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Why do RPGs have rules?
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<blockquote data-quote="Pedantic" data-source="post: 9020928" data-attributes="member: 6690965"><p>Admittedly, my experience is with one specific variant of Crew: Deep Sea, but I don't think that game supports your conclusion here. Victory conditions have unique properties that are not generalizable to the larger set of rules, and I don't think they are in any real sense rules at all. They guide, but do not constrain action. </p><p></p><p>I would look askance at a player that voluntarily have up points in a competitive game or took as strictly malicious action in a cooperative one, but I would not hold the action illegal in the context of the game. Victory conditions represent a social contract outside the game and serve as the basis for evaluation of gameplay, but they aren't part of the system of constraints I'd call rules.</p><p></p><p>As for the changing nature of bidding, I'd content that each mission is arguably better understood as a different game with shared components and transferrable skills. Rules never change in the course of a game, but during setup, before a game has commenced. I don't think that's analogous to the standard deployment of rule 0.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9020928, member: 6690965"] Admittedly, my experience is with one specific variant of Crew: Deep Sea, but I don't think that game supports your conclusion here. Victory conditions have unique properties that are not generalizable to the larger set of rules, and I don't think they are in any real sense rules at all. They guide, but do not constrain action. I would look askance at a player that voluntarily have up points in a competitive game or took as strictly malicious action in a cooperative one, but I would not hold the action illegal in the context of the game. Victory conditions represent a social contract outside the game and serve as the basis for evaluation of gameplay, but they aren't part of the system of constraints I'd call rules. As for the changing nature of bidding, I'd content that each mission is arguably better understood as a different game with shared components and transferrable skills. Rules never change in the course of a game, but during setup, before a game has commenced. I don't think that's analogous to the standard deployment of rule 0. [/QUOTE]
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