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Why do RPGs have rules?
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<blockquote data-quote="Enrahim2" data-source="post: 9021805" data-attributes="member: 7039850"><p>I actually think everyone agree that the GM shouldn't have absolute authority in it's "real sense". I believe everyone arguing for granting the GM absolute authority are doing it due to lack of an established better alternative. The problem is that if you try to list positively all authorities a GM should have, a GM having experienced the freedom of "full authority" will generally find something they have used to good effect not being available. On the other hand starting out with full authority and trying to list exceptions tend to still leave very obvious ways to abuse that power. As such the act of trying to restrict power might actually make novices more prone to abusing those loopholes, as it give them a sense of having done something "clever".</p><p></p><p>As such declaring full authority in the formal text, for it to then be modulated by the much more subtle, nuanced and complex restraints of social expectations might seem like the lesser of several evils. We quite simply haven't figured out how to write a rules text that both preserves all well known tools GMs can use to provide a certain kind of good experience, while not at the same time opening for horrible abuse. And maybe the medium of a rules text just isn't up for that job at all?</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 9021805, member: 7039850"] I actually think everyone agree that the GM shouldn't have absolute authority in it's "real sense". I believe everyone arguing for granting the GM absolute authority are doing it due to lack of an established better alternative. The problem is that if you try to list positively all authorities a GM should have, a GM having experienced the freedom of "full authority" will generally find something they have used to good effect not being available. On the other hand starting out with full authority and trying to list exceptions tend to still leave very obvious ways to abuse that power. As such the act of trying to restrict power might actually make novices more prone to abusing those loopholes, as it give them a sense of having done something "clever". As such declaring full authority in the formal text, for it to then be modulated by the much more subtle, nuanced and complex restraints of social expectations might seem like the lesser of several evils. We quite simply haven't figured out how to write a rules text that both preserves all well known tools GMs can use to provide a certain kind of good experience, while not at the same time opening for horrible abuse. And maybe the medium of a rules text just isn't up for that job at all? [/QUOTE]
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