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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="pemerton" data-source="post: 9393625" data-attributes="member: 42582"><p>No it doesn't.</p><p></p><p>And it's obvious that it doesn't. I mean, the fact that a legal code had a rule that established the legal consequences of every possible human action (which eg the Napoleonic Code claimed to do when it was drafted) it does not follow that the legal code is equally applicable to any sort of human social, political or economic system.</p><p></p><p>The fact that a game has a rule to resolve every declared action does not mean that it can equally well handle different focuses. Suppose, for instance, the following two different rules for resolving journeys by car: one that <em>permits</em> the GM, in appropriate circumstances, to narrate that the car has run out of petrol; and one that <em>obliges</em> the GM, in appropriate circumstances, to narrate that the car has run out of petrol.</p><p></p><p>Those two different rules obviously produce a different focus and play experience in relation to the scarcity and rationing of fuel. It doesn't follow that a game, by including one of them and not the other, lacks a rule for resolving journeys by car.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9393625, member: 42582"] No it doesn't. And it's obvious that it doesn't. I mean, the fact that a legal code had a rule that established the legal consequences of every possible human action (which eg the Napoleonic Code claimed to do when it was drafted) it does not follow that the legal code is equally applicable to any sort of human social, political or economic system. The fact that a game has a rule to resolve every declared action does not mean that it can equally well handle different focuses. Suppose, for instance, the following two different rules for resolving journeys by car: one that [I]permits[/I] the GM, in appropriate circumstances, to narrate that the car has run out of petrol; and one that [I]obliges[/I] the GM, in appropriate circumstances, to narrate that the car has run out of petrol. Those two different rules obviously produce a different focus and play experience in relation to the scarcity and rationing of fuel. It doesn't follow that a game, by including one of them and not the other, lacks a rule for resolving journeys by car. [/QUOTE]
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