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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9010435" data-attributes="member: 82106"><p>"YOUR FIRST STEP IN PLAYING AN ADVENTURER IN THE Dungeons & Dragons game is to imagine</p><p>and create a character o f your own. Your</p><p>character is a combination of game statistics,</p><p>roleplaying hooks, and your imagination. You</p><p>choose a race (such as hum an or halfling) and</p><p>a class (such as fighter or wizard). You also</p><p>invent the personality, appearance, and backstory of</p><p>your character. Once completed, your character serves</p><p>as your representative in the game, your avatar in the</p><p>Dungeons & Dragonsworld."</p><p>--D&D 5e PHB p11</p><p></p><p>Similar text discusses the other major choice, class.</p><p></p><p>See above.</p><p></p><p>It is not something which exists in games like Apocalypse World. If you come to RPGs through one of those games, you will find rule 0 to be odd and unusual.</p><p></p><p>Can you describe some of these?</p><p></p><p>I see no such passive construction! For example, PHB P47 describes the Barbarian class (and remember above that picking a class was actively described as a player choice) skills are mentioned as "<strong>Skills:</strong> Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception , and Survival." This is pretty conclusive! The player is also described as selecting her ability scores, and thus ability bonuses, etc.</p><p></p><p>I am not sure what it does. I don't doubt that SOMEWHERE in the corpus of D&D 5e there's some text that is neutral and to whom it is directed can only be ascertained by construction or context. I don't think this makes the point you think it makes. I think it is merely writing style, possibly in some cases combined with a desire for efficient design (IE not saying the same thing over again for different contexts).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9010435, member: 82106"] "YOUR FIRST STEP IN PLAYING AN ADVENTURER IN THE Dungeons & Dragons game is to imagine and create a character o f your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as hum an or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragonsworld." --D&D 5e PHB p11 Similar text discusses the other major choice, class. See above. It is not something which exists in games like Apocalypse World. If you come to RPGs through one of those games, you will find rule 0 to be odd and unusual. Can you describe some of these? I see no such passive construction! For example, PHB P47 describes the Barbarian class (and remember above that picking a class was actively described as a player choice) skills are mentioned as "[B]Skills:[/B] Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception , and Survival." This is pretty conclusive! The player is also described as selecting her ability scores, and thus ability bonuses, etc. I am not sure what it does. I don't doubt that SOMEWHERE in the corpus of D&D 5e there's some text that is neutral and to whom it is directed can only be ascertained by construction or context. I don't think this makes the point you think it makes. I think it is merely writing style, possibly in some cases combined with a desire for efficient design (IE not saying the same thing over again for different contexts). [/QUOTE]
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