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    Why do RPGs have rules?

    For me, that flavor of trad play is Narrativism at it’s best. Although it’s a bit more complex than that because I think there are two fundamentally different modes of play that people call Narrativism. (and for the critics out there, yeah yeah Narrativism really should be applied solely to...
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    Why do RPGs have rules?

    Yeah 100% agree.
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    Why do RPGs have rules?

    @clearstream Oh I think I get your point now. So the way I view it is that the unwanted is always in terms of the audience and you can’t legislate that away. You can advocate for a character as author but you can’t tell people who to root for as audience. I mean that’s obvious really but it’s...
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    Why do RPGs have rules?

    You hit the nail on the head. On the GM thing. It can really be whatever you want no? In gamism you absolutely need an impartial adjudicator for the whole thing to even run. So they can be a player or a means. I strongly prefer for the GM to be just another player in resolving the situation but...
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    Why do RPGs have rules?

    @clearstream Yeah you’re exactly right about my take on the unwanted. Now the GM can unilaterally introduce something that has a similar effect but it tends to be either accidental or from prep (they’re pre committed to it). I think the two things are different enough to occupy their own...
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    Why do RPGs have rules?

    My take on the Vincent thing is, Really he’s talking about conflict resolution. Whenever there is a conflict of interest between two characters, use a randomiser to decide which interest prevails. The unwanted really only consists of the wrong characters interests being triumphant, in fact I...
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    Recurring silly comment about Apocalypse World and similar RPGs

    I think Torchbearer follows different rules (as in a different super structure) but I’ll use Sorcerer, In a Wicked Age and Apocalypse world as examples because in my opinion they’re kind of the same game. Hopefully you’ve read them but I can expand a bit more if you need me to. So in In a...
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    Recurring silly comment about Apocalypse World and similar RPGs

    When you give them motive and backstory you’re completing the dramatic situation. In a way a story is just a clash of world views and so you need binding world views to actually be able to clash. Which is in my opinion the most important part of allowing emergent story to actually happen. It’s...
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    Recurring silly comment about Apocalypse World and similar RPGs

    This is basically what I do to get emergent story through play. Say If I was playing D&D, I might come up with a premise like ‘The king is dead and the succession is uncertain’, so everyone makes characters who are pretty invested in who the next King is going to be. Then pull the first group of...
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    Recurring silly comment about Apocalypse World and similar RPGs

    Ah I was misunderstanding your point, in my crusade against no-myth I can become overly zealous. To answer the broader point of the thread. I do think you can run Apocalypse World in a similar way to how you’d run a fully prepped D&D. By which I mean the motivations and resources of each npc...
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    Recurring silly comment about Apocalypse World and similar RPGs

    This might be the wrong thread for it but I see story now and no myth as pretty much directly opposed. Now I hate no myth personally but if that’s what people enjoy then that’s fine by me. As a lover of Narrativism though it does kind of pain me to see them conflated, especially given that the...
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