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General Tabletop Discussion
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Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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<blockquote data-quote="Jester David" data-source="post: 7656446" data-attributes="member: 37579"><p>Meh. </p><p></p><p>I can take or leave gameplay. </p><p>Gameplay is essential for board games, because that's all they have. Video games is 50/50. I can overlook ass gameplay for a good story or other aspects (graphics, writing, story, nostalgia). Sudoko arguably has "good gameplay" being simple and easy to learn with a range of complexity. But it's not fantastically engaging, being almost a mobile time waster game.</p><p></p><p>Tabletop roleplaying games... I can play terrible TT-RPGs if the DM is solid. If they're telling a good story, it doesn't matter how they're mangling the game with house rules (to a limit). Or my friends are playing (as so much of it is social, an excuse to hang).</p><p>Gameplay is barely even necessary. You can have whole sessions with no gameplay or with side mechanics. Often, gameplay becomes the crutch for when the story is lacking or the DM is having an off day ("Can't think of a *real* story, better just have a dungeon crawl.") </p><p>Relying on the gameplay to prop up an RPG is relying on something generic, that can be found anywhere. Relying on the DM is something you can *only* do with a TT-RPG. It's the unique thing about TT-RPGs. DMs should be empowered and brought to the forefront because they make the game different. When the DM is replaceable but rules, the game stops being a TT-RPG.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7656446, member: 37579"] Meh. I can take or leave gameplay. Gameplay is essential for board games, because that's all they have. Video games is 50/50. I can overlook ass gameplay for a good story or other aspects (graphics, writing, story, nostalgia). Sudoko arguably has "good gameplay" being simple and easy to learn with a range of complexity. But it's not fantastically engaging, being almost a mobile time waster game. Tabletop roleplaying games... I can play terrible TT-RPGs if the DM is solid. If they're telling a good story, it doesn't matter how they're mangling the game with house rules (to a limit). Or my friends are playing (as so much of it is social, an excuse to hang). Gameplay is barely even necessary. You can have whole sessions with no gameplay or with side mechanics. Often, gameplay becomes the crutch for when the story is lacking or the DM is having an off day ("Can't think of a *real* story, better just have a dungeon crawl.") Relying on the gameplay to prop up an RPG is relying on something generic, that can be found anywhere. Relying on the DM is something you can *only* do with a TT-RPG. It's the unique thing about TT-RPGs. DMs should be empowered and brought to the forefront because they make the game different. When the DM is replaceable but rules, the game stops being a TT-RPG. [/QUOTE]
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Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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