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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9010370" data-attributes="member: 6779310"><p>Taking Moldvay's Basic RAW, the whole thing can wind up being a great big press-your-luck wargame... it certainly didn't get my friends and I actually doing in-character thinking... but some managed to get out of the narrative board-less wargame. I'd never have gotten there with Moldvay & Cook, nor even with Mentzer. I got there because my Traveller ref freshman year of HS was incredibly good at getting us to get into character, aided strongly by a backstory generated by the rules being applied. And we played for 30 minutes at lunch, so getting right into things was essential.</p><p></p><p>At the most fundamental level, agreement on the story state is almost never total; human communication is always flawed - but the game state is much easier to adjudicate and agree upon. It also shields the GM from a lot of grief from players over the "hard moves"... (I'm not a fan of Vincent's terminology, TBH.)</p><p></p><p>Bull. It's a starting point for the character's abilities in the fiction. Every bit as important as attributes. In many styles of RPG play, the class is almost the only relevant decision in Character gen. (Mechanically, it's the single most important aspect of a character in Palladium RPGs other than Amber and Recon. It's the most important choice in T&T. It's very high up there in D&D as commonly played - only irrelevant to those who tend to consider all the rules irrelevant.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9010370, member: 6779310"] Taking Moldvay's Basic RAW, the whole thing can wind up being a great big press-your-luck wargame... it certainly didn't get my friends and I actually doing in-character thinking... but some managed to get out of the narrative board-less wargame. I'd never have gotten there with Moldvay & Cook, nor even with Mentzer. I got there because my Traveller ref freshman year of HS was incredibly good at getting us to get into character, aided strongly by a backstory generated by the rules being applied. And we played for 30 minutes at lunch, so getting right into things was essential. At the most fundamental level, agreement on the story state is almost never total; human communication is always flawed - but the game state is much easier to adjudicate and agree upon. It also shields the GM from a lot of grief from players over the "hard moves"... (I'm not a fan of Vincent's terminology, TBH.) Bull. It's a starting point for the character's abilities in the fiction. Every bit as important as attributes. In many styles of RPG play, the class is almost the only relevant decision in Character gen. (Mechanically, it's the single most important aspect of a character in Palladium RPGs other than Amber and Recon. It's the most important choice in T&T. It's very high up there in D&D as commonly played - only irrelevant to those who tend to consider all the rules irrelevant. [/QUOTE]
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