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<blockquote data-quote="MoogleEmpMog" data-source="post: 3531587" data-attributes="member: 22882"><p>I can't actually agree here, Umbram.</p><p></p><p>If you take tabletop RPGs as essentially an outgrowth of cops and robbers, but with rules to resolve the "I shot you!"/"No you didn't!" dichotomy, you can have a 100% comprehensive rules system that will never, ever require a judgement call:</p><p></p><p>PCs do whatever their players says they do until two players disagree. When that happens, each player rolls 1d6. High roll wins. Reroll ties.</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>It may sound silly, but when you come down to it, that right there is a 'complete' setting-neutral RPG. I've actually played 'games' like that, and they can be pretty fun with the right group. Indeed, from what I understand of Dave Arneson's pre-Chainmail Blackmoor campaign, it was alot like that, except with paper-scissors-rock as the resolution mechanic.</p><p></p><p>The real trick is in adding complexity to the 'game' part.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3531587, member: 22882"] I can't actually agree here, Umbram. If you take tabletop RPGs as essentially an outgrowth of cops and robbers, but with rules to resolve the "I shot you!"/"No you didn't!" dichotomy, you can have a 100% comprehensive rules system that will never, ever require a judgement call: PCs do whatever their players says they do until two players disagree. When that happens, each player rolls 1d6. High roll wins. Reroll ties. ;) It may sound silly, but when you come down to it, that right there is a 'complete' setting-neutral RPG. I've actually played 'games' like that, and they can be pretty fun with the right group. Indeed, from what I understand of Dave Arneson's pre-Chainmail Blackmoor campaign, it was alot like that, except with paper-scissors-rock as the resolution mechanic. The real trick is in adding complexity to the 'game' part. [/QUOTE]
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