I recently found myself reading this thread.
http://www.therpgsite.com/showthread.php?t=23110Which seems to be a spin off of this thread.
http://www.therpgsite.com/showthread.php?t=23138 (Be warned, that there is an intense amount of foul language, all optimizers being diagnosed with Asperger's Syndrome, and Frank Trollman)
The author of the top link seems to insist that utilizing rules in an RPG is a poor substitute for "creativity." By creativity, he seems to mean applying, "What would MacGuyver do?" to all situations. I was wondering what experiences people have had when trying, or dealing with a player who was trying, to go "outside the rules" to accomplish something in the game. I've run into a few common situations:
MacGuyver vs. Mythbusters: I often have players try to do things in my game that really don't work. The first one that pops into mind is Mattuck Orcdestroyer, Dwarven Bee Molester. My player wanted to come from a family of beekeepers (fully explaining his extensive combat mastery), and wanted a jar of bee venom. He wanted to milk poison out of bees and coat his weapons with it to get extra damage against enemies without DR/allergens. Now, I could simply state that there are no bee-milking rules in the game, and tell him to draw his character concept from the giant stack of books I spent a bajillion dollars on. Alternately, we could get into an argument about the practicality and science behind bee milking. Or, I could just say, "Sure... you milk bees... I'm going to need to be drunk to run this campaign."
Trust Me, I'm An Expert: I am not a chemist, nor am I a master of the martial arts. Now, people who claim to be experts in these fields have entered my campaigns and said, "Yeah, this mixture will kill everyone in the room," or "I put him in an arm bar and I'll break his shoulder if he struggles." I can either say, "Yeah, it's not in the rules," or I can argue. The argument will consist of me not knowing much about chemistry and not having any
logical reason to say you can't make nerve gas in Faerun, or me getting beat up by a testosterone monster with a black belt in Kempo. Alternately, I can now decide that no-save kill effects are available in Faerun and we now have rules for broken shoulders in a hit point based system.
You're an Asshole if I Can't Do This: Sometimes, there is no argument behind the "outside the box" thinking of certain players more convincing than, "It would've worked if you weren't an asshole."
I have, as a player, done a few things that were tricky from a rules perspective. Mostly, I just needed access to clear rules for dropping stuff on people (which I think they put in Complete Warrior). Once, while travelling through Limbo on a giant marble disk controlled by a Githzerai, I established that we were going to be fighting a huge Chaos Beast that was floating near a stable asteroid we needed to get onto. I proposed ramming it with the giant marble disk. I didn't ask for any particularly unusual effect from this besides hit point damage and an ultimately irrelevant Bull Rush effect. I just wanted the existing rules for hitting something writ large. "Some people think outside the box," I said, "I think
with the box."
Usually, I feel like "going outside the rules" violates a large part of what makes an RPG an RPG. Compare the AD&D Gold Box games to Mass Effect 3. If I wanted a badass warrior in Curse of the Azure Bonds, I needed to use the rules to build a badass warrior. If I want a Commander Shepard who rocks Reaper face off, I have to be a good shot and have good reflexes. My character doesn't have reflexes. My Commander Shepard has no innate skill with a gun beyond what I supply. In an RPG, I want to be limited by my character. I don't want my character limited by me any more than it has to be.