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Flavour First vs Game First - a comparison
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<blockquote data-quote="howandwhy99" data-source="post: 4493620" data-attributes="member: 3192"><p>Just dropped into read the last post and noticed this little error. In an RPG, there are no rules for the Players to remember (and therefore slow down play). It's all just description of the world. Sometimes abstract, but still just description. A 5-year-old can play an RPG. They just need to know how to role-play. There is never a need to know rules from a Player POV. Rules are for the DM/Referee to help operate the world. They are the ones who use as few or as many rules as necessary.</p><p></p><p>That's why d20 is a rule-playing game, like Chess, Poker, or any kind of board game. The players operate almost exclusively inside the rules. You cannot play the game without thinking inside of them, so why not force everyone to know them? As if somehow memorizing rules makes one a good role-player (vs. a good game player). 4E's advancement over 3E is "allowing" little excursions outside of this closed system to be ruled upon thereby giving the DM greater influence over the game than the designers alone (unlike a boardgame). </p><p></p><p>It's an inversion of an RPG. Instead of playing people in a hypothetical place with rules assisting a DM/Referee to unbiasedly extrapolate the consequences of PCs n the world, we now have the world, and even play, as result of the rules. Many rule-playing games are now designed to force players to role-play in certain manners vs. allowing them to choose how to role-play for themselves (i.e. "hybrid" games).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4493620, member: 3192"] Just dropped into read the last post and noticed this little error. In an RPG, there are no rules for the Players to remember (and therefore slow down play). It's all just description of the world. Sometimes abstract, but still just description. A 5-year-old can play an RPG. They just need to know how to role-play. There is never a need to know rules from a Player POV. Rules are for the DM/Referee to help operate the world. They are the ones who use as few or as many rules as necessary. That's why d20 is a rule-playing game, like Chess, Poker, or any kind of board game. The players operate almost exclusively inside the rules. You cannot play the game without thinking inside of them, so why not force everyone to know them? As if somehow memorizing rules makes one a good role-player (vs. a good game player). 4E's advancement over 3E is "allowing" little excursions outside of this closed system to be ruled upon thereby giving the DM greater influence over the game than the designers alone (unlike a boardgame). It's an inversion of an RPG. Instead of playing people in a hypothetical place with rules assisting a DM/Referee to unbiasedly extrapolate the consequences of PCs n the world, we now have the world, and even play, as result of the rules. Many rule-playing games are now designed to force players to role-play in certain manners vs. allowing them to choose how to role-play for themselves (i.e. "hybrid" games). [/QUOTE]
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