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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9008365" data-attributes="member: 82106"><p>It was fun. And the existence of these raiders was certainly an 'unwelcome truth', which [USER=6690965]@Pedantic[/USER] is correct is the proper reading of VB.</p><p></p><p>Baker doesn't 'dislike rules' at all. And the very rules I was using ARE HIS because this was a game of Stonetop, which is a variant of Dungeon World, which is VERY MUCH a pretty straight up genre shift of AW with perhaps some very mild shift in tone, Vince Baker's own game. The 'know things' move in ST is simply a slightly generalized version of 'Spout Lore' from DW. Now, I don't know Vince and never played in a game run by the guy, but I bet money he'd consider that play we had to be very classic play doing what he's talking about.</p><p></p><p>I've never seen this sort of focus on interpersonal dynamics, especially between a mix of PCs and NPCs, evinced in any sort of 'classic' type of RPG play. I say this as a person who has played a truly significant amount of RPGs! Lets put it this way, I don't think its impossible, but only 1 in many 1000s of GMs, and only with exactly the right set of players, would generate this situation using something like D&D. So, you may, in some sense be technically correct, but that's like saying its possible to crashland a jetliner in the Hudson. Yup, 1 time in 10,000 maybe, with 1 in 100 pilots and a perfect situation. Its basically a meaningless statement, as you could try it every day for 100 years before you see it again.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9008365, member: 82106"] It was fun. And the existence of these raiders was certainly an 'unwelcome truth', which [USER=6690965]@Pedantic[/USER] is correct is the proper reading of VB. Baker doesn't 'dislike rules' at all. And the very rules I was using ARE HIS because this was a game of Stonetop, which is a variant of Dungeon World, which is VERY MUCH a pretty straight up genre shift of AW with perhaps some very mild shift in tone, Vince Baker's own game. The 'know things' move in ST is simply a slightly generalized version of 'Spout Lore' from DW. Now, I don't know Vince and never played in a game run by the guy, but I bet money he'd consider that play we had to be very classic play doing what he's talking about. I've never seen this sort of focus on interpersonal dynamics, especially between a mix of PCs and NPCs, evinced in any sort of 'classic' type of RPG play. I say this as a person who has played a truly significant amount of RPGs! Lets put it this way, I don't think its impossible, but only 1 in many 1000s of GMs, and only with exactly the right set of players, would generate this situation using something like D&D. So, you may, in some sense be technically correct, but that's like saying its possible to crashland a jetliner in the Hudson. Yup, 1 time in 10,000 maybe, with 1 in 100 pilots and a perfect situation. Its basically a meaningless statement, as you could try it every day for 100 years before you see it again. [/QUOTE]
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