![]() ![]() GMs Read the Rules, Players Don’tīased on how a lot of designers write their restrictive rules, it seems like they have specific scenarios in mind. Unfortunately, restrictive rules rarely accomplish either of these objectives. We’ve all had a GM who railroaded us through a distinctly unfun plot or couldn’t seem to figure out what kind of experience they wanted to create at the table. Those are both understandable motivations. Second, the restrictions are meant to make the game play a certain way. First, the restrictions are supposed to protect players from tyrannical GMs. * Why Restrictive Rules Don’t Workĭesigners usually have two broad reasons for restrictive mechanics. It’s entirely the GM’s show, for better or worse. D&D gives the GM absolute authority and offers little guidance on how to use that authority. It also has a section saying the GM cannot break this rule, which is a key indicator of restrictiveness.įor a control sample, consider D&D, which has barely any restrictive or supportive mechanics. ![]() It just says the GM can only have a certain number of scenes per session and assumes that will have a positive effect on the game. However, Burning Empire’s system doesn’t actually instruct the GM on how to do anything. At first glance, Burning Empire’s limit on the number of scenes the GM is allowed seems like it might be supportive, since it’s supposed to set the pace of the game, like Mouse Guard’s turn system does. Sometimes the line can get a little blurry.
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