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General Tabletop Discussion
*TTRPGs General
What are the rules for?
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<blockquote data-quote="Tigris" data-source="post: 9895804" data-attributes="member: 7043270"><p>For me the rules are the game. Gamedesign is about designing rules in the end.</p><p></p><p></p><p>This covers the G part of the rpG. </p><p></p><p></p><p>The Roleplaying opportunity comes mostly from setting and fluff although the rules can help to encourage roleplay. But in the end roleplaying does not really need rules. People do roleplay even in boardgames and other things which have no rules for it. </p><p></p><p></p><p>Then Play at the table is ultinately mostly influenced by the players and GM, one cant do too much about that. </p><p></p><p></p><p></p><p>And exactly because a big part of the table rpg experience cannot be influenced by the rules, having good rules is important to make sure the psrts you can influence at last work well. </p><p></p><p></p><p></p><p>Also having rules play an important part does help to make the "floor" of the experience better. A good GM can make most likely anything fun. But even though in the internet GMs colour themselves as really good, in the end there will be about as much bad GMs as good GMs as there is in everything. </p><p></p><p></p><p>In addition to that there are also inexperienced GMs who may become good GMs but also need help for it. </p><p></p><p></p><p>Thats why one should when making rules always consider the worst possible GM who is also completly new to RPGd and GMing. </p><p></p><p></p><p>And many game system books do a really bad job for this case. They require tons of explicit knowledge (OSE and PbtA) or the books are written for people who already know the game (Draw Steel). </p><p></p><p></p><p>Some game systems give tons of tipps (daggerheart), but the problem with tips is that a bad GM will not use them.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9895804, member: 7043270"] For me the rules are the game. Gamedesign is about designing rules in the end. This covers the G part of the rpG. The Roleplaying opportunity comes mostly from setting and fluff although the rules can help to encourage roleplay. But in the end roleplaying does not really need rules. People do roleplay even in boardgames and other things which have no rules for it. Then Play at the table is ultinately mostly influenced by the players and GM, one cant do too much about that. And exactly because a big part of the table rpg experience cannot be influenced by the rules, having good rules is important to make sure the psrts you can influence at last work well. Also having rules play an important part does help to make the "floor" of the experience better. A good GM can make most likely anything fun. But even though in the internet GMs colour themselves as really good, in the end there will be about as much bad GMs as good GMs as there is in everything. In addition to that there are also inexperienced GMs who may become good GMs but also need help for it. Thats why one should when making rules always consider the worst possible GM who is also completly new to RPGd and GMing. And many game system books do a really bad job for this case. They require tons of explicit knowledge (OSE and PbtA) or the books are written for people who already know the game (Draw Steel). Some game systems give tons of tipps (daggerheart), but the problem with tips is that a bad GM will not use them. [/QUOTE]
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