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Wandering Monsters: You Got Science in My Fantasy!
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<blockquote data-quote="howandwhy99" data-source="post: 6199141" data-attributes="member: 3192"><p>I see 3 different types of game called RPGs:</p><p></p><p>The first is about creating a story. The ruleset is small and usually about defining who gets to tell the story next. Game play is people expressing themselves in the activity of inventing a story. Rules support this by clearly delineating who is the one who gets to tell the story at any given point. Story telling happens in this game when people express a fictional story for the others to share. Game play happens when each player games the rules to gain more story "rights". Role Playing happens when a player is inventing a story specifically about one or more characters. Everyone is engaged in storytelling at all times as the current theory proclaiming this style of design defines all previous acts as storytelling first and foremost. </p><p></p><p>The second is kind of a broken design (IMO). These are games with incomplete rules sets where the DM invents stuff whenever any player goes outside the rules. Game play is both strategically building a character with the "crunch" and using those builds whenever rules apply during the game. Story telling happens when the rules run out and the DM invents whatever is needed on the fly. Some newer versions allow the players to invent things too. Role playing is considered making decisions like your character would, not necessarily as you would in the game. This may also mean affecting the character's mannerisms and demeanor engaged with DM as another character.</p><p></p><p>The third is the oldest and least remembered design. Game play is paramount including strategic thinking, analysis of game situations, setting objectives, making and enacting plans, noting moves as you go, and so on. It relies heavily on the players' abilities to remember, project forward along the game timeline for potential consequences of actions, be organized, work together, and plenty of other activities too. Role playing is selected by each player prior to play in order to focus on one particular aspect of play, the manner in which they will address the game. The game rules include a system for each class, increasing difficulty levels as each class is mastered over time by a player, and any other elements the players might address outside these scopes. The previous rules are hidden as a code behind a screen, generated into a game scenario like ones found in wargames, and deciphered by players during game sessions when players actually play. The DM is an impartial referee who refers to the design behind the screen as players take their turns. Storytelling happens afterwards when the players tell their friends about their exploits just as any pro athlete might tweet after a sports game. DMs never reveal what is behind the screen or tell what happened in case they might reveal detail as of yet undiscovered.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6199141, member: 3192"] I see 3 different types of game called RPGs: The first is about creating a story. The ruleset is small and usually about defining who gets to tell the story next. Game play is people expressing themselves in the activity of inventing a story. Rules support this by clearly delineating who is the one who gets to tell the story at any given point. Story telling happens in this game when people express a fictional story for the others to share. Game play happens when each player games the rules to gain more story "rights". Role Playing happens when a player is inventing a story specifically about one or more characters. Everyone is engaged in storytelling at all times as the current theory proclaiming this style of design defines all previous acts as storytelling first and foremost. The second is kind of a broken design (IMO). These are games with incomplete rules sets where the DM invents stuff whenever any player goes outside the rules. Game play is both strategically building a character with the "crunch" and using those builds whenever rules apply during the game. Story telling happens when the rules run out and the DM invents whatever is needed on the fly. Some newer versions allow the players to invent things too. Role playing is considered making decisions like your character would, not necessarily as you would in the game. This may also mean affecting the character's mannerisms and demeanor engaged with DM as another character. The third is the oldest and least remembered design. Game play is paramount including strategic thinking, analysis of game situations, setting objectives, making and enacting plans, noting moves as you go, and so on. It relies heavily on the players' abilities to remember, project forward along the game timeline for potential consequences of actions, be organized, work together, and plenty of other activities too. Role playing is selected by each player prior to play in order to focus on one particular aspect of play, the manner in which they will address the game. The game rules include a system for each class, increasing difficulty levels as each class is mastered over time by a player, and any other elements the players might address outside these scopes. The previous rules are hidden as a code behind a screen, generated into a game scenario like ones found in wargames, and deciphered by players during game sessions when players actually play. The DM is an impartial referee who refers to the design behind the screen as players take their turns. Storytelling happens afterwards when the players tell their friends about their exploits just as any pro athlete might tweet after a sports game. DMs never reveal what is behind the screen or tell what happened in case they might reveal detail as of yet undiscovered. [/QUOTE]
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