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The Rules: Who cares?
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<blockquote data-quote="MichaelK" data-source="post: 4875862" data-attributes="member: 60635"><p>I've run in the past games that had no rules that you'd recognize as typical RPG rules. We had no character sheet, no dice, no GM fiat and players could declare their own victory or failure as they saw fit. </p><p></p><p>The only rule we had was, "this game is trying to recreate X genre. We all know that genre, let's try to simulate that genre as best we can."</p><p></p><p>It was a great deal of fun. It was creative, it told a story and it was quick and easy. </p><p></p><p>But it didn't have tactics or the intervention of random chance, the thrill of playing a game and trying to win. You can argue that roleplaying games have no winning or losing, but when the character you control is facing an adversary and you can determine the results with your choices and a bit of luck... well, it certainly feels like a win when that character triumphs.</p><p></p><p>When you play a game like D&D with the rule system intact and GM intervention occurring only to cover up glitches and hiccups in the underlying system it is a great game. You have creativity and storytelling which are completely non-competitive alongside a challenging tactical simulation where you can struggle to win. </p><p></p><p>I'm not saying there's nothing fun about the first option. In fact it's a very pure form of roleplaying with nothing getting in your way.</p><p></p><p>But it's not the same as the second option I describe and it's not definitively, objectively more fun. </p><p></p><p>Some people really like the second option. I guess to answer the question in your title, those are the people who care.</p></blockquote><p></p>
[QUOTE="MichaelK, post: 4875862, member: 60635"] I've run in the past games that had no rules that you'd recognize as typical RPG rules. We had no character sheet, no dice, no GM fiat and players could declare their own victory or failure as they saw fit. The only rule we had was, "this game is trying to recreate X genre. We all know that genre, let's try to simulate that genre as best we can." It was a great deal of fun. It was creative, it told a story and it was quick and easy. But it didn't have tactics or the intervention of random chance, the thrill of playing a game and trying to win. You can argue that roleplaying games have no winning or losing, but when the character you control is facing an adversary and you can determine the results with your choices and a bit of luck... well, it certainly feels like a win when that character triumphs. When you play a game like D&D with the rule system intact and GM intervention occurring only to cover up glitches and hiccups in the underlying system it is a great game. You have creativity and storytelling which are completely non-competitive alongside a challenging tactical simulation where you can struggle to win. I'm not saying there's nothing fun about the first option. In fact it's a very pure form of roleplaying with nothing getting in your way. But it's not the same as the second option I describe and it's not definitively, objectively more fun. Some people really like the second option. I guess to answer the question in your title, those are the people who care. [/QUOTE]
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