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<blockquote data-quote="Clint_L" data-source="post: 8931950" data-attributes="member: 7035894"><p>I tried to address this distinction by focusing on detailed magic systems. Players can use their imaginations, yes, but getting other players or the DM to accept what they've imagined becomes easier with agreed upon parameters - more detail - in the rules. I think there's a reason that free form RPGs are almost always standalone games or very limited campaigns. When there are too few rules, the sustained fiction becomes harder and harder to keep cohesive over time.</p><p></p><p>I think this is particularly the case when trying to deal with a concept as abstract as "magic," upon which there are no real world parameters to govern us.</p><p></p><p>The reason D&D and all its variants work as long term campaigns (I just met some folks who have been playing interlocked campaigns for decades!) is that it is supported by a rules system that, while allowing for some flexibility, is nevertheless specific enough to create a cohesive substrate, a foundation, from which the stories can build. I love playing RPGs that are extremely rules lite, but those always work best as one-shots or mini-campaigns of maybe four sessions, tops.</p><p></p><p>Edit: one other thing I will argue is that having more detail can sometimes free the imagination. When anything is possible, it can be hard to know where to start, or players can just default to an obvious trope or cliche. But having a list of spells with various parameters can trigger some very imaginative problem solving. I think the rope trick example we discussed exemplifies some wonderful creativity!</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8931950, member: 7035894"] I tried to address this distinction by focusing on detailed magic systems. Players can use their imaginations, yes, but getting other players or the DM to accept what they've imagined becomes easier with agreed upon parameters - more detail - in the rules. I think there's a reason that free form RPGs are almost always standalone games or very limited campaigns. When there are too few rules, the sustained fiction becomes harder and harder to keep cohesive over time. I think this is particularly the case when trying to deal with a concept as abstract as "magic," upon which there are no real world parameters to govern us. The reason D&D and all its variants work as long term campaigns (I just met some folks who have been playing interlocked campaigns for decades!) is that it is supported by a rules system that, while allowing for some flexibility, is nevertheless specific enough to create a cohesive substrate, a foundation, from which the stories can build. I love playing RPGs that are extremely rules lite, but those always work best as one-shots or mini-campaigns of maybe four sessions, tops. Edit: one other thing I will argue is that having more detail can sometimes free the imagination. When anything is possible, it can be hard to know where to start, or players can just default to an obvious trope or cliche. But having a list of spells with various parameters can trigger some very imaginative problem solving. I think the rope trick example we discussed exemplifies some wonderful creativity! [/QUOTE]
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