Micah Sweet
Level Up & OSR Enthusiast
Oh sure. You'll never get consensus on a public forum.No but it makes it pretty bloody useless to try and get consensus on. It is what it is.
Oh sure. You'll never get consensus on a public forum.No but it makes it pretty bloody useless to try and get consensus on. It is what it is.
I don't need consensus, only submission. Assimilation is inevitable. We are Borg.Oh sure. You'll never get consensus on a public forum.
Your gaming and table group will adapt to service us.I don't need consensus, only submission. Assimilation is inevitable. We are Borg.
Why railroad when you can Borg cube?Your gaming and table group will adapt to service us.
Best ride in town. Cross the galaxy.Why railroad when you can Borg cube?
They're not sure why, IMO, because it's a preference. People feel good about things they like, and bad about things they don't. But feeling that some rules are "in-your-face" and others aren't is obviously subjective.
I don't like the term Free form. Every Free form game has system mechanics, principles, agendas and best practices, even if they aren't explicit and formalised.
So the rules are necessary, they provide an essential structure to things.
What makes a rule “in your face”? I’m not sure what that would be based on what folks have said regarding this topic. There are lots of mechanics that seem incredibly in your face and game oriented to me that others accept as necessary, but which are not in fact necessary.
Games with detailed, exception-based rules (I'm thinking of D&D spells here as a specific example) exist to establish concepts within the fictional setting that grant the setting its own authority, a presence that exists outside the desires of both players and GM. Even if they're rarely referenced (like a host of spells are rarely to never used in play), they exist as a framework to establish what does happen when they are evoked, outside of the current desires of the participants. They exist to act as a check on "narrative contrivance", which my current thesis is the real bane of those who are interested in simulationist-style play.
But can't the GM just introduce (eg) a new spell, and then say that the NPC (or whomever) learned it via spell research?Transferring authority to the setting via rules (most especially rules that model diegetic elements) is the check on GMs and players creating new narrative elements based on what's currently compelling. Creating new narrative "just because" that wasn't properly generated is what sim players usually object to.