On 2008-05-10, Ryan Stoughton wrote:
OK, that makes sense, but I still don't think that it's the major purpose of game rules at our table.
For example, we struggle with keeping the details flowing. We're good for a few minutes and then go right back to drama, stabbing, and so forth, without detail. If the rules forced us to go into more detail (and we're thinking of making a house rule about that like Troels mentioned in his recent AP) then we'd be all good with that - and those rules wouldn't be driving us towards something we're uncomfortable with.
We're not 'advanced' gamers; we've got good techniques for trad play, but we have a lot to work on in our craft to tell other kinds of stories. The rules are helping us do that; and not primarily by creating uncomfortable stuff. Partially it's by giving us a comfortable framework to get to know each other while we tell these stories.