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What's more important: core rules or adventures?
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<blockquote data-quote="howandwhy99" data-source="post: 5621222" data-attributes="member: 3192"><p>The core rules are what are used repeatedly regardless of the adventure.</p><p></p><p>The adventure is the interesting configuration of those core rules into a playable scenario.</p><p></p><p>Think of it like a Rubik's Cube. The relatively stable pattern of mechanics that makes up the puzzle are what we'd call the core rules. The configuration of the cube is the adventure. What the players attempt to do with it is up to them.</p><p></p><p>Another analogy is computers. A computer computes, it is designed for code breaking, manipulation, and storage. A computer game program is a particular code designed to operate within the computers already designed configuration. The level building or game elements designed with the particular game program is the adventure, a configuration of the code. These don't have hard and fast terms in the computer game industry, but they basically include "game engine" "core game" and "game expansions". </p><p></p><p>To really answer the question depends upon the player. In a game of Advanced Squad Leader do you not care what scenario you play, as long as you are playing ASL? Then you prefer the core rules. Is it the particular ASL scenario (module) you want to play and don't really care if the rules are house ruled or if it is even run under a different system? Then you prefer adventures.</p><p></p><p>Like most people here I'd answer both. The adventure design and the core rules design both need to be well crafted. </p><p></p><p>And, like needing a good computer to run a game, a good RPG referee or GM is needed to really run a quality game. Neither the core rules nor adventure need come from them, but they must be conversant and prepared with both before play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5621222, member: 3192"] The core rules are what are used repeatedly regardless of the adventure. The adventure is the interesting configuration of those core rules into a playable scenario. Think of it like a Rubik's Cube. The relatively stable pattern of mechanics that makes up the puzzle are what we'd call the core rules. The configuration of the cube is the adventure. What the players attempt to do with it is up to them. Another analogy is computers. A computer computes, it is designed for code breaking, manipulation, and storage. A computer game program is a particular code designed to operate within the computers already designed configuration. The level building or game elements designed with the particular game program is the adventure, a configuration of the code. These don't have hard and fast terms in the computer game industry, but they basically include "game engine" "core game" and "game expansions". To really answer the question depends upon the player. In a game of Advanced Squad Leader do you not care what scenario you play, as long as you are playing ASL? Then you prefer the core rules. Is it the particular ASL scenario (module) you want to play and don't really care if the rules are house ruled or if it is even run under a different system? Then you prefer adventures. Like most people here I'd answer both. The adventure design and the core rules design both need to be well crafted. And, like needing a good computer to run a game, a good RPG referee or GM is needed to really run a quality game. Neither the core rules nor adventure need come from them, but they must be conversant and prepared with both before play. [/QUOTE]
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