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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="Campbell" data-source="post: 8395345" data-attributes="member: 16586"><p>Fundamentally I do not see much of a connection between a game like Apocalypse World and Free Kriegspiel. Not because AW is afraid of judgement calls. It certainly is not. On a fundamental level a lot of what the indie space has been about are creating roleplaying games that are not descended from the war gaming tradition. </p><p></p><p>Apocalypse World adamantly rejects the neutral dispassionate referee and bespoke scenario design. Instead it promotes an active, passionate GM who is there to keep things interesting for the characters, make things personal. make things feel real and sustain conflicts. They do so with pretty broad authority, but it's a pretty firm rejection of the process of play that undergirds wargame style scenario design and neutral refereeing.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8395345, member: 16586"] Fundamentally I do not see much of a connection between a game like Apocalypse World and Free Kriegspiel. Not because AW is afraid of judgement calls. It certainly is not. On a fundamental level a lot of what the indie space has been about are creating roleplaying games that are not descended from the war gaming tradition. Apocalypse World adamantly rejects the neutral dispassionate referee and bespoke scenario design. Instead it promotes an active, passionate GM who is there to keep things interesting for the characters, make things personal. make things feel real and sustain conflicts. They do so with pretty broad authority, but it's a pretty firm rejection of the process of play that undergirds wargame style scenario design and neutral refereeing. [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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