Does #dnd even need rules?
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Does #dnd even need rules? Hear me out! Can we not just follow the basic procedure, use common sense, and maybe flip a coin every once in a while when an outcome is truly uncertain?
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Does #dnd even need rules? Hear me out! Can we not just follow the basic procedure, use common sense, and maybe flip a coin every once in a while when an outcome is truly uncertain?
With enough of a solid foundation in “good” referee theory, can we not just wing everything else?
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With enough of a solid foundation in “good” referee theory, can we not just wing everything else?
I guess my question is what do rules actually add to the game, and are those potential additions worth the overhead?
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I guess my question is what do rules actually add to the game, and are those potential additions worth the overhead?
(Are those who don't learn FKR doomed to repeat it?!?)
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I guess my question is what do rules actually add to the game, and are those potential additions worth the overhead?
@cobb
Honestly, this is why I tend to be skeptical of rules-*lite* games. Those don't seem to add anything I can't improvise better. If all your game rules add are a randomizer and a pacing mechanism, I can generally freeform better than that.Heavier games tend to do a better job of giving me pieces that in turn prompt ideas, and carrying specific assumptions and implications to work off of (or question!).
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@cobb
Honestly, this is why I tend to be skeptical of rules-*lite* games. Those don't seem to add anything I can't improvise better. If all your game rules add are a randomizer and a pacing mechanism, I can generally freeform better than that.Heavier games tend to do a better job of giving me pieces that in turn prompt ideas, and carrying specific assumptions and implications to work off of (or question!).
@pteryx that makes sense! (I do enjoy rules-light games, though. But I almost always end up changing their few rules anyway, so maybe I don't actually need them, haha)