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Sorry - I think the point was missed...
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<blockquote data-quote="Akrasia" data-source="post: 2413552" data-attributes="member: 23012"><p>I am not sure what this means. </p><p></p><p>I come up with a world setting, a set of NPCs, some potential plots, etc. Given that, players tell me what kinds of characters they would like to run, and what kinds of things they want out of the campaign.</p><p></p><p>Then I look for the game mechanics that I think can be used to best realize the setting, characters, stories, etc.</p><p></p><p>The fact that people use such diverse systems as FUDGE, Heroquest, and GURPS to run, for example, 'd20' settings like Iron Kingdoms of Midnight, reflects my understanding of the relation between setting and mechanics. In these cases, the players decide that some non-d20 system serves their understanding of, and interest in, the campaign better than d20.</p><p></p><p>The system should serve the players' understanding of the campaign, and what they want out of their gaming experience.</p><p></p><p></p><p></p><p>I don't understand your distinction between the 'roleplaying' and 'game' aspects of RPGs here. Both interact to produce the RPG experience.</p><p></p><p>'Purely roleplaying' matters (PC goals; whether the PCs solve certain mysteries, secrets, etc; their plans for the future; the NPCs’ responses to the PCs' actions; etc) can have a *huge* impact on how the game is played, and on the course of the campaign.</p><p></p><p></p><p></p><p>I prefer to start with a story or idea, and then find the rules that best suit it. Maybe other people like to start with the rules, and then come up with stories and ideas to suit that. Whichever comes first, once you have a campaign setting and a rules system, the two will interact during the gaming sessions that take place.</p><p></p><p></p><p></p><p>I didn’t realize you were so opposed to homebrew settings and GM-created adventures.</p><p></p><p>And if the game rules are understood by everyone, what’s the problem?</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2413552, member: 23012"] I am not sure what this means. I come up with a world setting, a set of NPCs, some potential plots, etc. Given that, players tell me what kinds of characters they would like to run, and what kinds of things they want out of the campaign. Then I look for the game mechanics that I think can be used to best realize the setting, characters, stories, etc. The fact that people use such diverse systems as FUDGE, Heroquest, and GURPS to run, for example, 'd20' settings like Iron Kingdoms of Midnight, reflects my understanding of the relation between setting and mechanics. In these cases, the players decide that some non-d20 system serves their understanding of, and interest in, the campaign better than d20. The system should serve the players' understanding of the campaign, and what they want out of their gaming experience. I don't understand your distinction between the 'roleplaying' and 'game' aspects of RPGs here. Both interact to produce the RPG experience. 'Purely roleplaying' matters (PC goals; whether the PCs solve certain mysteries, secrets, etc; their plans for the future; the NPCs’ responses to the PCs' actions; etc) can have a *huge* impact on how the game is played, and on the course of the campaign. I prefer to start with a story or idea, and then find the rules that best suit it. Maybe other people like to start with the rules, and then come up with stories and ideas to suit that. Whichever comes first, once you have a campaign setting and a rules system, the two will interact during the gaming sessions that take place. I didn’t realize you were so opposed to homebrew settings and GM-created adventures. And if the game rules are understood by everyone, what’s the problem? [/QUOTE]
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