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How do you Control/Set the Pace of a Game?
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<blockquote data-quote="howandwhy99" data-source="post: 4842091" data-attributes="member: 3192"><p>Game design must end before a game can be played. So cheating would be changing the rules of the game during a game session, or sessions depending on what's need to play a whole module. Most games I know use reality to answer about what happens beyond the scope of the module. ("If I put this thing [a rock] in a river, does it sink?") Some things are truly beyond the scope of a module though, so you could just say "you've quit the module". For example, someone teleported to a far away place with no means of returning. That's quitting the module. Same as going through a portal with no means of return. </p><p></p><p>This isn't "true" roleplaying any more than storygames are the only kinds of roleplaying games. And I doubt it is the way "everyone played" originally. But I do think it is the basis for which RPG were originally designed and run. And it is certainly a more enjoyable game for me than those without any challenge.</p><p></p><p>Don't get me wrong. I understand under particular philosophies roleplaying can be challenging, but only when those challenges are limited to resolution mechanics. Like the difficulty in pulling a block from a tower, from playing a miniatures game, or even a CCG to resolve what happens next. But I prefer games with actual roleplaying challenges.</p><p></p><p>EDIT</p><p>There you go. That's an even more limited option for hopping between modules.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4842091, member: 3192"] Game design must end before a game can be played. So cheating would be changing the rules of the game during a game session, or sessions depending on what's need to play a whole module. Most games I know use reality to answer about what happens beyond the scope of the module. ("If I put this thing [a rock] in a river, does it sink?") Some things are truly beyond the scope of a module though, so you could just say "you've quit the module". For example, someone teleported to a far away place with no means of returning. That's quitting the module. Same as going through a portal with no means of return. This isn't "true" roleplaying any more than storygames are the only kinds of roleplaying games. And I doubt it is the way "everyone played" originally. But I do think it is the basis for which RPG were originally designed and run. And it is certainly a more enjoyable game for me than those without any challenge. Don't get me wrong. I understand under particular philosophies roleplaying can be challenging, but only when those challenges are limited to resolution mechanics. Like the difficulty in pulling a block from a tower, from playing a miniatures game, or even a CCG to resolve what happens next. But I prefer games with actual roleplaying challenges. EDIT There you go. That's an even more limited option for hopping between modules. [/QUOTE]
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