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Gary’s Immersion in Castle El Raja Key: The Four-Way Footsteps
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7853774" data-attributes="member: 6873517"><p>It's a delicate balance. </p><p></p><p>Not enough mechanics can leave the DM without hooks to work with and, furthermore, game mechanical consequences can definitely ratchet up the players' experience if well-implemented and employed. However, too many rules goes the other way. I know some players who seem to be unable not to play the character sheet rather than a character. I've found that others have a much easier time with going off the sheet. I know there have been times I got caught up in the sheet too, so there's definitely a problem that happens with too many defined rules. </p><p></p><p>Also, I do think that the more rules-heavy games often arose out of the desire to have rulings that cut down on arguments and to protect players from arbitrary DM rulings. Certainly that was a big motivation for both 3E and 4E in their own way. The authors wanted to have the system sufficiently defined so as to avoid many of the kinds of problems and exploits that had often plagued badly worded spells and such in prior editions. However, quite ironically I felt that both systems really encouraged rules-oriented thinking among players, even ones who'd not been that way before.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7853774, member: 6873517"] It's a delicate balance. Not enough mechanics can leave the DM without hooks to work with and, furthermore, game mechanical consequences can definitely ratchet up the players' experience if well-implemented and employed. However, too many rules goes the other way. I know some players who seem to be unable not to play the character sheet rather than a character. I've found that others have a much easier time with going off the sheet. I know there have been times I got caught up in the sheet too, so there's definitely a problem that happens with too many defined rules. Also, I do think that the more rules-heavy games often arose out of the desire to have rulings that cut down on arguments and to protect players from arbitrary DM rulings. Certainly that was a big motivation for both 3E and 4E in their own way. The authors wanted to have the system sufficiently defined so as to avoid many of the kinds of problems and exploits that had often plagued badly worded spells and such in prior editions. However, quite ironically I felt that both systems really encouraged rules-oriented thinking among players, even ones who'd not been that way before. [/QUOTE]
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Gary’s Immersion in Castle El Raja Key: The Four-Way Footsteps
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