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Why do RPGs have rules?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9015237"><p>I'm only vaguely familiar with this term, but seem to remember it when I wrote a history paper on a sporting event (and had to get into the history of both games and sports). So forgive me if my usage here is flawed. I think here I would see the GM's role as different when you are incorporating this notion of he or she having the ability to alter, change or ignore rules in the broader interests of play, than regular players. The GM is effectively part of the system, so it is the players who arrive at the table with the lusory attitude towards the system (which would include GM rulings in a game like this). I actually think that is pretty fundamental, among some other considerations, to whether this approach actually does become dysfunctional (it can become dysfunctional on the GM side if the GM for reasons that have been explored in these threads, but it can become dysfunctional on the player side too if they adopting a lusary attitude to GM's having this power is a nonstarter (and for some players it is a nonstarter, which is fine, but you won't have a very functional table if there is that deep a disagreement over something so fundamental to the style of play being adopted by the rules). </p><p></p><p>Also in fairness, I would agree this approach can lead to dysfunction (I think other approaches can too, but I don't have enough experience with a system like Dungeon World to know if or how that particular approach would). But like I said before it is very much a question of how people react to that dysfunction, not whether they have encountered it (who here hasn't encountered issues stemming from a GM misapplying their authority?). I think for some people, avoiding that dysfunction becomes a priority. But for others it is just seen as something that can happen and to strive to avoid, because the benefits of playing with a feature like rule zero (and here I am just defining that as the GMs ability to alter, change, ignore rules) are worth it.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9015237"] I'm only vaguely familiar with this term, but seem to remember it when I wrote a history paper on a sporting event (and had to get into the history of both games and sports). So forgive me if my usage here is flawed. I think here I would see the GM's role as different when you are incorporating this notion of he or she having the ability to alter, change or ignore rules in the broader interests of play, than regular players. The GM is effectively part of the system, so it is the players who arrive at the table with the lusory attitude towards the system (which would include GM rulings in a game like this). I actually think that is pretty fundamental, among some other considerations, to whether this approach actually does become dysfunctional (it can become dysfunctional on the GM side if the GM for reasons that have been explored in these threads, but it can become dysfunctional on the player side too if they adopting a lusary attitude to GM's having this power is a nonstarter (and for some players it is a nonstarter, which is fine, but you won't have a very functional table if there is that deep a disagreement over something so fundamental to the style of play being adopted by the rules). Also in fairness, I would agree this approach can lead to dysfunction (I think other approaches can too, but I don't have enough experience with a system like Dungeon World to know if or how that particular approach would). But like I said before it is very much a question of how people react to that dysfunction, not whether they have encountered it (who here hasn't encountered issues stemming from a GM misapplying their authority?). I think for some people, avoiding that dysfunction becomes a priority. But for others it is just seen as something that can happen and to strive to avoid, because the benefits of playing with a feature like rule zero (and here I am just defining that as the GMs ability to alter, change, ignore rules) are worth it. [/QUOTE]
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