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From: ncg@ukc.UUCP (N.C.Gale)
Newsgroups: net.games.frp
Subject: Extension of gripe
Message-ID: <4940@ukc.UUCP>
Date: Fri, 1-Mar-85 08:02:56 EST
Article-I.D.: ukc.4940
Posted: Fri Mar  1 08:02:56 1985
Date-Received: Mon, 4-Mar-85 07:54:21 EST
References: <11691@watmath.UUCP>
Reply-To: ncg@ukc.UUCP Nigel Gale Again
Distribution: net
Organization: Computing Laboratory, U of Kent at Canterbury, UK
Lines: 35
Summary: 


One of the most serious problems with all the well established
frpgames, not least AD&D, is that everyone knows the rules.
This becomes really serious if a player knows the rules better
than his GM/DM.
   Such situations might arise as:

"no, I think you'll find, if you read Page 316 of the DM's Guide,
paragraph B, subsection (1), seats 16 thru 20, that dwarves get
+1 on their saving-throws against monster charms when standing
on one leg in a pool of Holy Water"

OK, so a good DM can bluff his way out, saying that the modification
does not apply in this particular situation, because the concentration
of mana in the Holy Water has been decreased by a freak magnetic
environment brought about by...
But the smartarsed player will inevitably feel hard-done-by,
because the *Rules* say it should not be.

If I had my way, my players would spend most of their time in
a state of complete bewilderment, not knowing exactly what is
possible, and what is not.

In fact, since I have mutilated AD&D beyond recognition, and not
shown the players many of my modifications, this is largely the
case. They cannot quote the rules at me , because I make them
up as I go along. They know that, and accept it.
It makes it far more mysterious not knowing what effect a magic
missile will have when cast at a man wearing bronze chainmail,
not knowing whether a Cloudkill can be Neutralised as Poison, etc
etc.
It makes it a lot more rewarding to DM, I think, anyway.

-Nigel Gale