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18 comments
  • ITT: a lot of DMs who don't realize you can be consistent and adhere to rules and also have a splash or two of cool dm thrown in.

    • For fuckin' real. Evidently 'In moderation, of course' isn't an 'of course' after all.

  • As the title says, moderation is key. If the game is just "whatever is the most convincing right now" then I'm going to be annoyed that I sat down to play D&D/fate/gurps/whatever, and we're mostly playing improv. It's important to set expectations in or before session 0.

    If I was looking to join a game, and the GM was like "We're all about the rule of cool", I'd probably ask for some examples. If it's like "we let the [D&D 5e] wizard cast as many spell as he wants" then I'm not joining, because that's going to fuck up the game balance. On the other hand if it's like "we don't really care about carry weight unless it's extreme", that's fine.

    Stuff in the middle, like "one time we let them use create water in the bad guy's lungs to drown him!" can go either way, but I'm usually not a fan. Mostly if I ask myself "if this works, why doesn't the whole setting revolve around it?" and don't have a good answer, I won't enjoy it. Like, if everyone could do lethal damage with a cantrip, or if the "peasant railgun" worked like the joke, or "we let the real life chemical engineer make napalm and mustard gas as a 1st level rogue for massive damage", then that probably isn't for me.

  • Yeah, no.

    Giving players carte blanche to warp the world whenever the GM feels like it is lame. If it's part of the system, great. If not, you're playing favourites.

    I'd prefer using the system to involve players in the narrative. Stuff I've done:

    • When creating ambushes, the players draw the battlemap.
    • In Cyberpunk RED, a Rockerboy can use their influence to convince followers to do stuff. I ask my Rockerboy to describe their followers.
    • I ask my players to create locations and NPCs that aren't part of my planned sessions (or integral to the current arc).
    • I use player backstories and interactions with NPCs to create or add story arcs.
    • I've ported flashbacks from Blades in the Dark into other systems.

    Bending the rules when it doesn't change the world is fine. A constant stream of "meh, why not? Fine by me." seems kind of lame.

    • Ima be real, seems more like you are making a mountain out of a mole hill. A lot of you GMs do this. You seem to think rule of cool is perpetual and nonstop, that the rules are always ignored for everything. "A constant stream..."

      The problem isn't the rule of cool. It's you for thinking this is bigger than it is and then being upset by it. You don't really consider anything outside of whether it's used or not. If it's used, then it must be used nonstop and break every rule constantly. I've never seen any of you come in talking about it being used sparingly for moments that the fun doesn't impact the story or rules. You just invent the most extreme scenario possible and then get angry over that because the rules always matter more to you than anything else, bordering on um actually. You always seem to believe that DMs will never say no and that the rule of cool will always be said yes to. But if that's happening it's because of a bad DM not saying no and bad players for hugely overstepping.

      The rule of cool does not mean you always say yes. It just means you say yes when the moment feels appropriate. No fantasy story has people following the rules 100% of the time, whether that be a famous thing like Lord of the Rings or your own personal DnD game. You can create rules to bind the world but the tighter you make those binds then the harder it's going to be for joy to work its way through there.

      I'd suggest not making the most severe example you can think of the default for things you don't understand.

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