hawkeyefan
Legend
This is what earned the shocked face!
That’s often part of the mystification I just mentioned in my last post. That the rules are the property of the GM and no one else.
This is what earned the shocked face!
It's that strange interstitial period where people wanted RPGs to be like stories, but the game design technology wasn't really there so it had to come from outside the rules. Or against them.Sometimes! In other instances, they’d be remarkably open about things! Modules would openly advocate force and illusionism and railroading of all sorts.
I would absolutely love it if all RPGs stated their basic principles of play. The fact that most (all?) Narrativist games do this is a strong point in their favor IMO. WotC has generally not been great about it, however, except for 4e. 5.5 is better about it than 5.0, I admit.Also, Gygax and even moreso Moldvay were not shy about stating basic principles of play. Moldvay, for instance, tells us (p B4 of his rulebook) that, as play goes on, the players' map will come to closely resemble the GM's map. He's not afraid to actually talk about the procedures of play.
Gygax is not as straightforward overall, but his Successful Adventures section of his PBH is pretty clear.
It's a later thing (mid-1980s onwards?) for RPG rulebooks to be embarrassed about describing actual procedures of play.
This is obscurantism.Yes but the point is the GM sets that down as an objective fact in the setting that can be discovered
Maybe, but IMO I can't enjoy a game where major details of the world are generated on the spot. Little stuff, like what's in this building or how many goblins just came around the corner? Sure, that what tables are for. But I want the big stuff determined, at least in broad strokes, before the PCs encounter it. Otherwise, to me the world feels like it just exists because the PCs asked about it.Following logic and making sense is a constraint that can operate in contexts other than pre-authorship!
If only it was possible to download the rules kernel for free: DriveThruRPGA lot of us don't play Burning Wheel though. So we just have your descriptions to go on. However I think I've been pretty careful about not assigning a specific procedure or technique to your examples, and have asked for clarity on the techniques
Probably, but you have to admit the latter has a lot of historical weight in the hobby the former does not, so you can likely get away with not explaining these details more often. But you're right, if there's any reason to think your player's aren't going to assume the mechanical structure and playstyle you intend to employ, some exposition is in order.And why would the player of a RPG assume that the main goal of play is to work out what the GM already pre-authored? Doesn't that need to be explained too?
If only it was possible to download the rules kernel for free: DriveThruRPG
Upthread I posted this:Maybe, but IMO I can't enjoy a game where major details of the world are generated on the spot. Little stuff, like what's in this building or how many goblins just came around the corner? Sure, that what tables are for. But I want the big stuff determined, at least in broad strokes, before the PCs encounter it. Otherwise, to me the world feels like it just exists because the PCs asked about it.
So it seems that you agree!Now perhaps there are RPGers who, for whatever reason peculiar to their preferences and dispositions, can't immerse in the fiction unless they truly believe that the GM has written an answer down in advance. But those personality traits of theirs tell us something about their capacity to immerse, and nothing about the "reality" of any mystery.