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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="pemerton" data-source="post: 9509445" data-attributes="member: 42582"><p>Apocalypse World, Dungeon World and some similar RPGs are not all that obscure.</p><p></p><p>The way they work is that the GM tells the players what the situation is, the players declare actions for their PCs, and then (as per the rules of the game being played) either the GM says what happens next, or dice are rolled and depending on the outcome the appropriate participant says what happens next. At each point where it is the GM who says what happens next, there are principles that guide the GM in the sort of thing they should say. Those principles do not permit them to say "nothing happens".</p><p></p><p>So it's not like interactively writing a novel. It's like playing a RPG. Of well-known older RPGs the one which is closest to this, at least in my view, is Classic Traveller.</p><p></p><p>The fun consists in finding out what happens. As a player, sometimes that is what you wanted; sometimes not (depending on how well you roll, and also some of the decisions that other participants make). A RPG doesn't need <em>difficulty levels</em>/DCs in order for this to be fun.</p><p></p><p>I don't know what you mean by "narrative focused" here. As I've posted just above, and many times in the past, the rules aren't wildly different in their basic structure from Classic Traveller. (Not the combat system of Traveller, which is mostly a light wargame; but its rules for resolving social conflict, for resolving evasion in a small craft, for resolving manoeuvring in a vacc-suit, for operating a starship, etc.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9509445, member: 42582"] Apocalypse World, Dungeon World and some similar RPGs are not all that obscure. The way they work is that the GM tells the players what the situation is, the players declare actions for their PCs, and then (as per the rules of the game being played) either the GM says what happens next, or dice are rolled and depending on the outcome the appropriate participant says what happens next. At each point where it is the GM who says what happens next, there are principles that guide the GM in the sort of thing they should say. Those principles do not permit them to say "nothing happens". So it's not like interactively writing a novel. It's like playing a RPG. Of well-known older RPGs the one which is closest to this, at least in my view, is Classic Traveller. The fun consists in finding out what happens. As a player, sometimes that is what you wanted; sometimes not (depending on how well you roll, and also some of the decisions that other participants make). A RPG doesn't need [I]difficulty levels[/I]/DCs in order for this to be fun. I don't know what you mean by "narrative focused" here. As I've posted just above, and many times in the past, the rules aren't wildly different in their basic structure from Classic Traveller. (Not the combat system of Traveller, which is mostly a light wargame; but its rules for resolving social conflict, for resolving evasion in a small craft, for resolving manoeuvring in a vacc-suit, for operating a starship, etc.) [/QUOTE]
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