Anon Adderlan
Adventurer
Vincent's thoughts on the 'Unwelcome and Unwanted' is one of the most important insights to ever emerge from the RPG design community. People tend to see rules as tools to resolve conflict when one of several outcomes are being advocated for. But introducing the unexpected is a fundamental part of the experience too.
Another thing rules should do is inspire contributions. Lots of #PbtA games explain very clearly what you should do, but then fail to give you any tools which help you do it. For example, most Moves have the possibility of success with complications, but the resolution mechanics provide no hints as to what those complication might be. You have to think of them on the spot, even if the fictional positioning gives you no obvious suggestions.
There's a reason why random tables are so popular.
Another thing rules should do is inspire contributions. Lots of #PbtA games explain very clearly what you should do, but then fail to give you any tools which help you do it. For example, most Moves have the possibility of success with complications, but the resolution mechanics provide no hints as to what those complication might be. You have to think of them on the spot, even if the fictional positioning gives you no obvious suggestions.
There's a reason why random tables are so popular.
You cannot design for fun, only the things people find fun, and it's quite surprising how diverse that gets even in this hobby.What are the rules actually for? For fun, obviously.
If the concepts of "fun" or "enjoyment" aren't part of your theory of game design (but "mediation" and "constraint" are), it's evidence that your philosophy is very far removed from what most people actually play.
Tactical play is impossible if the DM can ignore the rules at any time. And if that's a rule, then the DM is letting the players win by not implementing it. So yes it emerged from wargaming, but quickly diverged from it due to factors like this.How about we look back at the origin of the game that we are all acquainted with - D&D.
It's origins are in wargaming. And wargaming goes back to things like chess. Chess isn't about agreeing on a shared fiction - it is about engaging tactical and logical puzzle solving, with the rules providing the framework.
While there are RPGs that drastically reduce the presence of tactical play, most traditional RPGs still include a healthy dose of it - because it is fun for a lot of people.
Gravity injures, maims, and kills millions every year. Sounds pretty unwelcome and unwanted to me.“the purpose of an rpg's rules is to create the unwelcome and the unwanted in the game's fiction. The reason to play by rules is because you want the unwelcome and the unwanted - you want things that no vigorous creative agreement would ever create”
that’s crazy talk … rules are quite welcome in a game. Physics are rules in the game of life and we welcome gravity and order.