Celebrim
Legend
Heck, I've been playing and gamemastering for nigh on 40 years and I wouldn't play that scene with confidence, whether the rules were D&D or Dragobane.
You don't learn about the weaknesses in the rules until you actually use them. I remember this scene because it wasn't really planned it just sort of happened and it suddenly required me to make so many ad hoc rulings to play it out. Fortunately, I already had a lot of the tools I needed to pull it together, but yeah, that's not an easy scene to run well.
It annoys me that people don't seem to understand why you need rules. What I find is that what really happens is just that if you play the game described by the rules you end up just constraining what happens to what the rules describe well. That becomes the game. Things that the rules don't describe don't happen. No one chases someone and tackles them because "tackle" doesn't appear in the rules, even though every American boy played tackle football in the backyard at some point probably. (At least, when I was growing up.) Or else you end up with the GM basically being solely in charge of the story and always deciding what happens based on what he thinks is fun, which is fine but has its limitations.
A good part of my opinion comes from having taught so many new players to game over the years and new players approach the game completely differently than older players. They don't read the rules to find out what to do or what game that the rules want them to play. They just imagine things and try to do them.
Older players are content to let rules beat the imagination out of them.
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