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Why do RPGs have rules?
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<blockquote data-quote="Emberashh" data-source="post: 9030493" data-attributes="member: 7040941"><p>It can often be said that what a lot of people are desperately asking for, even if they don't quite realize it, is procedures.</p><p></p><p>We could fill a whole topic with a lot of hot air over whats wrong with, say, Exploration in 5e, but regardless of whats one perspective is on how it ought to be as a pillar of play, the fundamental reason such topics focus on what ought to be, rather than what is, is because the only procedures for Exploration in 5e have to be reconsolidated from the 5 winds they got scattered to after DND Next.</p><p></p><p>The game to this day is designed around dungeon turns, but the procedures for them can only be parsed from the core books if you either A) read the original playtests and can thus recognize where the rules went, or B) sequester yourself to a shack in the desert so you can spend ten years piecing together all the pieces. </p><p></p><p>So much of 5e's problems, not just in educating would be DMs but just in being a well designed game are rooted in an very apparent undervaluing of explicit procedures.</p><p></p><p>And, yet again, the reason why is no secret; it was deliberate because 5e by design is not trying to tell already experienced DMs how to run their games.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9030493, member: 7040941"] It can often be said that what a lot of people are desperately asking for, even if they don't quite realize it, is procedures. We could fill a whole topic with a lot of hot air over whats wrong with, say, Exploration in 5e, but regardless of whats one perspective is on how it ought to be as a pillar of play, the fundamental reason such topics focus on what ought to be, rather than what is, is because the only procedures for Exploration in 5e have to be reconsolidated from the 5 winds they got scattered to after DND Next. The game to this day is designed around dungeon turns, but the procedures for them can only be parsed from the core books if you either A) read the original playtests and can thus recognize where the rules went, or B) sequester yourself to a shack in the desert so you can spend ten years piecing together all the pieces. So much of 5e's problems, not just in educating would be DMs but just in being a well designed game are rooted in an very apparent undervaluing of explicit procedures. And, yet again, the reason why is no secret; it was deliberate because 5e by design is not trying to tell already experienced DMs how to run their games. [/QUOTE]
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