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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9015405" data-attributes="member: 82106"><p>I think I touched on this last night, but I just wanted to reiterate, it is perfectly true that the context in which a move takes place is going to have an impact on the outcomes. This is discussed in the first chapter of the DW rules, though in a kind of informal way. DW emphasizes heavily that the CORE of play is the dialog between the participants, the conversation, and it particularly emphasizes the primary nature of the conversation as the 'discovery of fiction' process. The rules are actually a layer ON TOP OF this conversation which regulate it in order to do things like introduce unwelcome elements, etc. The point is, if you opened the sewer hatch using a pulley system, indeed the gelatinous cube wouldn't fall on your head. It would probably still have to be dealt with, but here we see an example of 'skilled play' as applied to DW! Presumably in this case the player choosing the consequences of hatch opening is much more likely to choose "princess is behind the door" than in other situations, and this seems like a suitable reward for playing cleverly, as well as illustrating how moves and outcomes are situational.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9015405, member: 82106"] I think I touched on this last night, but I just wanted to reiterate, it is perfectly true that the context in which a move takes place is going to have an impact on the outcomes. This is discussed in the first chapter of the DW rules, though in a kind of informal way. DW emphasizes heavily that the CORE of play is the dialog between the participants, the conversation, and it particularly emphasizes the primary nature of the conversation as the 'discovery of fiction' process. The rules are actually a layer ON TOP OF this conversation which regulate it in order to do things like introduce unwelcome elements, etc. The point is, if you opened the sewer hatch using a pulley system, indeed the gelatinous cube wouldn't fall on your head. It would probably still have to be dealt with, but here we see an example of 'skilled play' as applied to DW! Presumably in this case the player choosing the consequences of hatch opening is much more likely to choose "princess is behind the door" than in other situations, and this seems like a suitable reward for playing cleverly, as well as illustrating how moves and outcomes are situational. [/QUOTE]
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