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S/Z: On the Difficulties of RPG Theory & Criticism
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<blockquote data-quote="aramis erak" data-source="post: 7921778" data-attributes="member: 6779310"><p>I've yet to see that level for sports in the laws of the sport. Rulebooks for sports usually specify the field, and the numbers of players and their allowed range on the field, and then a whole raft of "don'ts"... The rules/laws for Rugby don't tell you that you should be passing backward; they tell you you can't pass forward; that you need to pass back and (usually) outward evolves from play, as that's the negative space formed by the rules.</p><p></p><p>Moldvay shows the process of play with a nice extended example. And, unless you bought the naked book, it also has two adventures - one is the little keep in the back, and the other is (depending upon date of box) B1 or B2... It may leave one a little shaky on the process, and is unlikely to get deep characterization from total newbs, it's good enough that 2-3 teens can get the game going. </p><p></p><p>The beginner boxes for FFG star wars will take the novice by the hand and walk them through. It will get them playing by having 2-4 friends, and a few hours. Each also has a PDF follow on that continues the story, and helps the novice GM. I've met several people who figured out how to play RPGs from the FFG SW BB sets. Then they followed on with a core rulebook.</p><p></p><p>Likewise, Modiphius has a pretty good beginner box for STA.</p><p></p><p>Moldvay was excellent for its era, and it taught the game pretty well. It taught me the basic GMing skills. Modern beginner boxes are separate from the corebooks for the more successful games... Like 5E, Pathfinder, L5R5, Star Trek Adventures, FFG Star Wars....</p><p></p><p>It's no longer essential to learn the process by joining existing groups... I'll admit - moldvay was hit or miss... I was pretty much a wargame mode GM until I played with a story-mode GM in Traveller in 1983... and I still hybridize the modes often. </p><p></p><p>I've had players who had only played with each other, having learned from Moldvay alone - they had the process down. </p><p></p><p>It's also worth invalidating your campaign focus fixation. Looking the wargame roots, a campaign is merely a series of runs that combine to a single victory/loss overall. Not even always the same forces, nor continuing consequences. In RPG play, the moment you get to adventure #2 with the same characters, you're in campaign. Or send a new group of PCs into the dungeon and the DM doesn't fully reset after the previous TPK, continuing consequences equals campaign.</p><p></p><p>There are many kinds of campaign - you're fixated upon a slim section of the range. Look at the broader scope, and understand that your narrow view is part of the wider landscape, and that many styles of campaign don't need more than "Start each new adventure having spent what you're going to spend, and having full HP and spell slots."</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7921778, member: 6779310"] I've yet to see that level for sports in the laws of the sport. Rulebooks for sports usually specify the field, and the numbers of players and their allowed range on the field, and then a whole raft of "don'ts"... The rules/laws for Rugby don't tell you that you should be passing backward; they tell you you can't pass forward; that you need to pass back and (usually) outward evolves from play, as that's the negative space formed by the rules. Moldvay shows the process of play with a nice extended example. And, unless you bought the naked book, it also has two adventures - one is the little keep in the back, and the other is (depending upon date of box) B1 or B2... It may leave one a little shaky on the process, and is unlikely to get deep characterization from total newbs, it's good enough that 2-3 teens can get the game going. The beginner boxes for FFG star wars will take the novice by the hand and walk them through. It will get them playing by having 2-4 friends, and a few hours. Each also has a PDF follow on that continues the story, and helps the novice GM. I've met several people who figured out how to play RPGs from the FFG SW BB sets. Then they followed on with a core rulebook. Likewise, Modiphius has a pretty good beginner box for STA. Moldvay was excellent for its era, and it taught the game pretty well. It taught me the basic GMing skills. Modern beginner boxes are separate from the corebooks for the more successful games... Like 5E, Pathfinder, L5R5, Star Trek Adventures, FFG Star Wars.... It's no longer essential to learn the process by joining existing groups... I'll admit - moldvay was hit or miss... I was pretty much a wargame mode GM until I played with a story-mode GM in Traveller in 1983... and I still hybridize the modes often. I've had players who had only played with each other, having learned from Moldvay alone - they had the process down. It's also worth invalidating your campaign focus fixation. Looking the wargame roots, a campaign is merely a series of runs that combine to a single victory/loss overall. Not even always the same forces, nor continuing consequences. In RPG play, the moment you get to adventure #2 with the same characters, you're in campaign. Or send a new group of PCs into the dungeon and the DM doesn't fully reset after the previous TPK, continuing consequences equals campaign. There are many kinds of campaign - you're fixated upon a slim section of the range. Look at the broader scope, and understand that your narrow view is part of the wider landscape, and that many styles of campaign don't need more than "Start each new adventure having spent what you're going to spend, and having full HP and spell slots." [/QUOTE]
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