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Monte on Logic in RPGs
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<blockquote data-quote="Mishihari Lord" data-source="post: 5939587" data-attributes="member: 128"><p>Monte is my new RPG hero. He did leave out some middle ground though. I think a good way to present the rules is to say "here's <u>one</u> way to solve the problem" and make clear that that is not the <u>only</u> way to solve the problem. Tight rules sets are often interpreted as "this and <u>only</u> this is the way to solve the problem," eliminating creative solutions.</p><p></p><p>RPG rules are one way to create a consensus on how the game operates, but there are others that are better in some ways. Simple agreed group consensus has already been mentioned. </p><p></p><p>Mutual understanding of the in-game fiction is at least as important to the rules. Written game fiction (even if it's really bad) facilitates this, as does setting descriptions. Frex, in Shadowrun there's no actual rule that says that Mr. Johnson must screw over party. If you read a few stories or the in-book fiction it's pretty obvious that this is almost to be expected. </p><p></p><p>Games based on established bodies of fiction are particularly good for this. If you're playing Wheel of Time, for instance, you know that Aes Sedai aren't going to be impeded by being out in freezing weather, even if the rules never specifically mention this. This is one of the reasons I liked AD&D. All the random stuff scattered through the DMG and Player's handbook (even the random prostitute table) led to a shared understanding of how the game universe worked through fiction even if they had no rules impact.</p><p></p><p>I think that the type of game Monte is describing would be greatly aided by game-ficiton, including written stories and setting description.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5939587, member: 128"] Monte is my new RPG hero. He did leave out some middle ground though. I think a good way to present the rules is to say "here's [U]one[/U] way to solve the problem" and make clear that that is not the [U]only[/U] way to solve the problem. Tight rules sets are often interpreted as "this and [U]only[/U] this is the way to solve the problem," eliminating creative solutions. RPG rules are one way to create a consensus on how the game operates, but there are others that are better in some ways. Simple agreed group consensus has already been mentioned. Mutual understanding of the in-game fiction is at least as important to the rules. Written game fiction (even if it's really bad) facilitates this, as does setting descriptions. Frex, in Shadowrun there's no actual rule that says that Mr. Johnson must screw over party. If you read a few stories or the in-book fiction it's pretty obvious that this is almost to be expected. Games based on established bodies of fiction are particularly good for this. If you're playing Wheel of Time, for instance, you know that Aes Sedai aren't going to be impeded by being out in freezing weather, even if the rules never specifically mention this. This is one of the reasons I liked AD&D. All the random stuff scattered through the DMG and Player's handbook (even the random prostitute table) led to a shared understanding of how the game universe worked through fiction even if they had no rules impact. I think that the type of game Monte is describing would be greatly aided by game-ficiton, including written stories and setting description. [/QUOTE]
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