Tags, Zak.
Zak S. wrote:6. So do you agree to never ever reiterate the obvious-to-everyone idea that my group (like all others) is unrepresentative? Because it slows the conversation down.
What are you on about? I already said that your group is not representative of gaming groups in general.
Zak S. wrote:7. Do you accept that a rule (no necessarily mine) could be intentionally meant for people who have a certain capability and another rule could be intentionally meant for people who do not have that capability?
I'm not sure of your exact meaning here, so I'll answer this two ways.
A rule can be written with one audience in mind, and can be written in such a way as to assume things about that audience that are not true for all audiences. For example, a rule for Traveller might have more complicated math in it than, say, Amber Diceless Roleplaying; and a rule aimed at introductory gamers might use simpler language and terminology than for more experienced gamers, like how Magic: the Gathering had the Basic sets.
A rule can also be written with the purpose of applying to certain characters with capabilities that other characters lack - certain feats in d20 for example, are based on class features or abilities normally restricted to a few classes/races/etc. Of course, that doesn't mean said rule/feat/whatever will always be applied only to that race/class/character, because any character that meets the prerequisites could have to deal with it.
The
intent of a person writing a rule necessarily matters to the degree you appear to think it does; while it is nice to abide by the spirit of the rules, the whole concept of "rules-lawyering" in gaming (and, well, real life) is about strict adherence to the letter of the rules.
Zak S. wrote:8. Do you accept that a rule designed for a low-capability GM could be perceived by one with a high-capability as containing more detail than would be optimal on the page?
The optimal detail of a rule is the amount necessary to fully express (and in some cases, illustrate) the rule. I've seen this taken to the point of parody in rare cases - Hackmaster 4th springs to mind - and many gamemasters are arrogant or not very good at game design, so yes I accept that some GMs could
perceive a rule as having too much detail, though I don't personally think that's a major issue from a game design standpoint so long as the text of the rule is clear. Better too much detail than too little.
Zak S. wrote:9. Where is the line between "taste" and "not fitting your requirements of the group"? Can you describe it? Like someone described two swordsmen grappling as a bad outcome. I don't see that as a bad outcome. Is that a taste difference or mutually exclusive requirements?
As I said, I hold "requirements" to be pretty much physical - players, play area, character sheets, etc. Taste and style are based on the personalities in the group, which can be a mix of age, gender, maturity, experience, etc. A group of under-12s with someone's Dad acting as the Dungeonmaster is probably not going to lean the game heavily on the
Book of Erotic Fantasy, but (local laws aside) that doesn't mean they're required to play He-Man the RPG or Pee-Wee Dungeons; by the same token a tight-knit group of Dr. Pepper-guzzling neckbeardy male grognards might have quite a lot of fun playing Princess: the Hopeful. There are groups that don't have compatible styles, and there are games that might not be suitable for all groups and styles of play - FATAL and Racial Holy War, for example, aren't suitable for pretty much anyone. Ever.
The grappling bit is a difference of taste driven by mechanics; in that specific instance the argument consists of preferred playstyle (two swordsmen get ready for an epic duel and immediately set to throwing aside the swords they've painfully mastered over years to pull each other's hair like little girls is just not everyone's cup of tea), driven by a mechanical issue - if you make disarming a swordsman too easy, then you invite this sort of scene in your game. It's been an issue in games like D&D3 and Exalted where a particular attack/charm is obviously and blatantly more effective than other attacks/charms and so tends to dominate play.