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#51 |
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Join Date: Sep 2004
Location: Southeast NC
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"Rule #1: Obey all rules" is a waste of typesetting. Anyone willing to abuse rules 2-100 won't exactly be deterred by rule 1 telling them not to.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#52 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Which is why Rule 0, giving you permission to break or change any rules, is also a waste of typesetting.
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#53 | |
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Join Date: Sep 2004
Location: Medford, MA
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Quote:
1) there are people who won't break rules at all (including house rules) unless given permission, Rule 0 gives them permission. 2) There are rules lawyer players who will harass you and say you aren't allowed the house rule or make different decisions and will make your life miserable, and being able to point to Rule 0 will usually get them off your back. So I appreciate the presence of the rules. |
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#54 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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So what happens if you choose to ignore Rule 0? :D
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#55 | |
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Join Date: Feb 2007
Location: Everywhere that freedom rings
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Quote:
All this is quite subjective. So even rules that expressly state when to use them, given enough variables, it will eventually become a question of "is this the right place/time to use these rules?" This is why I would say that DM/GMing has a level of art to it. I will admit that I am biased. I am not a fan of games that specifically give players the ability to arbitrarily alter the game in their favor. To me those games become less "this is my character in this world risking for reward/survival" and more "I have a responsibility over this point of view chapter and when I get enough points I will rewrite things to how I see fit, prior established elements be damned." There are those who will say "but its expected that the players will change the narrative within reason." I say that's exactly what is expected of the DM/GM too, so you're really just changing who has the opportunity for abuse. "But the rules allow them to do that! They're just following the rules!" Which I think brings the matter full circle.
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"Do not be too moral. You may cheat yourself out of much life. Aim above morality. Be not simply good; be good for something." --Henry David Thoreau |
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#56 |
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Join Date: Dec 2007
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#57 | |
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Join Date: Sep 2004
Location: Southeast NC
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Quote:
When you outlaw GM authority, only bad GMs will have authority.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#58 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Same principle applies to other forms of power, such as firepower.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#59 | |
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Join Date: Jun 2010
Location: Alsea, OR
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Quote:
It's absence isn't the same as its existence. Competent GMs will make changes as need be with or without it, and inform players of them. Bad GM's won't inform players until "gotcha" time. It's the Mediocre GM's who will take it as given that they can change the rules on the fly, and become bad GMs in the process. Rules are best when presented as a social contract, and Rule 0 being included in that actually removes the contract nature of them, dumping all the authority on the GM and making the contract simply to "whatever the GM feels like using"... And that's before the absolutely toxic advice Gygax wrapped around it... |
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#60 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
I don't think I'm offering anything as sophisticated as a "taxonomy." I'm simply noting that it's possible for a GM to have faults, and not do a first rate job, without being so dreadful that it's better to go without gaming than to game with them. That is, I'm rejecting what I see as a false dichotomy.
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Bill Stoddard I don't think we're in Oz any more. |
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| Tags |
| game mastering |
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