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Why do RPGs have rules?
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<blockquote data-quote="Clint_L" data-source="post: 9009443" data-attributes="member: 7035894"><p>I keep thinking about why having tons of rules can be fun even when it seems like bad design, and particularly in the context of character building. I used to play World of Warcraft pretty heavily, and when <em>Cataclysm</em>, the 4th expansion, came out, they heavily revised character progression, so that instead of a ton of options, many of which you built up incrementally level after level (options like "add +1% to crit chance), they switched to far fewer but more meaningful options (supposedly), so around every 10 levels you would add something that was a real choice.</p><p></p><p>This was far more logical and elegant, from a design perspective. It was also a disaster. Characters became more homogenous than ever, and levelling became way less fun. Having all those options and making choices more often, <em>even though most of them were barely real options or choices</em>, was much more satisfying for most players. We <em>like</em> tinkering with our characters and getting intermittent, incremental rewards. D&D-style games (super rule-heavy games) are not very well designed for creating a great role-playing experience in terms of at-table story - it happens, but mostly because of great DMs. However, I think all the rules do an amazing job of providing an intense role-playing experience outside of the gaming table, in the heads of the players. They get players obsessing about their characters in a way that is very difficult to quantify, yet most of us have probably experienced.</p><p></p><p>I've speculated elsewhere that there are some deep psychological/brain process things that Arneson, Gygax and co. sort of accidentally discovered how to poke at. I think the rules are their stick.</p><p></p><p>TLDR: I think that D&D rules are not just rules to facilitate a game, I think to a significant degree they <em>are</em> the game.</p><p></p><p>Edit: Thinking about McLuhan now, and his classic argument that content was often secondary to the medium. If the rules of D&D are the medium and the games are the message, then it might be the nature of the rules themselves that is significantly impacting our behaviours.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9009443, member: 7035894"] I keep thinking about why having tons of rules can be fun even when it seems like bad design, and particularly in the context of character building. I used to play World of Warcraft pretty heavily, and when [I]Cataclysm[/I], the 4th expansion, came out, they heavily revised character progression, so that instead of a ton of options, many of which you built up incrementally level after level (options like "add +1% to crit chance), they switched to far fewer but more meaningful options (supposedly), so around every 10 levels you would add something that was a real choice. This was far more logical and elegant, from a design perspective. It was also a disaster. Characters became more homogenous than ever, and levelling became way less fun. Having all those options and making choices more often, [I]even though most of them were barely real options or choices[/I], was much more satisfying for most players. We [I]like[/I] tinkering with our characters and getting intermittent, incremental rewards. D&D-style games (super rule-heavy games) are not very well designed for creating a great role-playing experience in terms of at-table story - it happens, but mostly because of great DMs. However, I think all the rules do an amazing job of providing an intense role-playing experience outside of the gaming table, in the heads of the players. They get players obsessing about their characters in a way that is very difficult to quantify, yet most of us have probably experienced. I've speculated elsewhere that there are some deep psychological/brain process things that Arneson, Gygax and co. sort of accidentally discovered how to poke at. I think the rules are their stick. TLDR: I think that D&D rules are not just rules to facilitate a game, I think to a significant degree they [I]are[/I] the game. Edit: Thinking about McLuhan now, and his classic argument that content was often secondary to the medium. If the rules of D&D are the medium and the games are the message, then it might be the nature of the rules themselves that is significantly impacting our behaviours. [/QUOTE]
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