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Towards a Workable RPG Theory
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<blockquote data-quote="wedgeski" data-source="post: 2799390" data-attributes="member: 16212"><p>Hmm, this made me think a bit, as I'm not entirely sure that conflict is a necessary part of a roleplaying game. It is a necessary part of *fiction*, I would think, but not an RPG, which is kind of an interesting addition to the 'RPG as game or communal story-telling' argument that springs up from time-to-time.</p><p></p><p>I can certainly remember a few sessions of mine where there was very little or no conflict at all, where the PC's were simply living out a day-in-the-life, so to speak, although admittedly it would be hard to base an entire campaign on such a premise. I do however think that a table full of pure, unadulterated roleplayers (if such a thing exists) would get as much satisfaction from the pure joy of living this other life as most other, lesser mortals, get enjoyment from destroying the bad guy and rescuing the damsel.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 2799390, member: 16212"] Hmm, this made me think a bit, as I'm not entirely sure that conflict is a necessary part of a roleplaying game. It is a necessary part of *fiction*, I would think, but not an RPG, which is kind of an interesting addition to the 'RPG as game or communal story-telling' argument that springs up from time-to-time. I can certainly remember a few sessions of mine where there was very little or no conflict at all, where the PC's were simply living out a day-in-the-life, so to speak, although admittedly it would be hard to base an entire campaign on such a premise. I do however think that a table full of pure, unadulterated roleplayers (if such a thing exists) would get as much satisfaction from the pure joy of living this other life as most other, lesser mortals, get enjoyment from destroying the bad guy and rescuing the damsel. [/QUOTE]
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