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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="DEFCON 1" data-source="post: 9611147" data-attributes="member: 7006"><p>I happen to be one who has an OSR mentality usually, but uses it playing modern games.</p><p></p><p>I agree wholeheartedly that rules are there to be used only after imagination fails. After all... the entire premise of the RPG is:</p><p></p><p>Player describes and says what they wish to do, DM describes the result.</p><p></p><p>At no point do "rules" ever have to come into it... it's a verbal description followed by a verbal description. No rules there. The "rules" only come into play when you add on to the end of the sentence "and roll the dice if there is a potential for failure."</p><p></p><p>At its heart (much to the disagreement of a lot of players)... I believe RPGs are merely long-form improvisation. Players describe what they want to do... DMs describe what happens. That's improv. That's all verbal negotiation. Completely made up. Nothing you <em>need</em> to use dice for. If players are really good and imaginative at describing what they wish to do and DMs are really creative in describing what the players see and what happens when they do... the game can go back and forth without ever needing to roll dice. It happens all the time in "social" scenes or shopping scenes or whatnot... no reason it can't be done that way at other times too.</p><p></p><p>But of course people <em>like</em> using the dice. Heck, I like using the dice (and I'm as long-form improvisation RPG as they come.) Not because I think the game IS the dice... but merely because the dice randomize the results of ideas that are generated from the verbal negotiation. It's a way to make things easier on the DM. Rather than the DM having to invent every single response to what the players describe... they can relieve some of that pressure by rolling dice and getting results instead. But none of that is necessary. And if the DM is really experienced and knowledgeable and even-handed and very good at descriptive improv, they can produce all the results that might come from dice just from their own imagination.</p><p></p><p>Modern games, with all of their rules and abilities and features can absolutely be played more in a board game style, where player actions are not invented by the player but instead are taken directly from their character sheets... but that I personally believe that removes a lot of the point of playing an RPG in the first place.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9611147, member: 7006"] I happen to be one who has an OSR mentality usually, but uses it playing modern games. I agree wholeheartedly that rules are there to be used only after imagination fails. After all... the entire premise of the RPG is: Player describes and says what they wish to do, DM describes the result. At no point do "rules" ever have to come into it... it's a verbal description followed by a verbal description. No rules there. The "rules" only come into play when you add on to the end of the sentence "and roll the dice if there is a potential for failure." At its heart (much to the disagreement of a lot of players)... I believe RPGs are merely long-form improvisation. Players describe what they want to do... DMs describe what happens. That's improv. That's all verbal negotiation. Completely made up. Nothing you [I]need[/I] to use dice for. If players are really good and imaginative at describing what they wish to do and DMs are really creative in describing what the players see and what happens when they do... the game can go back and forth without ever needing to roll dice. It happens all the time in "social" scenes or shopping scenes or whatnot... no reason it can't be done that way at other times too. But of course people [I]like[/I] using the dice. Heck, I like using the dice (and I'm as long-form improvisation RPG as they come.) Not because I think the game IS the dice... but merely because the dice randomize the results of ideas that are generated from the verbal negotiation. It's a way to make things easier on the DM. Rather than the DM having to invent every single response to what the players describe... they can relieve some of that pressure by rolling dice and getting results instead. But none of that is necessary. And if the DM is really experienced and knowledgeable and even-handed and very good at descriptive improv, they can produce all the results that might come from dice just from their own imagination. Modern games, with all of their rules and abilities and features can absolutely be played more in a board game style, where player actions are not invented by the player but instead are taken directly from their character sheets... but that I personally believe that removes a lot of the point of playing an RPG in the first place. [/QUOTE]
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