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<blockquote data-quote="howandwhy99" data-source="post: 6178864" data-attributes="member: 3192"><p>So I trust you will accept that if one runs a puzzle game going around online explaining precisely what the puzzle's design is isn't in the designer's best interest. Publishing the NYT crossword answers before the puzzle isn't wise, if the point is challenging the players that is. So my answers may not be as specific as you desire.</p><p></p><p>The quotes above are your 1, 2, and 4. Balambazo was to demonstrate that the game rules do have borders where codes can fail, but still contain rule support for when a player's desires do. This is not me trying to skirt your point. All the specific questions you brought up, perhaps thinking they fall outside <em>any</em> rules design, are expressly addressed under the rules I use. </p><p></p><p>The cleric system is the game system for the cleric classes to explore. It includes alignment, some of the ability score breakdowns, and all the rules covered outside the material realms (usually found under divine spells). It also includes all of the behavioral rules for intelligent creatures and the DMG has quite a bit about NPC personality, morale, and loyalty. Shared class rules address clerics in a way too and the DMG includes mass behavior of intelligent creatures, for instance: trade, economies, goods manufacture, services, alliances, government, and all the societal material only generally discussed, but where mechanics were not provided.</p><p></p><p>I'd stop the game and let the players know why, but that's likely a prep issue. You might think of this as a version of sandbox games. If you wander off the map, there are rules for generating more of it. Sometimes this can be done on the fly (like HP) during a session, sometimes not. A good guideline is to always to have more map (gameboard) than the players can explore in any given session.</p><p></p><p>My question to you is: If the purpose of a game's design is to trade turns for equal story telling, something I see as obviously not desired in earlier games, why have 100s (1000s?) of pages of world simulation rules? Shouldn't OD&D have been able to fit on a page? Is storytelling really why people went crazy over D&D in the 70s? Is it why they went crazy over Pacman?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6178864, member: 3192"] So I trust you will accept that if one runs a puzzle game going around online explaining precisely what the puzzle's design is isn't in the designer's best interest. Publishing the NYT crossword answers before the puzzle isn't wise, if the point is challenging the players that is. So my answers may not be as specific as you desire. The quotes above are your 1, 2, and 4. Balambazo was to demonstrate that the game rules do have borders where codes can fail, but still contain rule support for when a player's desires do. This is not me trying to skirt your point. All the specific questions you brought up, perhaps thinking they fall outside [I]any[/I] rules design, are expressly addressed under the rules I use. The cleric system is the game system for the cleric classes to explore. It includes alignment, some of the ability score breakdowns, and all the rules covered outside the material realms (usually found under divine spells). It also includes all of the behavioral rules for intelligent creatures and the DMG has quite a bit about NPC personality, morale, and loyalty. Shared class rules address clerics in a way too and the DMG includes mass behavior of intelligent creatures, for instance: trade, economies, goods manufacture, services, alliances, government, and all the societal material only generally discussed, but where mechanics were not provided. I'd stop the game and let the players know why, but that's likely a prep issue. You might think of this as a version of sandbox games. If you wander off the map, there are rules for generating more of it. Sometimes this can be done on the fly (like HP) during a session, sometimes not. A good guideline is to always to have more map (gameboard) than the players can explore in any given session. My question to you is: If the purpose of a game's design is to trade turns for equal story telling, something I see as obviously not desired in earlier games, why have 100s (1000s?) of pages of world simulation rules? Shouldn't OD&D have been able to fit on a page? Is storytelling really why people went crazy over D&D in the 70s? Is it why they went crazy over Pacman? [/QUOTE]
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