, not traditional. The DMG has lots of good advice for DMs. It's organized poorly, and many sections really should be expanded to include more examples and detailed advice, but if the new DMs read it they will have plenty enough to be able to DM well. That a lot of people aren't reading the DMG is a failure of those people, not the edition. [/QUOTE]
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