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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Hussar" data-source="post: 5356147" data-attributes="member: 22779"><p>I do think Prosfilaes has a point. The primary interaction that any player will have with the game world will be through the rules, whether those rules are filtered through the GM or not. Take two example players:</p><p></p><p>Player 1 plays in a system where the rules are very open to all players and he knows the books reasonably well. He comes to a pit. He knows, from the rules that this fall will not do enough damage to kill his character. His decisions about how to cross this pit will incorporate that information.</p><p></p><p>Player 2 plays in a system where the rules are kept hidden behind the DM wall. He comes to a pit. The first time this happens, his decisions will be based on guesswork. But, after he falls in that pit the first time, the second pit trap he comes to will no longer involve guesswork. He knows the rules now and he's in the exact same position as Player 1.</p><p></p><p>So long as the GM is consistent (and a good GM will be consistent) it doesn't matter at all whether the resolution mechanics are pre-written in the rules or spring from the forehead of the GM. At least, it doesn't matter to the player after the first time.</p><p></p><p>What is gained by hiding the rules behind the GM wall? After a very short period of time, the rules will be known to everyone at the table and both groups will base their decisions on that knowledge.</p><p></p><p>About the only difference I see is that when Player 1 moves to a different DM, he knows the rules up front. Player 2 has to relearn them again with the new GM. But, again, after a fairly short period of time, both players are in the exact same position - all interaction with the game world is based on the mechanics.</p><p></p><p>And, really, this is a good thing, IMO. Using different mechanics means a very different play experience depending on the game and genre. I want certain mechanics if the game is meant to emulate particular genres - more or less lethal combat, more or less integrated social skills, more or less task resolution skills. More or less buttons to fiddle with depending on the game.</p><p></p><p>Knowledge of the game mechanics allows players to make informed decisions regarding their play. If the mechanics are suited to a particular genre, they should reward some actions while possibly punishing others. Or at least provide a disincentive to follow certain actions.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5356147, member: 22779"] I do think Prosfilaes has a point. The primary interaction that any player will have with the game world will be through the rules, whether those rules are filtered through the GM or not. Take two example players: Player 1 plays in a system where the rules are very open to all players and he knows the books reasonably well. He comes to a pit. He knows, from the rules that this fall will not do enough damage to kill his character. His decisions about how to cross this pit will incorporate that information. Player 2 plays in a system where the rules are kept hidden behind the DM wall. He comes to a pit. The first time this happens, his decisions will be based on guesswork. But, after he falls in that pit the first time, the second pit trap he comes to will no longer involve guesswork. He knows the rules now and he's in the exact same position as Player 1. So long as the GM is consistent (and a good GM will be consistent) it doesn't matter at all whether the resolution mechanics are pre-written in the rules or spring from the forehead of the GM. At least, it doesn't matter to the player after the first time. What is gained by hiding the rules behind the GM wall? After a very short period of time, the rules will be known to everyone at the table and both groups will base their decisions on that knowledge. About the only difference I see is that when Player 1 moves to a different DM, he knows the rules up front. Player 2 has to relearn them again with the new GM. But, again, after a fairly short period of time, both players are in the exact same position - all interaction with the game world is based on the mechanics. And, really, this is a good thing, IMO. Using different mechanics means a very different play experience depending on the game and genre. I want certain mechanics if the game is meant to emulate particular genres - more or less lethal combat, more or less integrated social skills, more or less task resolution skills. More or less buttons to fiddle with depending on the game. Knowledge of the game mechanics allows players to make informed decisions regarding their play. If the mechanics are suited to a particular genre, they should reward some actions while possibly punishing others. Or at least provide a disincentive to follow certain actions. [/QUOTE]
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