Author Topic: How many rules do you need for fun?  (Read 3391 times)

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Endarire

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How many rules do you need for fun?
« on: April 18, 2011, 04:00:46 AM »
Some systems are crunch-heavy and try to model lots and lots of little things.  (D&D 3.5, natch.)  Other systems ignore the minor details and cover only the most important bits.

How many rules do you need for a game to be fun?  I enjoy D&D 3.5 because of its vast ability to make what I want, but I've also studied the 3.x rules the past decade.  I prefer internal consistency.  I want things done right more than fast.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

veekie

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Re: How many rules do you need for fun?
« Reply #1 on: April 18, 2011, 04:32:54 AM »
Rules-light systems can be perfectly fine and in fact, adding rules seems to screw up those games more than removing rules. Compare World of Darkness with FATE for example.
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[spoiler]
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[/spoiler]

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The_Mad_Linguist

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Re: How many rules do you need for fun?
« Reply #2 on: April 18, 2011, 07:38:00 AM »
How many washers do you need for an airplane?
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Kajhera

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Re: How many rules do you need for fun?
« Reply #3 on: April 18, 2011, 10:00:06 AM »
How many rules do you need to have fun?

One, at least an implicit one. It's really difficult to do anything with less.

RobbyPants

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Re: How many rules do you need for fun?
« Reply #4 on: April 18, 2011, 10:06:54 AM »
It depends on what you want to play.  Are you talking D&D, or games in general?
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AleksanderTheGreat

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Re: How many rules do you need for fun?
« Reply #5 on: April 18, 2011, 06:08:21 PM »
Talking about rules, I need just ONE:
Most important thing is - we play to have FUN!
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Optimizing is the antithesis of roleplaying because it takes focus away from the important parts of the game.
I'm inclined to disagree. People work hard on there characters, there personality, back ground, appearance, so forth. No one wants there character that they have invested time, energy, thought, and probably emotion in to be killed because they didn't take strong enough feats or skills or spells or what have you.

Endarire

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Re: How many rules do you need for fun?
« Reply #6 on: April 18, 2011, 08:41:12 PM »
What about D&D?  Do you conveniently ignore a large portion of the rules?  Does your GM?

If we agree to play <this game>, how strict an adherence to the rules do you expect?
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Bozwevial

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Re: How many rules do you need for fun?
« Reply #7 on: April 18, 2011, 10:39:34 PM »
No rules: You are freeforming. Expect a great deal of, "Nuh-uh, you missed!"

Too many rules: Roll for anal circumference.

At my table, rules are ignored if they are silly and inconsequential, modified if they're silly but essential mechanics, and so on.

RobbyPants

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Re: How many rules do you need for fun?
« Reply #8 on: April 19, 2011, 10:13:26 AM »
What about D&D?  Do you conveniently ignore a large portion of the rules?  Does your GM?

If we agree to play <this game>, how strict an adherence to the rules do you expect?
It's important that the group agrees.  The biggest problems often come when different people expect different things.  You can quickly feel cheated that way.  Rules that change or magically don't apply on a whim lead to MC-fiat, which leads to a loss of player agency.

If your asking my personal opinion? I like to know the rules up front so I can make informed decisions.  I like to assume RAW, with some unworkable stuff scrapped (like Craft, Diplomacy, and Hide), and whatever houserules MC is using.  I like to know how he'd handle certain things like illusions.  It's not so much the number of rules that I care about, but more the consistency.  Although, all things being equal, I'd rather there be a rule to handle a situation than having MC make it up.  I'd rather know that it was thought out than play Mother May I, or Magic Tea Party with Mister Cavern.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

veekie

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Re: How many rules do you need for fun?
« Reply #9 on: April 19, 2011, 11:31:15 AM »
No rules: You are freeforming. Expect a great deal of, "Nuh-uh, you missed!"

Too many rules: Roll for anal circumference.
The soul and center of it all.
Few to no rules is playable, given the right group.
Many terrible rules is not, no matter what group.
So better no rules than bad rules, but good rules trump them both.

Like Robby said, the rules are to put everyone at the same table with regards to conflict resolution, setting expectations and character expectations. What you cannot do are as important as what you can. HOW you do it is the practicality(see grappling rules in nearly any game system), some rules are mechanically superior but would require a computer to perform in a feasible manner.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Ikeren

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Re: How many rules do you need for fun?
« Reply #10 on: April 19, 2011, 07:08:06 PM »
About 4304. No less, no more.

Bloody Initiate

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Re: How many rules do you need for fun?
« Reply #11 on: April 19, 2011, 10:29:51 PM »
There are always rules. Even when you try to throw them all out the window.

Furthermore, I find full free-form requires more trust and intimacy than I enjoy in most of my friends. We use as many rules as most of us know and accept. I doubt any group plays with ALL the rules. When we're first trying out a new game we tend to try to follow the rules as much as possible, but we are new to the game so we don't know them all. After that we determine which rules we like and which we don't like. We tend to eliminate or house-rule the ones we dislike.
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The_Mad_Linguist

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Re: How many rules do you need for fun?
« Reply #12 on: April 19, 2011, 11:06:05 PM »
About 4304. No less, no more.
I'm behind you on that, provided you start indexing at rule 0.
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Sunic_Flames

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Re: How many rules do you need for fun?
« Reply #13 on: April 20, 2011, 08:52:57 PM »
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Kajhera

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Re: How many rules do you need for fun?
« Reply #14 on: April 21, 2011, 12:12:09 PM »
Well, in Magic: The Gathering I want there to be more rules than I will ever actually read - because many of them are in fact error handling, and I can go to them for a reference as to what to do when the basic rules don't work.

Chess, I would get rather antsy should there be many more or fewer rules than usual.

D&D, the rules aren't meant to cover everything. But it's very nice when they do cover things.

I don't really care about the number of rules as much as how complete and consistent they are. If I can easily get to a point where there's no discernible way to resolve a situation and no indication of how to proceed in the rules of the game, I'm liable to get somewhat frustrated.

Halna

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Re: How many rules do you need for fun?
« Reply #15 on: April 25, 2011, 04:03:23 AM »
I prefer a base ruleset, then a rule-making kit, so I can do whatever I want.

Failing that, just one: Drink.