I really like the non-angry, non-upset discussion about something that obviously is being interpreted in multiple ways. I don't often land up in rules-discussion forum threads like that.
Next, I'd like to encourage more people to get involved. I HATE discussing the rules. I know, you'd never believe it. However, for this game I'm making an exception; partially because this is a game to which we only have access to the setting material with Jill present and partially because it is a new system to many of us.
I am now going to say things that are clearly my opinion. You've been warned. :)
I’m a believer that rules are a pain in the you-know-what. I'd rather just role-play through things when possible and I think many of you would prefer to do the same. Other people feel more comfortable rolling things out and seeing how chance and rules affect the story in ways that role-playing wouldn't. Yet other people need that supporting push that the dice and the rules give them in the direction of plausible actions and reactions for their characters. None of these are wrong, just different. I’ve known people who rely heavily on the dice who are able to turn those rolls into exemplary roles.
Of course, there is fluidity to this continuum of methods for role-playing and I've moved from one to the next in my gaming experiences. Most often my play style is determined with how much I connect to my character. The more connected I am, the less I want the rules to “interfere”. I am connected to my character(s) in this game. I have a huge investment and attachment to Gabe and I’m already extremely fond of Friedrich. Sometimes it depends on my familiarity with the people, rules, and/or setting. I don't know most of you. Other than our desire to role-play, the only commonality we have in this game is the Big Red Book (BRB). The rules have changed since the last time I played Kingdom Come to the point where I have to look everything up and try to base everything on what I read in the BRB.
In an ideal world, written words would perfectly convey the ideas behind them. We don't have an ideal world. When each and everyone one of us sits down to read the BRB we might see something different behind the words. The writing in the BRB can in some places be very unclear – in one technique from two sentences, which I believe were consecutive, I came to four possible interpretations. Four! If we all want to play in a common game then we need to be able to be open with one another about what we understand from the writing and which parts of the BRB influence us to see it that way.
This is NOT rules-lawyering or rules-mongering. Those terms are for when you try to bend the rules to your advantage or gain. What I am suggesting is a search for common ground and understanding. Unfortunately some people don’t see it that way because generally you are only aware of a “problem” in the rules interpretations when a rule starts to slap your character silly. It’s the difference between honest confusion/misinterpretation and wilful distortion.
I'll be the first to admit it. There are some of you whose viewpoints I often can't see at first or understand how you got there. Sometimes I agree with someone about what the rules say but not about their importance in The Grand Scheme of Things. I know that I'm not always right. I know that sometimes how I read things are not how they are meant to be read. There will always be some of that in my life, and in yours too, I imagine. I don’t even care if I am wrong in the end. If you can convince me that something is meant to be the way you see it, I’ll capitulate. I’m open to seeing things in a new light and changing my point of view. Until we get there, though, I’m going to argue my point of view, to the best of my ability and to the extent of my belief in it, while I question yours. For me, that includes using forceful language in my arguments and statements and I’m sorry if it seems like an attack – it’s not. It also means asking repeated questions of your point of view – sometimes asking about the same thing using different words in order to try to merge the answers into a picture that I can understand.
In this game the rules are important because they are in many ways producing our views on the setting. Sometimes what you can do and how you do it shapes your character in how s/he goes about doing things. If any of you have ever taken a character and converted it to play in a different system, you'll know what I mean – you just can't do things in the same way that you did before and it can change what your role in the story is. Take the Core Techniques as examples. True Voice rules tell us about how we sense the metaphysical world around us. Nimbus gives us rules for how we keep humans in the dark. Hallow helps define our metaphysical interactions with the World of Clay. A better example is something non-technique: Trauma. How we take trauma, and heal trauma influences what the character will and won’t do. In earlier versions of the setting Hollow Death was of less consequence to the characters and people would Hollow Death themselves to avoid combat/confrontation and reappear in their Domus! With the current rules I think you’d be insane to do so because you risk gaining a lingering trauma which is nigh impossible to heal.
As a play-testing group especially, we have a responsibility to let our storyteller know when something isn’t clear to us. If enough other people are having that difficulty sorting out the same thing then it would be worth an edit. We have that opportunity as a group to tell Jill, who can pass it along to Trent and the final book can be made better because of it. The thing is, many of us who have played before have done so under different rules – the whole downtime system is new to me – and we have been left with perceptional baggage. It’s why I try to give quotes for passages in the BRB on which I base my opinions and not just what I’m remembering from past games. I’ve tried to only use that hard-to-read black on red text, but I’m not perfect and old impressions may slip in. That’s why I feel it is even more important for first-time Kingdom Come players to chime in and let us know what you think – you are the untainted ones.
Oh, I know, you “new” (can most of you really call yourself that after a year and a half?) people might feel that you don’t know enough to contribute, but all you need is the ability to read and the BRB. One of the best ways to understand something is to ask questions or to help explain it to someone else. Many of the questions can and should be answered by other players; Jill shouldn’t have to weigh in on everything unless the answer goes too far astray or it pertains directly to a house rule.
If more people weigh in then I, in particular, will know if I should even bother to pursue a discussion about a topic. Let’s take the current Hallow, Domus, and Dying thread. The House Rule on coming back from Purgatory needed to be addressed by Jill, as I think does how a Domus gets destroyed. That said, I have to question whether or not the Location/Place Affection issue initially needed to be addressed by Jill. Maybe this is a bad example because the two issues are intertwined for Jill, but let’s assume they were separate issues. If I had brought up a question on the forum saying “Does anyone else read Hallow as allowing Places/Locations to be Affections?” then I could have ascertained whether or not it was just me. Near as I can tell Dave has asked about it in the past and so can see how it might be possible in the rules. Mark mentioned that he’d find the ability useful but didn’t say if he agreed that it could be done as the rules are written. Wade similarly gave an example of why one would want to do it but was not entirely clear if he felt one should be able to do it although I personally thought his answer leaned towards yes – hopeful thinking, perhaps. So, that leaves me with 1-3 people out of 30 who read it the same way that I do? Does that make it worth my pursuing or is it mostly just me?
Are people unwilling to post to come down on one side of the issue or the other? Would a poll be better if we set it up for rules questions that arise so that “yes”, “no”, and “no opinion” answers could be given? Oh, and before anyone gets worked up about the rules changing by vote or any such thing, let me make it clear that is not what I’m suggesting. When we agreed to play in the game we agreed to play by the rules – however flawed we may think them. We agreed to rely on the Storyteller to arbitrate game-based disagreements between players, provide a basic story outline, and take care of administrative duties (e.g., game location and zeal). In giving the Storyteller the ability to be the final word on game-based disagreements between players we also give the Storyteller the final say on the rules. We can and should quest(ion) for greater understanding and we can petition for House Rules to make the game more enjoyable for all, but in the end the Storyteller’s word is final. Though, I can’t help but think that if a large portion of the game had a problem with something, it would be seriously looked into and assessed.
Okay, I’ve said my piece and given my opinions. I feel better having posted this – or at least I will once I hit the send button. :)
Tue 3 Aug 2010 - 11:47 by cenobyte
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