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My Attempt to Define RPG's - RPG's aren't actually Games
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<blockquote data-quote="Hussar" data-source="post: 7485850" data-attributes="member: 22779"><p>There's a fairly simple way to illustrate the distinction here.</p><p></p><p>In a non-RPG, the rules answer the question, "What?" What are you going to do when you play this game? You are going to draw hints related to "Cagney and Lacey". You aren't going to change key words half way through. You aren't going to invent a new language in play. You are going to draw hints related to whatever key word the game tells you.</p><p></p><p>In an RPG, the rules answer the question, "How?" How are you going to adjudicate whatever it is you created? They don't tell you what and, even if you follow the rules of the RPG, you won't get a what. You especially won't get a what if you're playing No-Myth style play. The What is created by the players at the table in play and then the rules tell you how to move forward.</p><p></p><p>The rules don't tell you to create a peddler in a market with a magic feather. The DM, or the group and the DM, creates that. The rules tell you how to adjudicate that scenario and move forward. Which, in turns, leads to another creation which in turn leads to more "how to resolve this" from the mechanics.</p><p></p><p>This cycle is absent from non-RPG's.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7485850, member: 22779"] There's a fairly simple way to illustrate the distinction here. In a non-RPG, the rules answer the question, "What?" What are you going to do when you play this game? You are going to draw hints related to "Cagney and Lacey". You aren't going to change key words half way through. You aren't going to invent a new language in play. You are going to draw hints related to whatever key word the game tells you. In an RPG, the rules answer the question, "How?" How are you going to adjudicate whatever it is you created? They don't tell you what and, even if you follow the rules of the RPG, you won't get a what. You especially won't get a what if you're playing No-Myth style play. The What is created by the players at the table in play and then the rules tell you how to move forward. The rules don't tell you to create a peddler in a market with a magic feather. The DM, or the group and the DM, creates that. The rules tell you how to adjudicate that scenario and move forward. Which, in turns, leads to another creation which in turn leads to more "how to resolve this" from the mechanics. This cycle is absent from non-RPG's. [/QUOTE]
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