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<blockquote data-quote="pemerton" data-source="post: 7727372" data-attributes="member: 42582"><p>Where are these rules stated? And where is it stated that the GM is not allowed to exercise authorship powers (rather than just move pre-existing or randomly-generated pieces around a pre-existing or randomly-generated board)?</p><p></p><p>The answer is - nowhere. Because they're not rules. I quoted the text from 4e and 5e that contradicts them. If you want, I can quote you text from Traveller rulebooks that does likewise. And Burning Wheel. And AD&D. (I'm pretty sure I can find it in Tunnels & Trolls and Rolemaster too.)</p><p></p><p>Here's one way: whichever would be fun! A technique GMs have been using since 1974 or thereabouts.</p><p></p><p>This is almost too consdescending for words.</p><p></p><p>Here's a quote from <a href="https://www.burningwheel.com/?page_id=593" target="_blank">Burning Wheel HQ</a>:</p><p></p><p style="margin-left: 20px"><u>Burning Wheel Headquarters Beliefs and Instincts</u></p> <p style="margin-left: 20px">Listed here are a series of thoughts we’d like to share about what we do, how and why we do it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <em>We make games.</em> Primarily we make roleplaying games, but regardless of labels, we make games that are played together with friends, face to face. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <em>We ******* love roleplaying games.</em> If you ask us, you’ll hear us go on and on about how and why we love them. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <em>We make games we want to play and we play them as much as we can before releasing them.</em> Corollary to that, we play by the rules we design, and design our rules to be used. A game cannot be experienced through reading it, and though our games often come in the form of books, they are no exception to this truism. We hope you play them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <em>We are game designers first and put game design above all else.</em> We love the medium, the concepts, theories and practices. Through our designs we also participate in a cultural conversation and thriving community. We hold the pursuit of and conversation about game design above politics, identity, fashion or money.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <em>Each of our games is an attempt to say something new about the art of roleplaying games and game design in general.</em> Each of our games is an iteration of the last, built on the experience of players at the table in an attempt to advance the state of the art in a small way.</p><p></p><p>It's possible that Luke Crane and friends are confused about the nature of RPGing - but it seems more likely that your conception is overly narrow, picking out one way of RPGing which is not now, <em>and never has been</em>, dominant, as if it were the only thing that counted.</p><p></p><p>What characterises a game as an RPG? (1) The players play individual characters rather than units, and so the personal perspective/experiences of those characters becomes important to play; and (2) the fiction of the ingame situation matters to resolution. Anything beyond that is about taste and style.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7727372, member: 42582"] Where are these rules stated? And where is it stated that the GM is not allowed to exercise authorship powers (rather than just move pre-existing or randomly-generated pieces around a pre-existing or randomly-generated board)? The answer is - nowhere. Because they're not rules. I quoted the text from 4e and 5e that contradicts them. If you want, I can quote you text from Traveller rulebooks that does likewise. And Burning Wheel. And AD&D. (I'm pretty sure I can find it in Tunnels & Trolls and Rolemaster too.) Here's one way: whichever would be fun! A technique GMs have been using since 1974 or thereabouts. This is almost too consdescending for words. Here's a quote from [url=https://www.burningwheel.com/?page_id=593]Burning Wheel HQ[/url]: [indent][U]Burning Wheel Headquarters Beliefs and Instincts[/U] Listed here are a series of thoughts we’d like to share about what we do, how and why we do it. * [I]We make games.[/I] Primarily we make roleplaying games, but regardless of labels, we make games that are played together with friends, face to face. . . . * [I]We ******* love roleplaying games.[/I] If you ask us, you’ll hear us go on and on about how and why we love them. . . . * [I]We make games we want to play and we play them as much as we can before releasing them.[/I] Corollary to that, we play by the rules we design, and design our rules to be used. A game cannot be experienced through reading it, and though our games often come in the form of books, they are no exception to this truism. We hope you play them. * [I]We are game designers first and put game design above all else.[/I] We love the medium, the concepts, theories and practices. Through our designs we also participate in a cultural conversation and thriving community. We hold the pursuit of and conversation about game design above politics, identity, fashion or money. * [I]Each of our games is an attempt to say something new about the art of roleplaying games and game design in general.[/I] Each of our games is an iteration of the last, built on the experience of players at the table in an attempt to advance the state of the art in a small way.[/indent] It's possible that Luke Crane and friends are confused about the nature of RPGing - but it seems more likely that your conception is overly narrow, picking out one way of RPGing which is not now, [I]and never has been[/I], dominant, as if it were the only thing that counted. What characterises a game as an RPG? (1) The players play individual characters rather than units, and so the personal perspective/experiences of those characters becomes important to play; and (2) the fiction of the ingame situation matters to resolution. Anything beyond that is about taste and style. [/QUOTE]
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