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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9022647" data-attributes="member: 71699"><p>Anyway, why do RPGs have rules? In a nutshell, here is a proposed <em>partial </em>answer*</p><p></p><p></p><p>Each candidate description must be matched to a norm/rule that will explicitly state or imply its consequences. (Explicitly state more often for change to system; imply more often for change to fiction.) Along the D -> N/R -> C chain are a number of tasks -</p><ol> <li data-xf-list-type="ol">Supply a candidate description</li> <li data-xf-list-type="ol">Match that description to a norm/rule</li> <li data-xf-list-type="ol">Read off the norm/rule the explicitly stated consequences, or propose fitting consequences</li> <li data-xf-list-type="ol">If more than one consequence is possible, select one</li> </ol><p>2. is not always a trivial task. Unless a description exactly matches a game text there is room for ambiguity. The AW game text calls attention to this (p10 in the 2nd edition.) D&D gives DM the job of matching descriptions to rules.</p><p></p><p>3. can get pretty nuanced. PbtA moves are compound rules that do a good job of directing toward the system and fiction consequences connected with any description that matched the move. D&D spells in most cases spell out the exact consequence. D&D skills on the other hand define scopes of effect that often imply a wide range of possible consequences. Again, D&D gives DM the job of fitting consequences.</p><p></p><p>In many games 4. is down to a dice roll that selects between some or all of - progress, progress+complication, no-progress, and no-progress+badness. The word "progress" shouldn't be read too literally here. Candidate descriptions are usually supplied with an ends in mind ("I climb the wall"... to get to the top. "I swing my mace"... to deal damage to the squirrel.) Progress generally means toward that ends.</p><p></p><p></p><p>*It's partial, because while rules set up to model things - simulations - can be made to fit this answer, it doesn't say quite enough about them. Likewise meta-rules - rules addressed to rules. It's one lense, not the only lense.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9022647, member: 71699"] Anyway, why do RPGs have rules? In a nutshell, here is a proposed [I]partial [/I]answer* Each candidate description must be matched to a norm/rule that will explicitly state or imply its consequences. (Explicitly state more often for change to system; imply more often for change to fiction.) Along the D -> N/R -> C chain are a number of tasks - [LIST=1] [*]Supply a candidate description [*]Match that description to a norm/rule [*]Read off the norm/rule the explicitly stated consequences, or propose fitting consequences [*]If more than one consequence is possible, select one [/LIST] 2. is not always a trivial task. Unless a description exactly matches a game text there is room for ambiguity. The AW game text calls attention to this (p10 in the 2nd edition.) D&D gives DM the job of matching descriptions to rules. 3. can get pretty nuanced. PbtA moves are compound rules that do a good job of directing toward the system and fiction consequences connected with any description that matched the move. D&D spells in most cases spell out the exact consequence. D&D skills on the other hand define scopes of effect that often imply a wide range of possible consequences. Again, D&D gives DM the job of fitting consequences. In many games 4. is down to a dice roll that selects between some or all of - progress, progress+complication, no-progress, and no-progress+badness. The word "progress" shouldn't be read too literally here. Candidate descriptions are usually supplied with an ends in mind ("I climb the wall"... to get to the top. "I swing my mace"... to deal damage to the squirrel.) Progress generally means toward that ends. *It's partial, because while rules set up to model things - simulations - can be made to fit this answer, it doesn't say quite enough about them. Likewise meta-rules - rules addressed to rules. It's one lense, not the only lense. [/QUOTE]
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