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<blockquote data-quote="GMMichael" data-source="post: 6414856" data-attributes="member: 6685730"><p>Cool. So on the global scale, we'll divide rule purposes into three categories:</p><p></p><p>- Creating and developing characters</p><p>- Resolving character-generated uncertainties (or conflict or intentions)</p><p>- World generation (who creates what facts or entities)</p><p></p><p>That's a good start! I have to wonder how many designers actually started at that level before writing up some of today's popular games. Maybe they should have - maybe it's a good thing they didn't?</p><p></p><p>Chicken or egg question: does the world (and world rules) come first, to provide a place for characters to exist, or do the characters come first, because of the tree-falling-in-the-woods conundrum?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6414856, member: 6685730"] Cool. So on the global scale, we'll divide rule purposes into three categories: - Creating and developing characters - Resolving character-generated uncertainties (or conflict or intentions) - World generation (who creates what facts or entities) That's a good start! I have to wonder how many designers actually started at that level before writing up some of today's popular games. Maybe they should have - maybe it's a good thing they didn't? Chicken or egg question: does the world (and world rules) come first, to provide a place for characters to exist, or do the characters come first, because of the tree-falling-in-the-woods conundrum? [/QUOTE]
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