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Rules
Are Rules (But Nothing More)
Not
long ago, I created a unique elemental being
for a D&D adventure. You know, kind of like
a fiend lord or Imix from Return to the Temple
of Elemental Evil. Not a monster type, but
a singular creature. I gave him some spell-like
abilities and whatnot. Someone told me I couldn't
do that: Elementals didn't work that way, so
I should just give him some levels of sorcerer
instead.
Wha?
Let me tell you, I've received criticism in
the past for being a stickler for rules and
I don't mind that at all. Consistency is a good
thing, and the rules are there for a reason.
But that reason should not get in the way of
creativity. I mean, it's one thing to flagrantly
disregard the rules when there's no reason not
to use them. If you give an orc 48 hit points
with no explanation, because you don't know
any better or you don't understand the rules
well enough to know how to make him tougher
legally, that's just bad design. If you have
to have a 48 hp orc, raise his Constitution
absurdly high and call him the "Toughest.
Orc. Evar." Whatever. It's another thing,
however, to so slavishly follow the rules that
you define the brand-new things you could create
based on what already exists. That's Hollywood
thinking.*
As
I've said (in another context), this is just
a game, which is a
good thing. Don't let the rules get in the
way of fun. And don't let them be a replacement
for creativity -- creativity is an essential
element in running a game. On this topic, I've
been hearing a lot about Challenge Ratings and
Encounter Levels in D&D lately, and how
they're flawed. Well, it's true that they are
not the be-all and end-all of adventure design;
what's lacking in these game mechanics is context.
One DM runs an encounter with a CR 6 wyvern
with his 5th-level PCs, and they defeat it handily.
The Challenge Rating is wrong, the DM thinks.
But the context of the encounter was that the
PCs were all flying (taking away that advantage
of the creature) at the beginning of the encounter,
and the party cleric had neutralize poison
prepared. Another DM might run an encounter
with a wyvern for his 6th-level party and two
PCs die. The Challenge Rating is wrong, the
DM thinks. But the context is that it was the
sixth encounter they'd had since resting, they
were already weak and depleted of resources,
and the environment favored the creature, where
it could swoop down on them and fly away.
The
point here is that the Challenge Rating system
is really built around the idea of an encounter
that takes place in a vacuum without any context.
Of course that's unrealistic, which is why Challenge
Ratings and Encounter Levels are guidelines.
Nothing more. They're not an adventure generator
-- they're an adventure generating tool. A good
designer will tailor the flow of an adventure,
carefully crafting the ebb and flow of the potential
action. "At this point in the scenario,"
the designer thinks, "the wyvern will be
more of a challenge than his Challenge Rating
might indicate, because the PCs will be hurt
and confined in this small area with a high
ceiling. I'd better design things appropriately."
A bad designer will just throw a bunch of encounters
of the same Challenge Rating together in one
general location and call it good.
What's
the point of all of this? Rules and mechanics
like Challenge Ratings, Encounter Levels, and
monster design guidelines, cannot replace a
good designer, or a good DM. If the game could
be run just on the numbers alone, we wouldn't
need a DM. We'd be playing a computer game.
The
designers of the newest edition built so much
reliance on rules right into the game, to make
it easier to play. As one of those designers,
I occasionally think to myself, "What have
we wrought?" Then I remember that we intended
these rules to be tools to help people create
their own game material. To demystify the craft
of game designer -- to look behind the curtain.
That was a good goal. The tools can be taken
too far, though. The fact that tabletop roleplaying
games have gamemasters is a strength, not a
weakness. Don't let rules replace good DMing
skills.
*In
today's Hollywood, it's almost impossible to
get a movie made without selling it as "exactly
like [fill in the name of a successful movie]"
It's small wonder why most movies feel exactly
the same.
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