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More Principles

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More Principles

Hello,
The Czege Principle states that it's not much fun to play the adversity and the one that fights it at the same time (or something to that extent).
What else could be not so fun ? or, put another simpler way, what could be fun ? I'll throw some examples to prime the pump.
The only rule is you don't get to say, for your own creation, if it's supposed to be fun or un-fun.

Framing a scene and deciding how it goes. (Fiasco Principle)
Writing a character up and playing it. (the Character part Principle)
Inflicting harm and narrating it. (the Pick your pain Principle)
...

The Principle of Where It's At

If your Players don't move toward the thing you want them to move toward, just keep telling them "Nothing happens for a very long time."

Feeling your character

Feeling your character emotions and feeling for them. (Moment-to-moment principle)

The Truth is in the mechanics and Games as menus

The mechanics always tell the truth. It means if you won that hearing check, the DM has to tell you what you hear behind the door, otherwise, they're not fun anymore.
The reverse is not always true. The Truth is in the mechanics means until you invoke a mechanical effect, you only have access to phenomena. Fun or not, you decide, bu it's a basic conversation principle that should be made explicit before starting the game.

Game rules are tools, toys, toolboxes and activity mats. They are also menus : they can’t tell what you want to eat, only ensure you pick something coherent. Going a la carte could not be so much fun, unless you have a good taste.

Let it Ride

"Let it ride" is a principle from Burning Wheel. The idea is that, once a die roll is made, it's not useful or fruitful to repeat the roll until the situation has changed in some meaningful way.

Very useful for many/most types of resolution techniques, and sometimes 'fixes' important probability issues in games.

For instance, the thief crawling through an enemy camp and trying not to be heard. If you demand a "Stealth check" every few minutes of play, you lose clarity: how many times will we roll? How often? What does each roll mean? It's annoying and confusing. Worse yet, over time, failure is practically guaranteed (if you roll often enough), regardless of the luck or skill of the player/character.

Instead, "Let it Ride" directs you to make one roll, and then use its result to adjudicate the entire situation (at least until the player makes some notably different decision or a new threat appears), which is easier, simpler, and respects the math of the game.

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