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View Full Version : I can't help but notice...


Dan Hemmens
04-19-2006, 05:24 PM
That of your seven rules, most are just reiterations and, in fact, special cases of rule 5, which is the only one of your rules which is universalisable.

Rule 1: The character must work in a group. True only if group co-operation is a central theme for your game. Granted, it is for most games, but it's still a subset of "fits the style of campaign."

Rule 2: The character must be fun for the player and the rest of the party. Actually I'll give you this one. It's obvious, but really is important enough to be restated.

Rule 3: The One Everybody Complained About. I actually do see where you're coming from, but it's *still* a special case of Rule 5. There's nothing wrong with playing a complete bastard so long as everybody understands that to be the game they're playing.

Rule 4: The character must have a reason to go adventuring. This is obviously true only if "adventuring" is what the game is about, and a lot of games rely on the exact opposite. Once again it's a (faintly D&D specific) implementation of Rule 5.

Rule 5: With Rule 2, the only rule you'll ever need. Of course this one cuts both ways. In another thread you cite the example of a PC in a CP2020 game who sold out the rest of the party for personal game. In this case I would argue that it was *everybody else* who was wrong. If you're playing hard bitten criminals, you should damned well act like it.

And so on...