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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9009179" data-attributes="member: 42582"><p>I posted something very similar to this on another recent thread:</p><p>My <em>the other participants would go along with it</em> is your <em>is allowed</em>.</p><p></p><p>I think there are two further glosses that need to be added, if we are to feel the full force of the "living, breathing world":</p><p></p><p style="margin-left: 20px">(1) The GM is not obliged to have regard to player-expressed priorities or concerns in deciding what fiction to introduce.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(2) When the GM introduces their fiction that they conceptualised long before play, they are allowed to make hard moves without having to make soft moves first.</p><p></p><p>There are different ways that a RPG can not include (1): 4e D&D's player authored quests; BW's Beliefs, Relationships and similar elements of PC build; the way that AW uses the first session to lay the ground for the GM's writing up of threats and fronts; etc.</p><p></p><p>There are different ways that a RPG can not include (2): say 'yes' or roll the dice; have a rule that limits when hard moves can be made, like AW has; etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9009179, member: 42582"] I posted something very similar to this on another recent thread: My [I]the other participants would go along with it[/I] is your [I]is allowed[/I]. I think there are two further glosses that need to be added, if we are to feel the full force of the "living, breathing world": [indent](1) The GM is not obliged to have regard to player-expressed priorities or concerns in deciding what fiction to introduce. (2) When the GM introduces their fiction that they conceptualised long before play, they are allowed to make hard moves without having to make soft moves first.[/indent] There are different ways that a RPG can not include (1): 4e D&D's player authored quests; BW's Beliefs, Relationships and similar elements of PC build; the way that AW uses the first session to lay the ground for the GM's writing up of threats and fronts; etc. There are different ways that a RPG can not include (2): say 'yes' or roll the dice; have a rule that limits when hard moves can be made, like AW has; etc. [/QUOTE]
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