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Novak
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I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I disagree with the notion that you should or must playtest the guidelines you posted before asking a question about them. This stack does not generally have that requirement, for a number of reasons. Certainly you can if you wish, but under the reasonable assumption that you are asking because you have doubts about your approach, I find it entirely reasonable to ask for guidance before an anticipated difficulty arises. To imply otherwise, even accidentally, runs the very real risk of chilling the entire topic of discussion.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I disagree with the notion that you should or must playtest the guidelines you posted before asking a question about them. This stack does not generally have that requirement, for a number of reasons. Certainly you can if you wish, but under the reasonable assumption that you are asking because you have doubts about your approach, I find it entirely reasonable to ask for guidance before an anticipated difficulty arises.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I disagree with the notion that you should or must playtest the guidelines you posted before asking a question about them. This stack does not generally have that requirement, for a number of reasons. Certainly you can if you wish, but under the reasonable assumption that you are asking because you have doubts about your approach, I find it entirely reasonable to ask for guidance before an anticipated difficulty arises. To imply otherwise, even accidentally, runs the very real risk of chilling the entire topic of discussion.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

deleted 197 characters in body
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Novak
  • 45.7k
  • 15
  • 21

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I stridently disagree with the notion that you have to go as far as playtestingshould or must playtest the guidelines you posted before asking a question about them. Come on, it's a 7th level spell, we should This stack does not be asking you to putgenerally have that much time intorequirement, for a campaign beforenumber of reasons. Certainly you can ask for help. (And if you are at about that point in the gamewish, we shouldn't be asking you to make callsbut under the reasonable assumption that you are evidently not comfortable making, beforeasking because you can receive guidance.) Nor do we ask for that level of pre-commitment for, e.g.have doubts about your approach, homebrew-- the whole and obvious point of the question isI find it entirely reasonable to getask for guidance before potentially bad decisions are madebefore an anticipated difficulty arises.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I stridently disagree with the notion that you have to go as far as playtesting the guidelines you posted before asking a question about them. Come on, it's a 7th level spell, we should not be asking you to put that much time into a campaign before you can ask for help. (And if you are at about that point in the game, we shouldn't be asking you to make calls you are evidently not comfortable making, before you can receive guidance.) Nor do we ask for that level of pre-commitment for, e.g., homebrew-- the whole and obvious point of the question is to get guidance before potentially bad decisions are made.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I disagree with the notion that you should or must playtest the guidelines you posted before asking a question about them. This stack does not generally have that requirement, for a number of reasons. Certainly you can if you wish, but under the reasonable assumption that you are asking because you have doubts about your approach, I find it entirely reasonable to ask for guidance before an anticipated difficulty arises.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

added 167 characters in body
Source Link
Novak
  • 45.7k
  • 15
  • 21

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I stridently disagree with the notion that you have to go as far as playtesting the guidelines you posted before asking a question about them. Come on, it's a 7th level spell, we should not be asking you to put that much time into a campaign before you can ask for help. (And if you are at about that point in the game, we shouldn't be asking you to make calls you are evidently not comfortable making, before you can receive guidance.) Nor do we ask for that level of pre-commitment for, e.g., homebrew-- the whole and obvious point of the question is to get guidance before potentially bad decisions are made.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I stridently disagree with the notion that you have to go as far as playtesting the guidelines you posted before asking a question about them. Come on, it's a 7th level spell, we should not be asking you to put that much time into a campaign before you can ask for help. Nor do we ask for that level of pre-commitment for, e.g., homebrew-- the whole and obvious point of the question is to get guidance before potentially bad decisions are made.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

I'm not sure if I'd vote to close, but it's a close call (and I am generally reluctant to close questions on technicalities.) But doing one of the two following will, I think, greatly strengthen your question:

Tell Us What's Not Working

If you've actually implemented and played under the guidelines you've posted (and the game has gone long enough for this to be a going concern) tell us what is and is not working. Tell us in more detail, as specifically as you reasonably can, what you think is broken.

Tell Us What You Fear Won't Work

If you haven't implemented these rules (and the grammar makes it tough to tell, but I think you have not) then at least tell us what you fear is going to be an issue. If this is based on experience in other games, great. If this is based on reading questions and answers here or in other forums, that's fine, too, in my opinion. Even if it's nothing more than reading the rules and thinking, "Jeez, if I do X and my players do Y, what the heck happens then?!" that would be fine, in my opinion.

I stridently disagree with the notion that you have to go as far as playtesting the guidelines you posted before asking a question about them. Come on, it's a 7th level spell, we should not be asking you to put that much time into a campaign before you can ask for help. (And if you are at about that point in the game, we shouldn't be asking you to make calls you are evidently not comfortable making, before you can receive guidance.) Nor do we ask for that level of pre-commitment for, e.g., homebrew-- the whole and obvious point of the question is to get guidance before potentially bad decisions are made.

But we have to know what thing or things are going wrong, or that you think are going to wrong, and why.

Give us a target to aim for.

Source Link
Novak
  • 45.7k
  • 15
  • 21
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