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General Tabletop Discussion
*TTRPGs General
The Origins of ‘Rule Zero’
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<blockquote data-quote="Aldarc" data-source="post: 8177850" data-attributes="member: 5142"><p>Stop right there. Not a good start, as we already have a possible strawman. Please stop, slow down, and take time to read/understand what people are arguing rather than getting upset about what you think they are saying. Until you do that, there is little point trying to hold a conversation. I am more than happy to clarify my position and you are welcome to ask me questions to that end, but I personally prefer responding to an actual, sincere engagement of my posts. You have posed four different heavily-loaded queries. To put it another way, what is the one question you really want answered? </p><p></p><p>* Or maybe you are not following one of the principles that you claim you could follow in D&D just as easily in DW: "ask questions and use the answers." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /> </p><p></p><p>So before moving onto these principles in connection to D&D, let's start with how these principles exist in relation to DW. You seem to have at least a vague familiarity with DW, particularly if you claim that you would never play the game as it is "too ephemeral," so you likely do implicitly recognize that there are some key differences between the two games, their rules, and what sort of games those rules actively support. But it's important to note that in DW, these principles are not "rules." The game asks, per its GMing framework, that the GM adhere to the given agendas: i.e., portray a fantastic world, fill the character's lives with adventure, and play to find out what happens. The principles are explicitly meant to support that agenda, but they are not rules in and of themselves. </p><p></p><p>How do you think that these agendas and principles are understood and realized in the play of Dungeon World and what other unlisted game principles may also be intersecting with the principles you have listed?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8177850, member: 5142"] Stop right there. Not a good start, as we already have a possible strawman. Please stop, slow down, and take time to read/understand what people are arguing rather than getting upset about what you think they are saying. Until you do that, there is little point trying to hold a conversation. I am more than happy to clarify my position and you are welcome to ask me questions to that end, but I personally prefer responding to an actual, sincere engagement of my posts. You have posed four different heavily-loaded queries. To put it another way, what is the one question you really want answered? * Or maybe you are not following one of the principles that you claim you could follow in D&D just as easily in DW: "ask questions and use the answers." :unsure: So before moving onto these principles in connection to D&D, let's start with how these principles exist in relation to DW. You seem to have at least a vague familiarity with DW, particularly if you claim that you would never play the game as it is "too ephemeral," so you likely do implicitly recognize that there are some key differences between the two games, their rules, and what sort of games those rules actively support. But it's important to note that in DW, these principles are not "rules." The game asks, per its GMing framework, that the GM adhere to the given agendas: i.e., portray a fantastic world, fill the character's lives with adventure, and play to find out what happens. The principles are explicitly meant to support that agenda, but they are not rules in and of themselves. How do you think that these agendas and principles are understood and realized in the play of Dungeon World and what other unlisted game principles may also be intersecting with the principles you have listed? [/QUOTE]
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The Origins of ‘Rule Zero’
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