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Why do RPGs have rules?
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<blockquote data-quote="Clint_L" data-source="post: 9007529" data-attributes="member: 7035894"><p>I think it is important to remember that every player has their own reasons for playing, and all of their reasons are equally valid, even if they don't make sense to us. I am reminded of this regularly because I'm the teacher sponsor for our D&D Club, and I see a huge variety of approaches to the game.</p><p></p><p>For a lot of players, the rules seem to be a huge part of the fun. I have students who enjoy arguing D&D RAW endlessly, and some who really enjoy just reading the books and making characters. There is a fascination with learning the rules and finding different combinations of them that I don't think is offered by games that I might consider more elegant in terms of pure design. Incidentally, though it is called D&D Club, they do play other RPGs, but overwhelmingly D&D-style games. Progression, levelling, and planning ahead for two to customize their characters within the rules (e.g. optimizing) are demonstrably enticing to most of the students.</p><p></p><p>So I think it is fair to say that for a lot of people, the rules are, in themselves, a significant attraction to this sort of game. I don't know DW, but if it is similar in design to Monsterhearts, it doesn't really offer that same attraction. In combat, specifically, more codified rules create logic puzzles that, again, are clearly rewarding for a great many players. I personally find the combat in D&D-style games tedious, but that's just me.</p><p></p><p>So rules offer the possibility of mastery, and the more complex the rules, and game, the more complicated that becomes. This is not mastery in the sense of a video game, where you can learn the parameters and optimize perfectly, but a looser form of it. I'm not sure I quite understand it, but the rules themselves, in all their messiness, are demonstrably a huge attraction for a great many players.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9007529, member: 7035894"] I think it is important to remember that every player has their own reasons for playing, and all of their reasons are equally valid, even if they don't make sense to us. I am reminded of this regularly because I'm the teacher sponsor for our D&D Club, and I see a huge variety of approaches to the game. For a lot of players, the rules seem to be a huge part of the fun. I have students who enjoy arguing D&D RAW endlessly, and some who really enjoy just reading the books and making characters. There is a fascination with learning the rules and finding different combinations of them that I don't think is offered by games that I might consider more elegant in terms of pure design. Incidentally, though it is called D&D Club, they do play other RPGs, but overwhelmingly D&D-style games. Progression, levelling, and planning ahead for two to customize their characters within the rules (e.g. optimizing) are demonstrably enticing to most of the students. So I think it is fair to say that for a lot of people, the rules are, in themselves, a significant attraction to this sort of game. I don't know DW, but if it is similar in design to Monsterhearts, it doesn't really offer that same attraction. In combat, specifically, more codified rules create logic puzzles that, again, are clearly rewarding for a great many players. I personally find the combat in D&D-style games tedious, but that's just me. So rules offer the possibility of mastery, and the more complex the rules, and game, the more complicated that becomes. This is not mastery in the sense of a video game, where you can learn the parameters and optimize perfectly, but a looser form of it. I'm not sure I quite understand it, but the rules themselves, in all their messiness, are demonstrably a huge attraction for a great many players. [/QUOTE]
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