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General Tabletop Discussion
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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="Mouseferatu" data-source="post: 6370072" data-attributes="member: 1288"><p>To put it another way...</p><p></p><p>One extreme is no rules/guidelines. That's kids playing make-believe on the playground. "I'm Anakin Skywalkr!" "Oh, yeah, well I'm Superman." It's Calvinball.</p><p></p><p>On the other extreme is chess, where there are a very limited number of strictly regulated movements. Or, if you prefer, there's an MMO, which--assuming nothing glitches--is rigid behind the scenes. You can do only what the machine's been programmed to allow, and only how it's been programmed to allow it. It may be a very broad selection of options, but it's still strictly defined.</p><p></p><p><em>Neither</em> of these extremes is preferable in a tabletop RPG. They're not where the game's strengths or purposes lie.</p><p></p><p>It's simply a question of where between those poles you choose to draw the line. That'll change player to player, and game to game. As it should. And it's certainly fertile ground for discussion. But I don't think <em>anybody</em> is advocating either extreme. Lots of people seem to be arguing against them, though. <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></blockquote><p></p>
[QUOTE="Mouseferatu, post: 6370072, member: 1288"] To put it another way... One extreme is no rules/guidelines. That's kids playing make-believe on the playground. "I'm Anakin Skywalkr!" "Oh, yeah, well I'm Superman." It's Calvinball. On the other extreme is chess, where there are a very limited number of strictly regulated movements. Or, if you prefer, there's an MMO, which--assuming nothing glitches--is rigid behind the scenes. You can do only what the machine's been programmed to allow, and only how it's been programmed to allow it. It may be a very broad selection of options, but it's still strictly defined. [I]Neither[/I] of these extremes is preferable in a tabletop RPG. They're not where the game's strengths or purposes lie. It's simply a question of where between those poles you choose to draw the line. That'll change player to player, and game to game. As it should. And it's certainly fertile ground for discussion. But I don't think [I]anybody[/I] is advocating either extreme. Lots of people seem to be arguing against them, though. ;) [/QUOTE]
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I for one hope we don't get "clarification" on many things.
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