Going back to your original blog post, titled
Boredom is its Own Balance, you indicated that if people took mechanically superior options (that they did not actually care for) to achieve their character goals, they would necessarily be bored. People who indicate people will choose mechanically superior options over inferior options
when given the choice are called 'awful'. Now, I've said that your rule about playing musical instruments won't cause everyone to get one - besides conflicts with character concept as a potential issue, you've gone on record indicating that there are 'a bajillion' ways to get a similar bonus.
Your post did not talk about why this rule 'worked for your group', or why a rule like this 'might not work for most groups'. You called people who would find a rule like this 'bad'
awful.
Calling someone you don't know 'awful' is much worse than calling a rule 'bad'.
Zak S wrote:
If you say "this rule is bad" you are an asshole who thinks the world revolves around you or you believe only majorities have the right to games they enjoy.
Here's the thing. You're
wrong.
Among the definitions of 'bad' is:
of poor or inferior quality
If you have two banannas, one that is ripe and one that is spoiled, calling the second one 'bad' does not mean you are an asshole. The fact that some people prefer overripe bananas (I hear they're sweeter) doesn't make the first person an asshole. If the second person eats and enjoys the overripe banana, the fact that the first one says "I didn't eat it - it was bad" doesn't make the first person an asshole. Something can be of 'inferior quality' and still be enjoyable. That said, we would expect that, given the choice,
most people would prefer the superior option.
Your rule is not 'bad' because it does not prevent problems that never occur at your table. Your rule is 'bad' because there are better ways to achieve your stated goal that do not have the potential issue that your rule has. Of course, we can't actually speak to the 'rule' presented in your blog. You have made it clear that the 'full rule' was not revealed, so we are only able to discuss an incomplete understanding and any interpretation is subject to 'gotcha' attacks when we fail to understand a critical element.
But this isn't about 'your rule' being bad (it is). It is about you calling people 'awful' or 'assholes' because they think the rule is bad.
Zak S wrote:
WAY 2: This one has nothing to do with rules, really: Another way to be an asshole is to play a non-tournament game with no prize at stake (by any rules) and prioritize your imaginary person's advancement and imaginary "success" over the group as a whole's fun. It's selfish and evil.
And this is where you're once again
wrong. Or at least, strawmanning so hard that you might as well be. At a micro-level, I don't enjoy getting hit in combat. I hate taking hit point damage. It's just not fun for me,
at all. On the other hand, I really like
winning at combat. To crush my enemies, see them driven before me, and hear the lamenation of their women? I'm all about that. So how could I achieve that if I didn't risk taking hit point damage? The fact is, I can't.
I work very hard to minimize one aspect (I wear armor, I try not to get surrounded, I react tactically) which also allows me to maximize the other aspect (playing smart helps me win at combat). Ultimately, success
is fun. And not just
for me. Success is
fun for the group. As has been pointed out many times in this thread, 'success' gives the players more control of the narrative. In the simplest form, when you succeed 'good things happen' and when you fail 'bad things happen'. If you enjoy good things, you'll want to 'succeed', even if you don't actually enjoy the thing you're doing at that moment.
I've never enjoyed 'picking locks'. But I do enjoy bypassing barriers. It's a useful skill in the game that allows me to move to parts of the game I like (getting treasure) and avoid parts of the game I don't like (getting murdered by monsters who don't want me to steal their treasure).
Choosing success does not mean prioritizing it 'over fun'.
Zak S wrote:
Now perhaps your rules are meant to head off asshole behavior by assholes. It does mean using the rules makes you an asshole--it means that part of the rules is only necessary because you fear there may be assholes.
Here's the thing. Your rule is not really open for 'abuse' in a meaningful way. It's a bullshit bonus on a bullshit check that has no rules around it. Which is fine - that's how most social systems work. But you're extrapolating to things that actually do create 'problems' in the game.
Imagine you created an item in your game that could, if used, kill all the enemies within 100' of me. Let's also pretend for a moment that it had unlimited uses. And let's pretend for a moment that enemies received no save - if I use the item, they just die. This is 'broken'.
The reason is that now my 'fun' is in conflict. Winning a fight is fun - but most of that comes from potential risk. Outsmarting my opponents, making tactical choices - those are things that make the combat fun. But dying is very much not fun. So I can 'win' in a boring way, or I can 'lose' and that won't be fun. There's a real conflict between 'being effective' and 'having fun'.
Good rules try to avoid that.
When people point out that your rule about musical instruments is 'bad', that's what they're saying.