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Why do RPGs have rules?
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<blockquote data-quote="Composer99" data-source="post: 9006445" data-attributes="member: 7030042"><p>I wouldn't be so quick to dismiss Baker's logic. (Also, Baker doesn't say <em>rules</em> are unwelcome; it's the <em>fiction </em>they create that is unwelcome - or, at least, unlooked-for.)</p><p></p><p>I don't know if there's a better word to use: unwelcome has connotations of unenjoyable, which to my mind runs contrary to the purpose of RPGs-as-hobby-game. But the point is that the rules, per Baker, are there to create (and enforce) fiction that players would not have agreed to create in, say, a "freeform imagination" exercise.</p><p></p><p>Even in games that intend to deliver a gameplay experience rather different from games of Baker's design, the rules allow for fiction that participants might either not have anticipated or find "unwelcome" - player character death being an obvious example.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9006445, member: 7030042"] I wouldn't be so quick to dismiss Baker's logic. (Also, Baker doesn't say [I]rules[/I] are unwelcome; it's the [I]fiction [/I]they create that is unwelcome - or, at least, unlooked-for.) I don't know if there's a better word to use: unwelcome has connotations of unenjoyable, which to my mind runs contrary to the purpose of RPGs-as-hobby-game. But the point is that the rules, per Baker, are there to create (and enforce) fiction that players would not have agreed to create in, say, a "freeform imagination" exercise. Even in games that intend to deliver a gameplay experience rather different from games of Baker's design, the rules allow for fiction that participants might either not have anticipated or find "unwelcome" - player character death being an obvious example. [/QUOTE]
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