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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9017599" data-attributes="member: 42582"><p>The analogue to this in classic D&D play is monster design. Gygax's Monster Manual is a record of all the "rules changes" that he made, which players have to figure out as part of the gameplay.</p><p></p><p>One of the difficulties that occurred in classic D&D play was that all the rules that had been developed by Gygax et al <em>in the course of play</em> are presented, holus bolus, to new players (ie purchasers of their game rulebooks) without that context of play to support them or have them make sense. Hence what may have been high quality play at Gygax's table risks becoming arbitrary nonsense at others' tables.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9017599, member: 42582"] The analogue to this in classic D&D play is monster design. Gygax's Monster Manual is a record of all the "rules changes" that he made, which players have to figure out as part of the gameplay. One of the difficulties that occurred in classic D&D play was that all the rules that had been developed by Gygax et al [I]in the course of play[/I] are presented, holus bolus, to new players (ie purchasers of their game rulebooks) without that context of play to support them or have them make sense. Hence what may have been high quality play at Gygax's table risks becoming arbitrary nonsense at others' tables. [/QUOTE]
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