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  1. loverdrive

    Why do RPGs have rules?

    I mean... If one purposefully avoids interesting dramatic developments and strives to them only ever happening on accident, a longer campaign obviously has more opportunities for cool dramatic interactions to happen randomly.
  2. loverdrive

    Good games specifically to showcase non-D&D TTRPGs

    MUJIK IS DEAD is Innovative and different, with all players controlling the same character Thematically distant from traditional gung-ho adventuring, instead focusing on terrifying, down to earth, horrors of life like domestic violence, drug addiction, soul-crushing job and mounting medical...
  3. loverdrive

    Why do RPGs have rules?

    This reeks of "no true scotsman" stuff. Oh, yeah, it's always the GM's fault, only if you had a good GM... I've had good GMs who don't waste my time with pointless drek. The problem is that they all ran their games as if it was Apocalypse World, and at that point, why not just play Apocalypse...
  4. loverdrive

    Why do RPGs have rules?

    As of granularity, the most granular game I've ever had was on Fate. Like, there were separate statblocks created using Fate Bronze Rule for the character, their weapon, the calibre of their weapon, their body armour and each piece of cover at the battlefield. Granted, yeah, it was done for two...
  5. loverdrive

    Why do RPGs have rules?

    That heavily depends on what you view as "rules light system" here. If it's something like "lol, roll dice and the GM will decide", yeah, it's false economy. If it does have a structure, though, even if it's not written for a damn computer to parse, then I disagree. Like, vehemently disagree.
  6. loverdrive

    Why do RPGs have rules?

    I honestly can't comprehend why authoring things can possibly contradict immersion. I'd say the ability to bring the things you want to see up without having to resort to purely meta-game talk is a prerequisite for immersion.
  7. loverdrive

    Why do RPGs have rules?

    Eh, I don't think so. I'm actively playtesting my game that involves exactly that: two people tell a story using a prompt until the moment they disagree, then they play a fighting mini-game and the winner narrates how the scene ends, no restrictions. I bring it to parties and it works alright...
  8. loverdrive

    First Russian RPG?

    Заколдованная Страна has a text adventure PC version that more or less captures the entirety of the game. There's also Эра Водолея (Age of Aquarius), anime occult detective game that is basically WEG Star Wars, but reskinned.
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  10. loverdrive

    Why do RPGs have rules?

    As an aside on "who gets to say", I think narrative authority can be a pretty decent reward. For beating a mini-game. For giving an interesting hook. For something. We hand out XP and gold and loot for smart decisions, for good roleplaying, for mesmerising voices, whatever. Why not give out...
  11. loverdrive

    Why do RPGs have rules?

    I'm not denying your experience, but I'm not sure if it's representative of the way AW is supposed to be played. Player moves are not a "list of delineated actions", they are rules for specific situations, not too dissimilar from, say, rules on fall damage in D&D. Yeah, when you are just...
  12. loverdrive

    Why do RPGs have rules?

    I'm not sure what you mean by "casual", but I assume it's, uhm, not overly serious? Because that can certainly be arranged! Horror Movie World, for example, is a game about campy slasher B-movies. It's goofy, and more or less devoid of exploration of characters' inner world -- the main appeal...
  13. loverdrive

    Why do RPGs have rules?

    What about 15 extra goblins? Or an extra trap The difference between those and 50 extra liches is non-existent. You got hanged up on specifics and failed to grasp the point: it's impossible to distinguish pre-planned things and things invented on the spot. No Myth rejects the need for this...
  14. loverdrive

    Why do RPGs have rules?

    The constraints on the GM in a narrative game are pretty much the same as on a player in any other RPG. Is a player a servant of GM's desires in trad play?
  15. loverdrive

    Why do RPGs have rules?

    Because "bad faith DMing" (which, I assume, is anything than you don't like?) is impossible to distinguish from "good faith DMing". Violation of No Myth, on the other hand, is immediately apparent to everyone at the table.
  16. loverdrive

    Why do RPGs have rules?

    Eh? I think you are overcomplicating things. What is said next is influenced by the unknown inner state of the person saying it (I assume, you mean "people aren't telepaths"), yeah. I'm not sure what it has to do with anything. To use Apocalypse World as a concrete example: there are rules on...
  17. loverdrive

    Why do RPGs have rules?

    ...yes? That's the entire point of No Myth: only things that are known to players can be used as a basis for application of mechanics. No Myth isn't particularly deep: it just rejects the notion that things that GM knows (what she prepped, what is written in the module, what she made up right...
  18. loverdrive

    Why do RPGs have rules?

    How? The only binding things are things that are established in the game (aka known to players). The only way it can become yes-myth is if the players get replaced, and GM forgets that they can't know things that happened before they joined, and refuses to elaborate and explain.
  19. loverdrive

    Why do RPGs have rules?

    WWN could not possibly be the original campaign, as it came six years latter than BitD. My bet is that it was World of Dungeons (which is what I recall being mentioned, but can't find sources now).
  20. loverdrive

    Why do RPGs have rules?

    It happened a thousand years ago, pretty much all the culture of Doskvol and the rest of Shattered Isles developed in a post-cataclysm world. Like, idk, a game about criminals in real world Saint Petersburg probably should consider the consequences of the fall of Soviet Union, but, say, Siege...
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