Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site stolaf.UUCP Path: utzoo!linus!security!genrad!decvax!harpo!ihnp4!stolaf!twiss From: twiss@stolaf.UUCP (Thomas S. Twiss) Newsgroups: net.games.frp Subject: Re: Homebrew rules sets Message-ID: <1310@stolaf.UUCP> Date: Fri, 20-Jan-84 18:19:52 EST Article-I.D.: stolaf.1310 Posted: Fri Jan 20 18:19:52 1984 Date-Received: Mon, 23-Jan-84 03:00:11 EST References: <210@shark.UUCP> Organization: St. Olaf College, Northfield MN Lines: 26 It sounds like Steve Hutchinson has the right idea. I've been a game player for many years and I've played with some really excellent players and DMs. I don't, however consider myself to be either a good player or DM and my friends and I just play for fun. But there is one VERY important thing I've learned. It is ridiculous to try and adhere strictly to the rules of any system because 1) they are not exhaustive enough, and 2) it destroys creativity which is the very antithesis of the game. Now I know I'll get flames saying "it takes more intelligence to be creative under strict rules". Well, this may be true, but it seems that the original precepts of the game can be met by players OR a DM who can show a little ingenuity. And rather than argue endlessly about the rules, all participants should be governed by the will to do what is reasonable and not try and needlessly cheat somebody by bending the rules. If a party comes up with something really smart and it isn't outrageous, they should be rewarded, but at the same time, it hardly seems reasonable to have a party of second level characters hauling around whales. The DM and the players should be able to rationally deal with "rule bending". When Steve Hutchinson makes up his own rules, it seems that he is fulfilling the purpose of the game: creativity within a definite but loose framework of constants and rules. Congratulations Steve! Tom Twiss !ihnp4!stolaf!twiss P.S. The inevitable flames are welcome.