Post by rorrik on Jul 26, 2017 15:29:55 GMT
Loved this episode, but with three speakers and no real rules lawyer, the stance of the rules lawyer was fairly weakly represented. It basically just sounded like rules lawyers were aliens who simply enjoy the thrill they get when a rule is followed. I'm not a rules lawyer myself (I run a homebrew system so the rules can change as needed), but I want to try to give following the rules more of a fair shake:
The rules provide a framework that ensures that everyone understands (ideally) what the odds are in any given situation and that everyone is treated equally. When this framework is violated in the service of "cool," these rules lawyers may feel that fairness is being violated, their efforts to maximize their chances within the rules are being disregarded, or that favoritism is degrading their table experience. These feelings I think are understandable. In a competitive game, these kinds of issues would be totally unacceptable. Fortunately, table top RPGs are not competitive games and everyone can benefit from the additional enjoyment from the rule of cool getting a chance from time to time. In the event that rules lawyers (there's got to be a better word for this) feel slighted by the rule of cool, I think there are a couple things that can be done: 1) speak to them and help them understand that there's not a competition here and we want to tell as cool a story as possible and 2) create set piece combats or stealth sequences or whatever they've built their character to do that allow their carefully crafted and optimized character to shine within the rules.
On the note of overuse, if the rule of cool always reigns in allowing the characters to solve problems more easily, this can make the game less fun as it weakens the pacing and mood of the game by avoiding the lows and allowing the players to ramp to ever higher highs or just leaving the action flat. This kills opportunities for climax and weakens the fun of play. As an example from my own experience, I had a player who wanted to do something within my custom magic system that technically broke one of the rules of the system, but I thought it was pretty cool and let him do it. Unfortunately, it allowed him to create a permanent situation where he could draw on that rule violation infinitely and soon travel, food, water, and healing were all easy to solve and it became hard to create challenges for the party. Fortunately, the player was amazing and on his own volition had his character retire to a support role for the party and made up a new character more on par with the rest of the party.
The suggested approach of not allowing the same trick to work twice in the rule of cool is problematic in things like this, since it seems inherently inconsistent (unless the coolness comes from some extenuating circumstance or luck) since once a PC has lifted a half ton boulder it makes no sense for them to not be able to in the future. While this approach can work from time to time, I think it's important to watch out for rule of cool moments that risk implying new abilities for the PC.
Done playing "devil's advocate." Loved the episode and looking forward to the next time I see something cool enough at the table to throw the rules out the window.
The rules provide a framework that ensures that everyone understands (ideally) what the odds are in any given situation and that everyone is treated equally. When this framework is violated in the service of "cool," these rules lawyers may feel that fairness is being violated, their efforts to maximize their chances within the rules are being disregarded, or that favoritism is degrading their table experience. These feelings I think are understandable. In a competitive game, these kinds of issues would be totally unacceptable. Fortunately, table top RPGs are not competitive games and everyone can benefit from the additional enjoyment from the rule of cool getting a chance from time to time. In the event that rules lawyers (there's got to be a better word for this) feel slighted by the rule of cool, I think there are a couple things that can be done: 1) speak to them and help them understand that there's not a competition here and we want to tell as cool a story as possible and 2) create set piece combats or stealth sequences or whatever they've built their character to do that allow their carefully crafted and optimized character to shine within the rules.
On the note of overuse, if the rule of cool always reigns in allowing the characters to solve problems more easily, this can make the game less fun as it weakens the pacing and mood of the game by avoiding the lows and allowing the players to ramp to ever higher highs or just leaving the action flat. This kills opportunities for climax and weakens the fun of play. As an example from my own experience, I had a player who wanted to do something within my custom magic system that technically broke one of the rules of the system, but I thought it was pretty cool and let him do it. Unfortunately, it allowed him to create a permanent situation where he could draw on that rule violation infinitely and soon travel, food, water, and healing were all easy to solve and it became hard to create challenges for the party. Fortunately, the player was amazing and on his own volition had his character retire to a support role for the party and made up a new character more on par with the rest of the party.
The suggested approach of not allowing the same trick to work twice in the rule of cool is problematic in things like this, since it seems inherently inconsistent (unless the coolness comes from some extenuating circumstance or luck) since once a PC has lifted a half ton boulder it makes no sense for them to not be able to in the future. While this approach can work from time to time, I think it's important to watch out for rule of cool moments that risk implying new abilities for the PC.
Done playing "devil's advocate." Loved the episode and looking forward to the next time I see something cool enough at the table to throw the rules out the window.