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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="pemerton" data-source="post: 9392121" data-attributes="member: 42582"><p>Huh?</p><p></p><p>First, I said that AW has a rule for everything - there is no action declaration whose resolution is not covered by the ruleset.</p><p></p><p>I don't know what you mean by "covers everything", but that's not a phrase I used.</p><p></p><p>Second, your claim is a non-sequitur. AW's rules - which provide for the resolution of any declared action - deliberately produce a certain sort of focus and play experience: the themes are scarcity, interpersonal conflict, and the ever-present threat of violence. (Baker talks about some aspects of it in this interesting blog: <a href="https://lumpley.games/2020/03/14/powered-by-the-apocalypse-part-3/" target="_blank">Powered by the Apocalypse, Part 3 – lumpley games</a>)</p><p></p><p>Suppose someone wanted a RPG that produces a different sort of focus and play experience, than they would write a different RPG.</p><p></p><p>I mean, the reason people keep making movies isn't because the other ones are lacking a beginning, a middle or an end! </p><p></p><p>This doesn't follow either. Dice can be rolled but the referee's vision prevail: for instance, the referee might decide what happens on failure and what happens on success.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9392121, member: 42582"] Huh? First, I said that AW has a rule for everything - there is no action declaration whose resolution is not covered by the ruleset. I don't know what you mean by "covers everything", but that's not a phrase I used. Second, your claim is a non-sequitur. AW's rules - which provide for the resolution of any declared action - deliberately produce a certain sort of focus and play experience: the themes are scarcity, interpersonal conflict, and the ever-present threat of violence. (Baker talks about some aspects of it in this interesting blog: [URL="https://lumpley.games/2020/03/14/powered-by-the-apocalypse-part-3/"]Powered by the Apocalypse, Part 3 – lumpley games[/URL]) Suppose someone wanted a RPG that produces a different sort of focus and play experience, than they would write a different RPG. I mean, the reason people keep making movies isn't because the other ones are lacking a beginning, a middle or an end! This doesn't follow either. Dice can be rolled but the referee's vision prevail: for instance, the referee might decide what happens on failure and what happens on success. [/QUOTE]
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