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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="Teo Twawki" data-source="post: 8838173" data-attributes="member: 7033305"><p>1) <em>Rules</em> are for running the system. <em>Agreements</em> are the contract between players and between players and the gm.</p><p></p><p>2) As a GM, I hold myself to--the four of us in our group attempt to measure to--the (platinum is more valuable than gold, so I suppose it's a Platinum Rule) standard of presenting to the players a different perspective than they've never experienced before. Considering our normative collective have known each other and gamed together for 20-30 years and as we get older we see the ends of stories almost from the beginning and the patterns that lead us to those conclusions [Rebecca West], it's a noble challenge to find those different perspectives.</p><p></p><p>3) There is a symbiotic relationship both in and out of game between the gm and players. The gm presents blueprints for the campaign to the players. The players gather tools and build the structure. The gm wallpapers the rooms and plants mysteries in the garden outside. The players explore the rooms and floors and cultivate that garden of mysteries so strange flowers bloom [Ken Kesey] and sometimes build add-ons to the structure and introduce neighbors. The gm populates the neighborhood and beyond and encourage--but not force--the players and their characters to explore in prescribed directions.</p><p></p><p>4) A localized agreement that must be met within our core group that may not hold any truth for others -- <em>in addition to having fun</em> something within the game should be presented that can provide learning beyond the game. There are the stories we tell ourselves about ourselves [Clifford Geertz]. They show our understanding of ourselves. They are a way of showing ourselves know how we believe our world can work: the "right way" and the ways that are not so right [Harry Crews]. As such, we value them as reflection of our continuing lives, evolving beliefs, and insatiable curiosities.</p><p></p><p>5) Collective games allow us all to explore territory that would otherwise be hazardous to life and limb or transgressive to our own ethics. Playing a <em>role</em>, we are not held to our own belief system and can then experience ideology that we otherwise might not otherwise be able to do without harmful repercussions. This doesn't mean screwing over the other players, but it <em>might</em> mean screwing over the other characters at some crucial moments. Story is driven by conflict, not compliance. <em>Ah! Curse your sudden but inevitable betrayal!</em> [Hoban Washburne]</p><p></p><p>6) Character death should not be avoided within a story, but neither should it be inflicted unnecessarily. Character action should cause the death. How a character dies is often remembered more both in and out of the game than how they lived.</p><p></p><p>As always, this might be worth 2¢ depending on local exchange rates.</p></blockquote><p></p>
[QUOTE="Teo Twawki, post: 8838173, member: 7033305"] 1) [I]Rules[/I] are for running the system. [I]Agreements[/I] are the contract between players and between players and the gm. 2) As a GM, I hold myself to--the four of us in our group attempt to measure to--the (platinum is more valuable than gold, so I suppose it's a Platinum Rule) standard of presenting to the players a different perspective than they've never experienced before. Considering our normative collective have known each other and gamed together for 20-30 years and as we get older we see the ends of stories almost from the beginning and the patterns that lead us to those conclusions [Rebecca West], it's a noble challenge to find those different perspectives. 3) There is a symbiotic relationship both in and out of game between the gm and players. The gm presents blueprints for the campaign to the players. The players gather tools and build the structure. The gm wallpapers the rooms and plants mysteries in the garden outside. The players explore the rooms and floors and cultivate that garden of mysteries so strange flowers bloom [Ken Kesey] and sometimes build add-ons to the structure and introduce neighbors. The gm populates the neighborhood and beyond and encourage--but not force--the players and their characters to explore in prescribed directions. 4) A localized agreement that must be met within our core group that may not hold any truth for others -- [I]in addition to having fun[/I] something within the game should be presented that can provide learning beyond the game. There are the stories we tell ourselves about ourselves [Clifford Geertz]. They show our understanding of ourselves. They are a way of showing ourselves know how we believe our world can work: the "right way" and the ways that are not so right [Harry Crews]. As such, we value them as reflection of our continuing lives, evolving beliefs, and insatiable curiosities. 5) Collective games allow us all to explore territory that would otherwise be hazardous to life and limb or transgressive to our own ethics. Playing a [I]role[/I], we are not held to our own belief system and can then experience ideology that we otherwise might not otherwise be able to do without harmful repercussions. This doesn't mean screwing over the other players, but it [I]might[/I] mean screwing over the other characters at some crucial moments. Story is driven by conflict, not compliance. [I]Ah! Curse your sudden but inevitable betrayal![/I] [Hoban Washburne] 6) Character death should not be avoided within a story, but neither should it be inflicted unnecessarily. Character action should cause the death. How a character dies is often remembered more both in and out of the game than how they lived. As always, this might be worth 2¢ depending on local exchange rates. [/QUOTE]
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