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Why do RPGs have rules?
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<blockquote data-quote="Enrahim2" data-source="post: 9017844" data-attributes="member: 7039850"><p>No, I didn't read it as distribution of referee powers, but rather distribution of the content creation and manipulation powers usually granted to the GM in traditional rpgs.</p><p></p><p>I guess some of the misunderstanding lies in my use of "Unlimited". This is a poor word, that was why i put it in quotes, as I couldnt come up with a better one. The issue I talk about seem to arise if several players is allowed free reins to introduce content, only restricted by some sort of wide "class".</p><p></p><p>To illustrate: In my game storyboard one of my favorite roles is the "item responsible". They are responsible for introducing any kind of items of modest size to the scene (the geographer is responsible for more fixed things like buildings, and there are seperate roles for introducing and controlling non-hero characters). This might seem like a quite restrained power, but it is indeed virtualy unlimited in what it can acheive. For instance in a zombie apocalypse scenario I played with the game, a manhole cover took a very prominent role trough rolling around bouncing off stuff and generally being in the right place at the right time.</p><p></p><p>Give a player god like power, and you can expect them to flex it - especially when there are others around also flexing their god like powers. Indeed in this scenario any referee might be considered quite powerless in comparison.</p><p></p><p>Of course for instance seperating the role of refereeing, content creation and controling adversaries are very simple. That is in essence what for instance classic dungeon crawl board games like heroquest or descent is doing. However that involve leaving the content creation to someone not being a player of the game, and no single player taking on an exlusive referee role. Indeed I think it would be a hard sell to have a participant volounteer to be exlusive referee, after all that is a pure job. Combining the job with actually being a player with agency in the game make sense from a recruitment and fun perspective.</p><p></p><p>Moreover I traditional RPG, hidden information has been an important part of the gameplay experience for the PC players, but a referee have needed to have access to that hidden information in order to make judgements. Hence the referee role have to go to the one player knowing the hidden information. In a rpg mode without hidden information I see no reason the weight of refereeing couldnt be a shared burden on the group the same way as it is in most board game scenarios outside organized turnaments.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 9017844, member: 7039850"] No, I didn't read it as distribution of referee powers, but rather distribution of the content creation and manipulation powers usually granted to the GM in traditional rpgs. I guess some of the misunderstanding lies in my use of "Unlimited". This is a poor word, that was why i put it in quotes, as I couldnt come up with a better one. The issue I talk about seem to arise if several players is allowed free reins to introduce content, only restricted by some sort of wide "class". To illustrate: In my game storyboard one of my favorite roles is the "item responsible". They are responsible for introducing any kind of items of modest size to the scene (the geographer is responsible for more fixed things like buildings, and there are seperate roles for introducing and controlling non-hero characters). This might seem like a quite restrained power, but it is indeed virtualy unlimited in what it can acheive. For instance in a zombie apocalypse scenario I played with the game, a manhole cover took a very prominent role trough rolling around bouncing off stuff and generally being in the right place at the right time. Give a player god like power, and you can expect them to flex it - especially when there are others around also flexing their god like powers. Indeed in this scenario any referee might be considered quite powerless in comparison. Of course for instance seperating the role of refereeing, content creation and controling adversaries are very simple. That is in essence what for instance classic dungeon crawl board games like heroquest or descent is doing. However that involve leaving the content creation to someone not being a player of the game, and no single player taking on an exlusive referee role. Indeed I think it would be a hard sell to have a participant volounteer to be exlusive referee, after all that is a pure job. Combining the job with actually being a player with agency in the game make sense from a recruitment and fun perspective. Moreover I traditional RPG, hidden information has been an important part of the gameplay experience for the PC players, but a referee have needed to have access to that hidden information in order to make judgements. Hence the referee role have to go to the one player knowing the hidden information. In a rpg mode without hidden information I see no reason the weight of refereeing couldnt be a shared burden on the group the same way as it is in most board game scenarios outside organized turnaments. [/QUOTE]
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