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  1. loverdrive

    Why do RPGs have rules?

    ...and? I didn't even imply it's a better approach. Regardless. OK, some people enjoy optimizing trivial problems (hm, I wonder, what is better, running into the battle with your hairy chest on display or wearing a ballistic vest?), so? I don't care. I'm not among them. I don't need to say...
  2. loverdrive

    Why do RPGs have rules?

    Probably, yes. I tend to repeat myself.
  3. loverdrive

    Why do RPGs have rules?

    Aside II: on things not mattering I play Team Fortress 2. For those who don't know, it's a hat simulator. There are tons and tons of cosmetic options that can be mixed and matched together. They don't matter. They do not influence the gameplay in any way, shape or form. And precisely that...
  4. loverdrive

    Worlds of Design: Too Much Dice?

    I mean, a rifle in GURPS makes multiple shots that deal ~8d6 damage each, individually affected by armour so... There are plenty of buckets and arithmetics there.
  5. loverdrive

    Why do RPGs have rules?

    I'd say hardship being a reward is a necessary component of any PvE game (which RPGs tend to be). Consider this hypothetical example: PCs have ventured into a tomb of a long dead god, survived all the obstacles on the way and stole its power, becoming god-like beings as a result. What now...
  6. loverdrive

    Why do RPGs have rules?

    Aside: on quantum ogres and disregarding of player agency. The chief reason why I love Apocalypse World is because it drowns PCs in trouble; it doesn't matter what you do, you will experience hardship and there's no move you can possibly make (pun intended, I guess) to escape. If you do...
  7. loverdrive

    Why do RPGs have rules?

    To reiterate this branch of our conversation: I mentioned how I don't see a grand difference between starting from a vision of a dramatic scene and starting from a vision of cool gameplay, and how both seem to contradict the idea of world simulation, as both require forcing the scene. That's...
  8. loverdrive

    When the New Edition Doesn't Cut It

    I honestly can't say I can name any game that ever needed another edition. It's always either: A) A completely different game that is tied to the previous one loosely at best, if not at all B) A minor revision that could've just been an erratum
  9. loverdrive

    Why do RPGs have rules?

    Before we can proceed, I think something needs to be cleared up. I feel like I don't even remotely understand your point of view. The way I see it, world simulation would be: PCs are going to the church of the Dragon God Hm, what's going on there? OK, there are several major actors in the...
  10. loverdrive

    How did you convince your group to try something different?

    "I'm running [X]". Done. Well, maybe "I'm running [X], it's a game about [Y], I'll post a full announcement on my tg channel, you and you are invited specifically" I know that some people really want to play with their friends, but I honestly don't get it. Like, if I want to hang out with...
  11. loverdrive

    Why do RPGs have rules?

    I'm honestly very sceptical that someone actually starts with socio-economic situation in the region and then extrapolates goblin raids from it, rather than putting goblins there and figuring out a diegetic justification for their raids afterwards. I don't think so. I'm honestly not a big fan...
  12. loverdrive

    Why do RPGs have rules?

    It's not only the exceptionality of the characters, it's things that happen to and around them. Like, goblins don't terrorize the village because of socio-economic reasons, they do it, so the PCs have something cool to do. One way or another, interesting things need to be happening, so the play...
  13. loverdrive

    Worlds of Design: What’s Your Objective?

    Fate (not to be that gal, but it isn't an acronym, by the way) positions itself as a game engine. There are prepackaged Worlds of Fate that come with skills, stunts and good aspects to choose from. And it's not like Fate is any kind of ambassador of rules light games. Many (if not most) have a...
  14. loverdrive

    Why do RPGs have rules?

    For the same reason Call of Duty dominates shooters instead of better games like Quake. Because casuls don't understand things and refuse to be educated. Regardless, rejecting the vocabulary of RPGs when talking about RPGs is like being mad at terms like "juggle" or "frame trap" when discussing...
  15. loverdrive

    Why do RPGs have rules?

    Maybe. I see the appeal of "living breathing world", but pursing this goal in a medium that by its very nature places specific people front and centre rather than the world itself sounds counterproductive. Alex Jeffe from Riot Games calls such games, that contain conflicting fantasies...
  16. loverdrive

    Why do RPGs have rules?

    This makes me question is there a reason to, y'know, run a game in the built world if the main source of enjoyment is world building. An RPG seems to be a dubiously effective way to "bring that world to life". I'm engaged in two separate world building "games" right now, in one we're...
  17. loverdrive

    Why do RPGs have rules?

    It is unreasonable to not use pretty much the only language that has terms to talk about RPGs, though. Everything of value about RPGs came from Forge. Rejecting Forge lingo = rejecting any kind of actually interesting RPG discussion, period.
  18. loverdrive

    Why do RPGs have rules?

    Breaking, or at least, bending them: a ruling must be different from a rule in what it prescribes. Otherwise, well, it's not a ruling, it's just application of a rule.
  19. loverdrive

    Why do RPGs have rules?

    GM2 isn't forced to follow GM1's rulings (otherwise, it wouldn't be a ruling, it would be a rule) The latter ruling is, really, consistent with nothing (as I made it up), but if it were a real game, there would be a reasonable expectation that acting after sustaining a lot of damage will...
  20. loverdrive

    Why do RPGs have rules?

    MC doesn't say "no" (this reminds me, I probably shouldn't do translations in the middle of a night just because I found a cool font that only supports latinic), MC describes what consequences an action would have, and if the player likes them, the play just continues. Otherwise, Duel! rules are...
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