There's more than one type of fun.
Essentially the benefit of rules is that they stop certain types of
fun from happening - so as to enable another type of fun to happen!
Maybe not everyone likes that kind of fun (Eg, I'm not a big fan of
monopoly, but lots of people have fun with it). But if they stop other
types of fun to enable fun type X to happen...and you don't like fun
type X at all...then you should probably stop playing that RPG (and look
for another RPG that more suits you).
Just giving up on rules arbitrarily (instead of adhering to all/some
consistantly) means the book neither delivers it's type of fun, but at
the same time you are all putting in effort to follow its rules - for no
real reason since it wont deliver it's fun. That's why a lot of people
start looking for rules lite games - because they ignored so many rules
they find rules useless to follow, so they think the solution is to play
an RPG with less of them.
Granted, sometimes the designer just designed the rules badly - the
designer maybe had fun X playing, but following his rules doesn't lead
to the fun he had because he designed them badly. But again, this is
really a sign to move on from the game (though hell, I GM Rifts - and I
haven't moved on from it's hodgepodge of thrown together rules, so can I
talk about moving on?).
Anyway, essentially the benefit of rules is that they are a buzz kill
- of a certain type of buzz. And that enables other buzzes to be
experienced instead.
First posted by me, here
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