Thursday, August 18, 2011

Flexibility on the Playing Field (Rules: Part 1)

I wanted to sit down and simply write about last minute developments prior to a gaming session, since finally after a 2 month break we are all getting together to play, but I found that it just wouldn't come out in worlds; much less thoughts in my mind. Fortunately Bob and I sat down and talked earlier this week and it spurred an idea that is perfect for Throw Out The Dice --- rules, and what they mean for players and the GM.

When you sit down to play a game, the last thing that should be going through your mind are rules. Some GMs (like me) like to break the rules in their games simply because they don't like a particular rule or don't feel a system does just what they need it to do. Houserules are born this way, and can make huge changes to gameplay. For players this is generally not a big deal, until the GM starts to blatantly break rules they consider balancing to the game.

The most conflict that I've run into comes from other players who run their own games. They don't want to turn over the reins of power to someone else and seem to love to bring up the fact that a rule was skipped or how a rule is designed for balancing the game and shouldn't be broken. I know that I am to blame for this kind of thing when I am in the player's seat, but over time I've learned that the best thing to do is just shut up and play.

A GM wants to run with certain rules, whether you like them or not (I usually run into issues with GMs who follow the rules far more strictly than I do). Beware of this when you are playing. Your objections to rules can be extremely immersion breaking, especially when it becomes a conflict between you and the GM. When a GM makes a decision about something in game, as a player it is our duty to accept their decision, even if we don't agree with it.

GMs: Don't shut down your players if they do pose questions about your rules. Sometimes this can be extremely beneficial for you to flesh out your own systems or rules that will help make your gaming experience more unique.

As a GM you also need to be flexible for the sake of your players when it comes to rules. I happen to enjoy it when players challenge the rules in a game, but only if they have alternate suggestions for how to improve those rules. Criticizing a rule without constructive alternates is just as immersion breaking for me as it is you. If a player can give you a good reason why a rule doesn't fit, you should take some time to make a judgement on that rule.

If you need to make a split second decision in game, be sure you stick to that decision in the future - or at least for the duration of the adventure or campaign you are running. Further changes can always be made in the future.

Next Week: More on rules... when they don't fit your game.

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