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[Semi-Forked] Defining / Creating the best RPG - A Study in the Delphi Method
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<blockquote data-quote="innerdude" data-source="post: 5080679" data-attributes="member: 85870"><p>Hmmm, so I see that you're debating somewhat just how "bounded" versus "open-ended" the actual gameplay should appear in practice. </p><p></p><p>For purposes of the hypothetical Company X, I think it would be safely assumed that one of the core purposes of creating this new RPG system would be to sell material for it which necessitates the need to have something to sell (i.e., some rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). </p><p></p><p>I think your point is well taken, though, that I am operating under a specific assumption, namely, that a typical "role-playing system" incorporates a set system of rules that in some ways bound the interactions and outcomes of those interactions of the participants in their game world. A more open-ended, high-narrative system would require fewer organized "rules," because the interactions and outcomes have little need to be controlled by "chance." </p><p></p><p>Thus, as you say about Maxim #4, such an assumption is tied to some sort of competitive outcome--meaning, the player wants to see how well <em>they</em> manage their character against obstacles without the adjudicator simply waving their hands. There's no point in running a 100-meter foot race if the judge at the end of the line is simply going to wave his hands and say, "Okay, person in Lane 5 is the winner!" when the participants are still 50 yards away from the finish. </p><p></p><p>Are you speaking from experience with some "freeplay" games? Because I'll be honest, I have never participated in one. </p><p></p><p>Love to hear more from you.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5080679, member: 85870"] Hmmm, so I see that you're debating somewhat just how "bounded" versus "open-ended" the actual gameplay should appear in practice. For purposes of the hypothetical Company X, I think it would be safely assumed that one of the core purposes of creating this new RPG system would be to sell material for it which necessitates the need to have something to sell (i.e., some rules :) ). I think your point is well taken, though, that I am operating under a specific assumption, namely, that a typical "role-playing system" incorporates a set system of rules that in some ways bound the interactions and outcomes of those interactions of the participants in their game world. A more open-ended, high-narrative system would require fewer organized "rules," because the interactions and outcomes have little need to be controlled by "chance." Thus, as you say about Maxim #4, such an assumption is tied to some sort of competitive outcome--meaning, the player wants to see how well [I]they[/I] manage their character against obstacles without the adjudicator simply waving their hands. There's no point in running a 100-meter foot race if the judge at the end of the line is simply going to wave his hands and say, "Okay, person in Lane 5 is the winner!" when the participants are still 50 yards away from the finish. Are you speaking from experience with some "freeplay" games? Because I'll be honest, I have never participated in one. Love to hear more from you. [/QUOTE]
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[Semi-Forked] Defining / Creating the best RPG - A Study in the Delphi Method
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