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Why do RPGs have rules?
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<blockquote data-quote="deleuzian_kernel" data-source="post: 9009430" data-attributes="member: 7036985"><p>I don't know about this! I think a lot of modern mainstream design suffers precisely because there is not enough of this, despite it being something fundamental to anyone who has at least a mild exposure to formal user experience design.</p><p></p><p>Some of the greatest and most well regarded designers do actually design with this type of orientation. Ron Edwards in Sorcerer, Vincent Baker in Apocalypse World, Robin D. Laws in Hillfolk, Jason Morningstar, John Harper, Luke Crane, Avery Adler. I would say an entire school of design follows that tradition, clearly descendant of a specific foundational moment in RPG design.</p></blockquote><p></p>
[QUOTE="deleuzian_kernel, post: 9009430, member: 7036985"] I don't know about this! I think a lot of modern mainstream design suffers precisely because there is not enough of this, despite it being something fundamental to anyone who has at least a mild exposure to formal user experience design. Some of the greatest and most well regarded designers do actually design with this type of orientation. Ron Edwards in Sorcerer, Vincent Baker in Apocalypse World, Robin D. Laws in Hillfolk, Jason Morningstar, John Harper, Luke Crane, Avery Adler. I would say an entire school of design follows that tradition, clearly descendant of a specific foundational moment in RPG design. [/QUOTE]
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Why do RPGs have rules?
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