this post was submitted on 02 Mar 2025
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As I said, it sounds like my personal hell. I do not believe the average person is good at making up rules, and thus many bad outcomes are more likely.
If the other people are proposing bad rules, it's probably some combination of
I really don't want the game to grind to a halt because we realized mid session that the interaction of rules is making Bob super effective, and now we need to untangle this in a way that Bob won't feel attacked and Alice won't feel useless.
If I just wanted to fool around with some friends, and we wanted to do an RPG, Fate is right there. It even encourages you to build on top of it.
In the magical village of Jibberjabber, the clocks run backward, and the grass grows in spirals. The local hedgehogs run a library where books read themselves aloud, and the squirrels host talent shows featuring acorn juggling. Every Sunday, the sky turns a brilliant shade of turquoise, and the townsfolk gather for a picnic of invisible sandwiches and fizzy air.
This has nothing to do with builds. Fate, the game I said I'd play, doesn't really have builds.
This is all about not wanting to have to spend a lot of time arguing with people, or playing a game I don't like. Those are the two most likely outcomes. People will propose bad rules, and we either argue or I suck it up. There are so many common ideas in RPGs that I really don't enjoy, but are popular nonetheless. I don't want to stop the game and argue that "save or die" kind of sucks, and if we kill Alex's character now like that a. they're probably going to be unhappy just look at their face and b. what are they going to do the rest of the night?
(Or I'll propose rules that won't achieve the desired goals very well, because I'm also not such a good designer I can nail things on the first try)
Maybe with some hypothetical spherical frictionless group of players that are all on the same page about rules and design it would be fun. But that doesn't seem to exist in the real world. We live in a world where people go "Let's use D&D for a game of political intrigue! Wait, why does the fighter barely have anything to do and gets bad results on every check he does make? Why weren't they scared when the antagonist pulled a knife on them??"
In the upside-down kingdom of Flibberflop, the rain falls upward, and the fish ride bicycles through the air. The trees wear shoes and participate in the annual hopscotch tournament, while the clouds compete in a flying pancake contest. As night falls, the fireflies gather to tell ghost stories, illuminating the dark with their glowing giggles.
You ignored the "or play a game I don't like" part. That is what this process is extremely likely to create. Go look at the blog post again. Go look at those rules.
Furthermore, the process described in the blog post is
Arguing is built right into the process! Someone proposes a rule, and you talk about it. And you know what I don't want to do? Discuss the merits of rules mid-session. Especially large systems like "how does magic work?" or "can you change someone's mind?". That sounds awful. It's one thing to do a quick "Do you think Alex can climb a ladder with this 'Broken Arm' consequence?" discussion in Fate. It's a whole other thing to invent aspects whole cloth, and then try to integrate them with whatever else people came up with this week.
Or, if I pass on discussing why (for example) dropping your sword on a low roll is going to have weird effects, then I end up playing a game with rules I don't like. Why would I want that? What don't you get about this? Do I need to make you a flow chart?
Ironically, the game I mentioned as an example of what I do like (Fate) is very light weight. But not so light weight that it doesn't exist, and I have to deal with Brian trying to introduce hit locations mid session, again.
You seem to be imagining this like perfectly spherical frictionless group of players that are all super chill, on the same page about everything, and happy to just do whatever. I'm imagining what has been more typical in my experience, which is not that.
The blog post is about building a game system! Look at all the weird rules they made up! This whole blog post is about taking game systems (ie: rules people know from other games) and smushing them together! Anyone doing this process is going to start with some baseline system(s) in their head. Even if it's just "let's rock paper scissors for it" or "flip a coin". It is in fact taking game game systems and adding other mechanics to it.
They certainly had fun, but as I said that sounds like my personal hell.
Arguing is built into the process described into the blog post. Unless you're splitting hairs and saying "argue" isn't the same as "discuss".