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The Answer is not (always) on your Character Sheet
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<blockquote data-quote="payn" data-source="post: 9325176" data-attributes="member: 90374"><p>Greetings,</p><p></p><p>Folks have probably heard, and maybe used themselves, the phrase “the answer is not on your character sheet”. I decided to add <em>always</em> to the thread title because I think the phrase can be used in multiple ways. The first is to imply skill play in which the player is being challenged and the character serves merely as an avatar to move around the game world. You are not limited by the character’s abilities, anything is theoretically possible. Another use is attempting to lean into a rulings over rules mindset of play. In this case, the player applies the character’s abilities in a myriad of ways and there are possibilities beyond the mechanical descriptions. I wanted to discuss the phrase, influences, and experiences of EN Worlders.</p><p></p><p>I think the rules over rulings philosophy gained steam because of RPGs developing in the last three decades. Folks started having more cross table play, organized play became a thing, and a shift from skill play to narrative metaplot driven play gave rise to the need for more common adjudication. There may be other items such as GM/player trust and simulation design that led into an extensive mechanical rule set choice. The result was a rule for everything and extensive character sheets to match.</p><p></p><p>Like a pendulum, the popularity and desire for rulings or rules seems to ebb and flow with editions of D&D. I think a few things provide for this paradigm within D&D specifically. The first is the nuanced and tactical nature of the combat system within D&D. Few other RPGs go into the depth of options and/or have the level progression that is found in D&D. It also is the most popular RPG, being the entry point for more gamers than any other. The result, I’m afraid, is that D&D is fated to be a wide net that is ok at many things, but never will excel at anything specifically. Which, will continue to irritate some players.</p><p></p><p>Currently, like many RPG design aspects, D&D seems to be wearing many hats. The character sheets are moving in a Joe Friday direction, and DMs are encouraged to make rulings when necessary. Some of the old complaints are resurfacing. Not enough DM/player advice/direction, lack of mechanical rule support, etc..</p><p></p><p>Other RPGs, have gone through similar pendulum swings, but not as drastic as D&D. I think they get the benefit of not being D&D, so its ok not to follow the generic path. Often, other RPGs are designed to be contrary to D&D. This sometimes has interesting results with players experiences. Some, take to the simpler combat system, and flatter progression well. They naturally embrace the narrative aspects about attempting moves and strategies not tied to the character sheet. A few other players, in my experience, struggle because the sheet is vague, and the ambiguous nature of play is difficult to wrap their mind around. Demonstrating the gravity of D&D mechanics on some player’s style.</p><p></p><p>Those are just my impressions of RPG development and the rise of “the answer is not (always) on your character sheet”. What about y’all?</p><p></p><p>What does “answer not on your character sheet” mean to you?</p><ul> <li data-xf-list-type="ul">What are your experiences with RPGs in design that supports or refutes this idea?</li> <li data-xf-list-type="ul">What are your experiences with player preferences in regards to character sheets and rules/rulings?</li> </ul><p>-Cheers</p></blockquote><p></p>
[QUOTE="payn, post: 9325176, member: 90374"] Greetings, Folks have probably heard, and maybe used themselves, the phrase “the answer is not on your character sheet”. I decided to add [I]always[/I] to the thread title because I think the phrase can be used in multiple ways. The first is to imply skill play in which the player is being challenged and the character serves merely as an avatar to move around the game world. You are not limited by the character’s abilities, anything is theoretically possible. Another use is attempting to lean into a rulings over rules mindset of play. In this case, the player applies the character’s abilities in a myriad of ways and there are possibilities beyond the mechanical descriptions. I wanted to discuss the phrase, influences, and experiences of EN Worlders. I think the rules over rulings philosophy gained steam because of RPGs developing in the last three decades. Folks started having more cross table play, organized play became a thing, and a shift from skill play to narrative metaplot driven play gave rise to the need for more common adjudication. There may be other items such as GM/player trust and simulation design that led into an extensive mechanical rule set choice. The result was a rule for everything and extensive character sheets to match. Like a pendulum, the popularity and desire for rulings or rules seems to ebb and flow with editions of D&D. I think a few things provide for this paradigm within D&D specifically. The first is the nuanced and tactical nature of the combat system within D&D. Few other RPGs go into the depth of options and/or have the level progression that is found in D&D. It also is the most popular RPG, being the entry point for more gamers than any other. The result, I’m afraid, is that D&D is fated to be a wide net that is ok at many things, but never will excel at anything specifically. Which, will continue to irritate some players. Currently, like many RPG design aspects, D&D seems to be wearing many hats. The character sheets are moving in a Joe Friday direction, and DMs are encouraged to make rulings when necessary. Some of the old complaints are resurfacing. Not enough DM/player advice/direction, lack of mechanical rule support, etc.. Other RPGs, have gone through similar pendulum swings, but not as drastic as D&D. I think they get the benefit of not being D&D, so its ok not to follow the generic path. Often, other RPGs are designed to be contrary to D&D. This sometimes has interesting results with players experiences. Some, take to the simpler combat system, and flatter progression well. They naturally embrace the narrative aspects about attempting moves and strategies not tied to the character sheet. A few other players, in my experience, struggle because the sheet is vague, and the ambiguous nature of play is difficult to wrap their mind around. Demonstrating the gravity of D&D mechanics on some player’s style. Those are just my impressions of RPG development and the rise of “the answer is not (always) on your character sheet”. What about y’all? What does “answer not on your character sheet” mean to you? [LIST] [*]What are your experiences with RPGs in design that supports or refutes this idea? [*]What are your experiences with player preferences in regards to character sheets and rules/rulings? [/LIST] -Cheers [/QUOTE]
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