chongo@nsc.UUCP (10/13/83)
"The rules of AD&D are so ambiguous, there exists as many different ways to kill Orcus, as there are GM's. "I like a rules system where I know what the GM is allowed, and not allowed, to do. This means that you will not have a technique/character/ /magic item/etc. varying as to the GM you are playing with. (This is very important to the sanity of my characters)." Well, this is a matter of taste. As a DM, I LIKE being able to interpret the rules, so the ambiguities (yes, they exist) are enjoyable opportunities for me to use my imagination; DM's like to have fun, too, you know. The players understand this and so do not expect things working in a consistent manner from DM to DM, and I don't get whining complaints like, "But it SAYS on page 53 of the DMG that ...!" If AD&D were written so that all the possibilities were spelled out (!), I'd just be playing the role of automaton, rolling dice and reading the Holy Writ. Sounds dull, eh? Perhaps this attitude against ambiguities is representative of a Lawful outlook -- I'm a bit more Neutral than that ... (PS -- there are things I don't like about AD&D, sure, but I certainly feel free to make changes and I let the players know accordingly. No hassle.)
chongo@nsc.UUCP (10/13/83)
PPS -- The original "Re: D&D & Orcus" article was written by me, Gordon Moffett (..!proper!gam) and not chongo. Sorry for any confusion this may have caused.