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What are the rules for?
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<blockquote data-quote="Deset Gled" data-source="post: 9895586" data-attributes="member: 7808"><p>Lots of different things going on here. Lore is background of the game world; history, knowledge. The situation is the state the players are in; maps, hit points, enemies. The rules of the game are separate from both. The game rules determine what the characters can do to interact with the situation; what options they have, how they do things.</p><p></p><p>The lore, the situation, and the game all operate on their own rules. Many times, it is ideal for all of these things to match up. You want the situation to make sense with the game world, and you want the actions the players take to be consistent with known stories and how the world works. But there's no inherent need for them to be consistent. "Ludonarrative dissonance" is the jargon typically used to describe where playing within the rules of the game results in a state that doesn't matching up well with other parts of the stories.</p><p></p><p>Do you have lore about a legendary battle where two fighters simultaneously killed each other, but a turn based rule set that prevents attacks from being simultaneous? Do you ever encounter monsters in a dungeon, and have no idea how those monsters live/eat/defecate while being locked in a 30'x30' room for years? When the lore, the situation, and the game rules disagree, which one do you change? How much detail can you handwave away before you care?</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9895586, member: 7808"] Lots of different things going on here. Lore is background of the game world; history, knowledge. The situation is the state the players are in; maps, hit points, enemies. The rules of the game are separate from both. The game rules determine what the characters can do to interact with the situation; what options they have, how they do things. The lore, the situation, and the game all operate on their own rules. Many times, it is ideal for all of these things to match up. You want the situation to make sense with the game world, and you want the actions the players take to be consistent with known stories and how the world works. But there's no inherent need for them to be consistent. "Ludonarrative dissonance" is the jargon typically used to describe where playing within the rules of the game results in a state that doesn't matching up well with other parts of the stories. Do you have lore about a legendary battle where two fighters simultaneously killed each other, but a turn based rule set that prevents attacks from being simultaneous? Do you ever encounter monsters in a dungeon, and have no idea how those monsters live/eat/defecate while being locked in a 30'x30' room for years? When the lore, the situation, and the game rules disagree, which one do you change? How much detail can you handwave away before you care? [/QUOTE]
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