robertsconley
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That's as opposed to Swords and Wizardry, which has totally different artwork, and it has an effect, ah, and then the other thing, the other effect of the rules that's like really important, I think one of the reasons D20 is so popular, DND is so popular, is because it's essential that you'd be familiar with the rules. You need to really actually understand how the worlds work because without knowing how the worlds work or how the rules work and having a very good understanding of the rules, then you could end up with inconsistencies, and you can end up with distractions as you quickly, "Oh, how does that work?" Right, you gotta look up a rule.
You have to look it up in the middle. Again, that's terrible. If you watch my video on the Flow State, looking up rules in the middle of the game breaks the flow. It just kills it dead. You do not want to be in that situation. It's all right to look things up, like I got so quick. As you can see, I've got tabs here, so when I was playing Rolemaster, I just got so quick at looking stuff up, I just didn't have a problem. It didn't break the flow at all, but that's because I got very familiar with the rules.
And that familiarity helps keep you from those distractions of having to look things up, but also keeps you from inconsistencies. Because you might think, "well, I don't have to look up the rules, I'll just make up something on the fly." Well, yes, that's a really good thing to do, as long as when you have to do it again, you make up the exact same rule. Because any inconsistencies, nothing breaks flow worse than inconsistencies in a game. So if you make up a rule, you want to make sure you make up the same rule the next time.
Yes when assembling the rules to run your setting, you should pick rules or a system that you can internalize easily.
What I generally find myself doing is noting them down on a piece of paper, and then those become my homebrew rules. Because I don't want to break the flow, I don't want to break the flow and have to look up a rule. If I'm going to house rule, I want to make sure that house rule stands forever. That's just how it's done now. And I'll go back and look up how the rule actually works and then change it. Nothing destroys the game faster than that, destroys the flow faster than that.
Keeping the described circumstance, players describing actions, adjudicate loop flowing is a good priority. The only thing I would put ahead of it is whether the circumstances of the campaign are interesting and fun for the players.So that's the other thing, is why the rules are so important. Because you really need to know the rules to stay consistent and to minimize distractions.
And to wrap it up
I will repeat my corollary to Lord Vreeg's law, "Only if you let it."So, just to summarize the rules of the interface:
1. They define how your world works. That has a fundamental effect on your world.
The flavor of a setting comes from how its inhabitants are roleplayed first and how their actions are adjudicated second. Within reason. Using Toon RAW is not going to work for a Game of Thrones set in Westeros. Neither is D&D 4e. But OD&D will. D&D 5e will be provided you stick with the core books. Using the Chronicle system by Green Ronin will take the least amount of work for certain. Harnmaster will also work with little work.2. The rules themselves are an artboard, which gives your world a certain flavor, a certain feeling.
Yes, rules are an effective shorthand for communicating how a setting works. Although that fact has nothing to do with whether the system matters. The presentation of the system determines how well it fulfills this role. GURPS can be used to run a Westeros campaign, but its presentation is such that it will take a lot of work to use and just handing GURPS to a player tells them nothing about how to make a character for Westeros.3. Rules inform the players of how your world works.
My advice is to understand thoroughly how the system work before deciding whether to use it to run your setting.So, the levels: how do they have character points? Do they not? Do they have hero points? Do they not? Do they have hit points? Do they not? It all informs the players of how your world works, so they're extremely important in that perspective. And they're extremely important from the perspective of keeping the flow of your game going and minimizing inconsistencies.
For example, Gygax did a poor job explaining his assumptions when writing OD&D. He wrote it for the miniature wargaming community and assumed that they would know his unstated assumption. Something that didn't work out well when it spread to college students in California and other groups outside of midwestern wargames.
But after the research in the past decades about the origins of D&D, I understand Gygax and Arneson's assumption better thus I get how OD&D can be used for my campaigns involving the Majestic Wilderlands. For when a player as their character tries to grab the chalice out of the lich's hand. When I am using S&W (or OD&D, I have them make a to-hit roll, and the lich makes a saving throw to avoid having the chalice snatched It is not likely that the lich will fail their save but it is a chance.
I made this ruling because saves in OD&D/S&W are used when something bad is being avoided by a character or creature. "Something bad" has traditionally been interpreted broadly in classic D&D. It also has the virtue being scaled based on level or hit dice. This makes sense as a more experienced character or capable creature would have an easier time avoiding (or resisting) something bad.
Which is also consistent with how things worked in GURPS where higher skill and higher attribute mean creatures and characters winning various contest of skills that many GURPS rules had to resolve things.