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Part of the fun is having to work with the rules you're given and use them to your advantage. Hell, in real life some rules are only made to keep the riff-raff out; they may have a smoke-screen of legitimacy but if you really think about, the real reason is to keep "you" and "I" away from "them".
Padded_Stag said: Green Fox and I share the same opinion about real life.
When you know why a specific rule exists and the reasoning behind it, you get to see a bigger picture the more rules you learn of in this manner.
Then depending on what knowledge you have, you can either enjoy simulating moves in your head with the rules or if you're wanting more mental stimulation; even bend a few.
One of the reasons why I like to know, not malicious but it does help in a pinch outside of games (e.g Work) As well as the memorization aspect, works well in arguments.
brx8 said: I love to know this irl but in games there sometimes have to be arbitrary limitations so that the game itself is more fun.
If you are needing to make arbitrary rules to balance the game and maintain fun, then the lore has not been properly balanced. It is the fault of the writing at that point.
grumblepuss said: If you are needing to make arbitrary rules to balance the game and maintain fun, then the lore has not been properly balanced. It is the fault of the writing at that point.
The average board game doesn't have lore to speak of, and even when you get into things like full on tabletop RPG's its impossible to truly avoid arbitrary rules. Just look at hit points, its a system used by many RPG's, and ultimately in some way or another you could probably say ALL RPG's with combat or injuries rely on a system derived from them. Its completely, 100% arbitrary that you can only survive x amount of damage no matter what... and yet, try selling an RPG that requires in depth simulation of wounds, medical science and everything else involved with absolutely no arbitrary rules about it whatsoever. Even top medical professionals would be guessing at best, and likely arguing among themselves most of the time when someone gets hit, ESPECIALLY a player character. Its arbitrary, but necessary to set up a specific statistical limit or the game just cannot possibly be fun.
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Padded Stag
MemberGreen Fox and I share the same opinion about real life.
MrOmg
MemberI feel the same. Why limit something just for the sake of it?
ggdk
MemberPart of the fun is having to work with the rules you're given and use them to your advantage. Hell, in real life some rules are only made to keep the riff-raff out; they may have a smoke-screen of legitimacy but if you really think about, the real reason is to keep "you" and "I" away from "them".
AnonymousSpaceThing
MemberWhen you know why a specific rule exists and the reasoning behind it, you get to see a bigger picture the more rules you learn of in this manner.
Then depending on what knowledge you have, you can either enjoy simulating moves in your head with the rules or if you're wanting more mental stimulation; even bend a few.
One of the reasons why I like to know, not malicious but it does help in a pinch outside of games (e.g Work)
As well as the memorization aspect, works well in arguments.
snowie
Member- Magic teh Gathering 2023 Edition -
brx8
MemberI love to know this irl but in games there sometimes have to be arbitrary limitations so that the game itself is more fun.
GrumblePuss
MemberIf you are needing to make arbitrary rules to balance the game and maintain fun, then the lore has not been properly balanced. It is the fault of the writing at that point.
m18orin
MemberThe average board game doesn't have lore to speak of, and even when you get into things like full on tabletop RPG's its impossible to truly avoid arbitrary rules. Just look at hit points, its a system used by many RPG's, and ultimately in some way or another you could probably say ALL RPG's with combat or injuries rely on a system derived from them. Its completely, 100% arbitrary that you can only survive x amount of damage no matter what... and yet, try selling an RPG that requires in depth simulation of wounds, medical science and everything else involved with absolutely no arbitrary rules about it whatsoever. Even top medical professionals would be guessing at best, and likely arguing among themselves most of the time when someone gets hit, ESPECIALLY a player character. Its arbitrary, but necessary to set up a specific statistical limit or the game just cannot possibly be fun.
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