Simulocust
Villager
Now, this may be a little tangential (it is), and it's not like I'm going to read all 750 replies even if I find the momentum of the post interesting. Still, something occurred to me as I nodded my head in agreement with both the suggestion that "whatever lore is" we don't really know what it is, and with the sentiment that "it is not rules."
Here it is: whatever lore is, it is vastly, cosmically, big-in-the-way-that-planets-are-big, more important than 'rules.' Nearly any system of rules can yield a fascinating, satisfying campaign so long as the lore is there to breath life, enchantment, and enstrangement into the game. Sure, some rule systems are more ungainly than others, and may, like a haphazardly discarded pile of caltrops, present disruptions in what should be smooth gameplay--but usually nobody much cares about that if the game is interesting, if the story (whatever that is) is good, if there is fascination and mystery, a sense of place, ambiance, blah blah.
And fine, on the distinction between the two: Rules are fungible. So are articles of lore. And yes, source materials are not imbued with biblical authority. These are games we are talking about. That suggests a sense of play. So, if we are afraid to 'play' with the materials we are given, we are doing something more like following orders, than actually playing. Let rules be those things that govern physics and certain, less interesting details of the fictional/material worlds we inhabit so that the we may, in large part, ignore them and focus on the magic (you know, the sense of magic, the fun stuff, not the rules that govern spellcasting).
Here it is: whatever lore is, it is vastly, cosmically, big-in-the-way-that-planets-are-big, more important than 'rules.' Nearly any system of rules can yield a fascinating, satisfying campaign so long as the lore is there to breath life, enchantment, and enstrangement into the game. Sure, some rule systems are more ungainly than others, and may, like a haphazardly discarded pile of caltrops, present disruptions in what should be smooth gameplay--but usually nobody much cares about that if the game is interesting, if the story (whatever that is) is good, if there is fascination and mystery, a sense of place, ambiance, blah blah.
And fine, on the distinction between the two: Rules are fungible. So are articles of lore. And yes, source materials are not imbued with biblical authority. These are games we are talking about. That suggests a sense of play. So, if we are afraid to 'play' with the materials we are given, we are doing something more like following orders, than actually playing. Let rules be those things that govern physics and certain, less interesting details of the fictional/material worlds we inhabit so that the we may, in large part, ignore them and focus on the magic (you know, the sense of magic, the fun stuff, not the rules that govern spellcasting).