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Why do RPGs have rules?
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<blockquote data-quote="kenada" data-source="post: 9009942" data-attributes="member: 70468"><p>I’m a bit behind, so I just saw this as I’m catching up. The purpose of having defined character customization in D&D (or any other game) is to provide a shared understanding of the rules elements they embody. I don’t think D&D was designed with rules as an end unto themselves (even if people have fun playing with them). OD&D was pretty rules minimal. When AD&D was released, Gygax actually touched on the shared understanding aspect in the preface on page 7 of the DMG.</p><p></p><p style="margin-left: 20px"><em>Returning again to the framework aspect of <strong>ADVANCED DUNGEONS & DRAGONS</strong>, what is aimed at is a “universe” into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and “laws”, players will be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, for all milieux will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly the same. Character ability scores will have the identical meaning — or nearly so. Magic spells will function in a certain manner regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar. This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world for that matter, can compete for accolades.</em></p></blockquote><p></p>
[QUOTE="kenada, post: 9009942, member: 70468"] I’m a bit behind, so I just saw this as I’m catching up. The purpose of having defined character customization in D&D (or any other game) is to provide a shared understanding of the rules elements they embody. I don’t think D&D was designed with rules as an end unto themselves (even if people have fun playing with them). OD&D was pretty rules minimal. When AD&D was released, Gygax actually touched on the shared understanding aspect in the preface on page 7 of the DMG. [INDENT][I]Returning again to the framework aspect of [B]ADVANCED DUNGEONS & DRAGONS[/B], what is aimed at is a “universe” into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and “laws”, players will be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, for all milieux will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly the same. Character ability scores will have the identical meaning — or nearly so. Magic spells will function in a certain manner regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar. This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world for that matter, can compete for accolades.[/I][/INDENT] [/QUOTE]
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