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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 ![]() |
I've noticed when I GM, a great many rules that the books set down, slow things down a lot.
In fact, last time I GMed, I took note of how many times I 'improvised' a rule because it was quicker than the one in the book and I've come to the conclusion that my games would be sneered upon by even those who would not consider themselves 'rules lawyers'. Now I don't do this because I don't like the rules, but usually because it is faster and keeps the action on track. Of course when I GM rules get broken ALL THE TIME in the interest of furthering the plot. How many times has everyone else thrown out 'flux' rules and just winged up a faster house rule on the fly? Or how many times have you guys just slapped a gun on an enemy vehical without bothering to see if it actually can mount that turret? ...? |
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Break the rules? Not often. Change the rules? Quite often.
If you're going to ignore the rules -- whether as written or house -- then why bother playing the game? When you do that, you're basically just turning it into little more than "this is my story and you're only here for the ride." As the game master, it's your job to read the rolls and tell the story as the dice fall. If someone tried to club someone else upside the head with a toliet seat, you should roll normally to find out what happens. If they succeed, they succeed and you run with it. If they fail, they fail and you run with it. Fudging is the domain of poor GMs and uncreative storytellers. |
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Lo-Fi Version | Time is now: 26th July 2025 - 03:31 PM |
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