Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 9008862" data-attributes="member: 85870"><p>But going back to [USER=42582]@pemerton[/USER] 's original question -- what ARE rules for?</p><p></p><p>Some of Vincent Baker's thoughts only make sense in the context of a game where there's a need to carry over gamestate information across situational contexts, and where the conceptualization of the "rational actor" that exists changes as the situational context changes. </p><p></p><p>For example: consider taking <em>Keep on the Borderlands</em> and literally just playing the combats in some sequence. There's no gameplay at all of any kind between the combat sequences. The GM literally concludes a combat, and immediately shifts to the next site of combat and says, "Roll initiative," and instructs the players that all expended resources are immediately available again. </p><p></p><p>Very much like just playing 5 or 6 Heroclix combats in rapid succession, with no intervening roleplaying, exploration, etc.</p><p></p><p>If you played <em>Keep on the Borderlands</em> in this fashion, have the rules of D&D provided anything that any other set of wargame mechanics could not? Could you not swap out the D&D combat rules for the Heroclix combat rules, or the Gloomhaven combat rules, or the Journeys in Middle-Earth combat rules, or the Mythras combat rules, or the GURPS combat rules, and achieve largely the same experience?</p><p></p><p>Sure, some of the underpinnings and choice / resolution factors change, but at the end, either you've conquered all of the combats as a team, or you have not. </p><p></p><p>But the second you introduce a "rational actor" gamestate into the mix, something fundamentally changes. For example, after say, Combat 3 of 6 in the <em>Borderlands </em>sequence, one of the players is allowed to say, "Hey, we just killed Orc Leader #6. Doesn't that change something about what we're required to do next? Am I allowed to say now that my cleric pawn is no longer interested in continuing these battles, because conquering Orc Leader #6 was his whole motivation all along, and he has no need to continue?"</p><p></p><p>What fundamentally changes about the game being played if that's the case?</p></blockquote><p></p>
[QUOTE="innerdude, post: 9008862, member: 85870"] But going back to [USER=42582]@pemerton[/USER] 's original question -- what ARE rules for? Some of Vincent Baker's thoughts only make sense in the context of a game where there's a need to carry over gamestate information across situational contexts, and where the conceptualization of the "rational actor" that exists changes as the situational context changes. For example: consider taking [I]Keep on the Borderlands[/I] and literally just playing the combats in some sequence. There's no gameplay at all of any kind between the combat sequences. The GM literally concludes a combat, and immediately shifts to the next site of combat and says, "Roll initiative," and instructs the players that all expended resources are immediately available again. Very much like just playing 5 or 6 Heroclix combats in rapid succession, with no intervening roleplaying, exploration, etc. If you played [I]Keep on the Borderlands[/I] in this fashion, have the rules of D&D provided anything that any other set of wargame mechanics could not? Could you not swap out the D&D combat rules for the Heroclix combat rules, or the Gloomhaven combat rules, or the Journeys in Middle-Earth combat rules, or the Mythras combat rules, or the GURPS combat rules, and achieve largely the same experience? Sure, some of the underpinnings and choice / resolution factors change, but at the end, either you've conquered all of the combats as a team, or you have not. But the second you introduce a "rational actor" gamestate into the mix, something fundamentally changes. For example, after say, Combat 3 of 6 in the [I]Borderlands [/I]sequence, one of the players is allowed to say, "Hey, we just killed Orc Leader #6. Doesn't that change something about what we're required to do next? Am I allowed to say now that my cleric pawn is no longer interested in continuing these battles, because conquering Orc Leader #6 was his whole motivation all along, and he has no need to continue?" What fundamentally changes about the game being played if that's the case? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top