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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8850181"><p>I would still say you are playing a game. I don't think it is the way all people want to play though. But it isn't freeform improv. The idea of rulings is you are still bringing in mechanics and dice and allowing for both randomness to generate surprise and responding to player's declared actions so their choices matter. And they still have mechanics they are using. It is just a question of whether you want those mechanics to be be more fluid or not so they can be blended with the events that are arising. </p><p></p><p>Again, if this isn't your preference. That is fair. What I don't think is fair is saying we need to dispense with a pretense that we are playing a game, because I think it is pretty clear to any outside observer a game is in fact being played, rules are in fact being used, etc. This is also where I think these conversations run into trouble because instead of simply saying "I don't want to play that style, or that isn't my preference" we tend to build these arguments that exclude styles by linguistic arguments (i.e. making prescriptive arguments about the definition of RPG to exclude a style because it isn't deemed to be roleplaying or isn't deemed to be a game). I put a lot of thought and effort into both the rules systems I play and the rules systems I design. I just like having flexibility and fluidity so rulings can allow for the style I enjoy.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8850181"] I would still say you are playing a game. I don't think it is the way all people want to play though. But it isn't freeform improv. The idea of rulings is you are still bringing in mechanics and dice and allowing for both randomness to generate surprise and responding to player's declared actions so their choices matter. And they still have mechanics they are using. It is just a question of whether you want those mechanics to be be more fluid or not so they can be blended with the events that are arising. Again, if this isn't your preference. That is fair. What I don't think is fair is saying we need to dispense with a pretense that we are playing a game, because I think it is pretty clear to any outside observer a game is in fact being played, rules are in fact being used, etc. This is also where I think these conversations run into trouble because instead of simply saying "I don't want to play that style, or that isn't my preference" we tend to build these arguments that exclude styles by linguistic arguments (i.e. making prescriptive arguments about the definition of RPG to exclude a style because it isn't deemed to be roleplaying or isn't deemed to be a game). I put a lot of thought and effort into both the rules systems I play and the rules systems I design. I just like having flexibility and fluidity so rulings can allow for the style I enjoy. [/QUOTE]
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