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GNS - does one preclude another?
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<blockquote data-quote="maddman75" data-source="post: 5124280" data-attributes="member: 2673"><p>If a group of RPGs just wanted tactics, why are they playing RPGs instead of Warhammer Fantasy Battles or something?</p><p></p><p>I believe its because even if its the tactical games part that they primarily enjoy, the other aspects are fun too. Imagining the events as a story and playing out their characters is fun too, even if that isn't the focus or very deep.</p><p></p><p>My primary criticism/disagreement with GNS is that focusing solely on one aspect of play is the holy grail of game design. IMO, the fun from RPGs isn't focusing on one aspect alone, but from how they interact. We have the setting, the rules, the story - how do these things come together? I enjoy stuff like my warrior getting a bonus to hit because the six fingered man killed my father, or getting a penalty to solve a riddle because my culture is illiterate. The interaction of the mechanical rules and the imaginative space is what makes RPG so unique and interesting. And most of us I would wager would agree you need both. If you don't have any narrative or imagined space, you're playing a board game. If you don't have any rules, you're doing collaborative storytelling. All the different systems are just changing the amounts of each.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5124280, member: 2673"] If a group of RPGs just wanted tactics, why are they playing RPGs instead of Warhammer Fantasy Battles or something? I believe its because even if its the tactical games part that they primarily enjoy, the other aspects are fun too. Imagining the events as a story and playing out their characters is fun too, even if that isn't the focus or very deep. My primary criticism/disagreement with GNS is that focusing solely on one aspect of play is the holy grail of game design. IMO, the fun from RPGs isn't focusing on one aspect alone, but from how they interact. We have the setting, the rules, the story - how do these things come together? I enjoy stuff like my warrior getting a bonus to hit because the six fingered man killed my father, or getting a penalty to solve a riddle because my culture is illiterate. The interaction of the mechanical rules and the imaginative space is what makes RPG so unique and interesting. And most of us I would wager would agree you need both. If you don't have any narrative or imagined space, you're playing a board game. If you don't have any rules, you're doing collaborative storytelling. All the different systems are just changing the amounts of each. [/QUOTE]
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