05-04-2020, 04:44 PM | #31 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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Even when I run a one-shot game at a convention and have designed the characters myself, I always start with explaining the background of the genre and the feel of that particular adventure. And then there's the below; don't start a campaign as a GM or player without it (or the equivalent): http://www.sjgames.com/gurps/resourc...gnPlanning.pdf
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
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05-04-2020, 11:45 PM | #32 | |
Join Date: Oct 2007
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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I run games more often than I play: when I run things, I try to keep the rules lookups at as close to zero as possible by having what I need in my head; when I'm a player I keep my yap shut about unusual interpretations unless the GM asks me for a clarification. I have rarely had an issue. Closest I can think of was years ago when a character was knocked out in a melee and the player argued that the following turn he should be allowed to roll to wake up. "It's one-second turns. You haven't even hit the ground yet." Last edited by Evil Roy Slade; 05-04-2020 at 11:55 PM. Reason: Fourscore and seven ears ago. |
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05-05-2020, 02:50 AM | #33 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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A kind of follow-up on my post: I don't mind rules advocates - these are the folks that grease the wheel of the game. They know the system well enough that they can assist other players and help them with options while the GM can focus on running the game. Advocates are damn useful. "Find me the rule for X while I do Y" is something I often say to my advocates (and I have at least one per group). Advocates turn into lawyers when they tell the GM they are wrong and hold up the campaign because they want to be right. I do not suffer a rules lawyer to play and really no one should. Fun should be the main purpose of campaign, not holistic rules interpretation.
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05-05-2020, 10:32 AM | #34 | ||
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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I think it's part of a mindset that "we're creating a story together" rather than "I'm trying to win." Quote:
"The most important rule says 'Have fun!' So if you aren't having fun you're breaking the rules!"
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia Last edited by Alden Loveshade; 05-05-2020 at 10:36 AM. |
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05-05-2020, 10:51 AM | #35 |
Join Date: Jul 2008
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Portraying those as the only two possibilities is egregiously wrong.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-05-2020, 11:09 AM | #36 | ||
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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I was using my current weekly game as an example. A significant portion of our adventures is dealing with the foul ups of our own not-always-competent PCs, which we all find to be a big part of the fun.
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
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05-05-2020, 11:17 AM | #37 | |
Join Date: Jul 2008
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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Playing your character and creating a story can be very different agendas. And 'fun' can mean either of them, or any of several other things, depending on whose fun it is and what they're into at the moment. (And to be blindingly obvious, that can include 'winning' challenges. Which isn't even necessarily a problem unless you're trying to 'win' against other players who didn't come for that, or the GM finds it unsatisfying to play to.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 05-05-2020 at 11:21 AM. |
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05-05-2020, 11:45 AM | #38 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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You can't carry a Fun-O-Meter to every game and constantly check to ensure that every action taken meets mandated levels of fun. In fact, "have fun" is not a rule. It is a goal. Sometimes fun is hard work, denying yourself instant gratification for a larger purpose. You should not proclaim any particular rule un-fun in order to foil any rules lawyers near you. |
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05-05-2020, 11:53 AM | #39 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Maybe I can clarify what I'm trying to say by this: the most important thing in a game is that everyone playing it is having fun. If everyone has fun following a set of rules exactly, cool. If everybody is having fun ignoring the rules, cool. If everyone is having fun doing something in between, cool.
If a game isn't fun for you, see if the others are willing to change it to something that you do find fun. If not, find another game or game group you'll enjoy.
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
05-05-2020, 10:15 PM | #40 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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I don't agree, though, that every campaign requires some sort of Constitution at the start that spells everything out. That raises the bar high enough to exclude most newcomers to GURPS and casual gamers who don't have the time or inclination to foresee the implications of every rule on their entire campaign arc. I've been playing GURPS for decades, but I have never yet written a campaign prospectus or pre-defined all of my house rules or anything like that. I'm not opposed to such things, but I tend to adjust the rules as we go, based on genre expectations and the preferences of the players. If something isn't working for me or for any of the players, we talk it over and look for consensus. Sometimes this might mean nerfing an ability that ended up dominating the game unexpectedly, but I can't really imagine a situation where I would impose this on a player without their consent. (Indeed, in every case that I can think of over the past few years, any nerfs were requested by players who felt like their characters were too dominant in one area or another.) Just as often it goes the other way where we figure out a way to boost a character who sounded good in theory but ended up being kinda lackluster in practice. This is especially true when you're running long campaigns. My weekly game in California lasted more than ten years. We were constantly tinkering with the rules to maintain the feel that we wanted. |
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