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<blockquote data-quote="howandwhy99" data-source="post: 5182311" data-attributes="member: 3192"><p>I stated earlier that I see RPGs as pattern finding games because it is the manner in which they have been played for most of the hobby. For example, the DM says the walls are there, the floor, the ceiling, etc. I tell him I look again, they are still there. I thrust my hand at the wall and it stops. I try again and it stops again. Over and over. "There must be a rule there".</p><p></p><p>Compare that to more current designs. Tom wants the tunnel to split left and right about 40' ahead. I want it to go forward until it's out of sight, well over 40'. We roll dice, or do whatever, and who ever wins that game we play gets to say what happens in the story. </p><p></p><p>For my games I run them as situational puzzle games. That means I have a simulation game behind a screen that is designed as a cooperation game. Each of the players is attempting to get as many points as possible as that is the objective of the game, but cooperative strategies, the types of choices they make, work better than competitive ones for accomplishing their individual objective. It's a situational puzzle game because the simulation game rules are unknown to the players, behind a screen, and irrelevant answers receive a "yes" because they are irrelevant. However, they cannot then go back and contradict these Yes answers. "You said you did the watusi this turn, that's what you did." If others ask what that means, I refer them to the player who did it. If further actions require me to know exactly what it means to do the watusi, I ask and apply whatever falls under the rules to the game. Asking for clarification until I understand what this means under the rules (the code being broken) is one of the biggest parts of DMing IMO.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5182311, member: 3192"] I stated earlier that I see RPGs as pattern finding games because it is the manner in which they have been played for most of the hobby. For example, the DM says the walls are there, the floor, the ceiling, etc. I tell him I look again, they are still there. I thrust my hand at the wall and it stops. I try again and it stops again. Over and over. "There must be a rule there". Compare that to more current designs. Tom wants the tunnel to split left and right about 40' ahead. I want it to go forward until it's out of sight, well over 40'. We roll dice, or do whatever, and who ever wins that game we play gets to say what happens in the story. For my games I run them as situational puzzle games. That means I have a simulation game behind a screen that is designed as a cooperation game. Each of the players is attempting to get as many points as possible as that is the objective of the game, but cooperative strategies, the types of choices they make, work better than competitive ones for accomplishing their individual objective. It's a situational puzzle game because the simulation game rules are unknown to the players, behind a screen, and irrelevant answers receive a "yes" because they are irrelevant. However, they cannot then go back and contradict these Yes answers. "You said you did the watusi this turn, that's what you did." If others ask what that means, I refer them to the player who did it. If further actions require me to know exactly what it means to do the watusi, I ask and apply whatever falls under the rules to the game. Asking for clarification until I understand what this means under the rules (the code being broken) is one of the biggest parts of DMing IMO. [/QUOTE]
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