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Why do RPGs have rules?
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<blockquote data-quote="loverdrive" data-source="post: 9024955" data-attributes="member: 7027139"><p>I'm honestly <em>very sceptical</em> that someone actually starts with socio-economic situation in the region and then extrapolates goblin raids from it, rather than putting goblins there and figuring out a diegetic justification for their raids afterwards.</p><p></p><p></p><p>I don't think so. I'm honestly not a big fan of this division <em>in general</em>, even more so when it's applied to RPGs.</p><p></p><p>From where I stand, the difference between "ooh dragons are cool, and fighting one in the ruins of a church of the Dragon God would be very dramatic, really highlighting how the religion was stolen and subverted by the priests!" and "ooh dragons are mechanically interesting and fighting one in a tight space where it can effectively deny large areas will create an engaging fight that emphasizes positional awareness!" is slim <span style="font-size: 10px">(if not non-existent, as juggling narrative <em>is</em> the meat of the gameplay in games focused on that)</span>, and both are at odds with world simulation.</p><p></p><p></p><p>Full disclosure: I hate the word "immersion" with a burning passion. I always feel like everybody talks about a different thing when it's mentioned.</p><p></p><p>The way I see it, immersion is a process of capturing a <em>feeling </em>through play. If the source, a lightning rod, of that feeling is the character, then the world should bend for them, to enhance and sharpen that feeling; otherwise the feeling would be blurry and fuzzy, weak, becoming sharp only by an accident at best. If I want to, say, capture the thrill of cheating, then I want my character's partner to call them when she is oh so busy getting railed, not a minute earlier or latter.</p><p></p><p>If the lightning rod is the world itself, then the character is unimportant, and their needs and desires are entertained only so long as they enhance and sharpen the feelings extracted from the secondary world.</p><p></p><p></p><p>It would still be uncommon, I guess. RPGs usually focus on player agency manifested through the PCs, and the way I envision this example, PCs can't really do jack. The history of Psijic Order already happened, and the players can only learn of it.</p><p></p><p>...well, OK, <em>rewriting the history</em> through meta-game means, by acknowledging that both the character, the lecture and the Psijics are fictional, would be extremely on brand for Elder Scrolls, but still.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9024955, member: 7027139"] I'm honestly [I]very sceptical[/I] that someone actually starts with socio-economic situation in the region and then extrapolates goblin raids from it, rather than putting goblins there and figuring out a diegetic justification for their raids afterwards. I don't think so. I'm honestly not a big fan of this division [I]in general[/I], even more so when it's applied to RPGs. From where I stand, the difference between "ooh dragons are cool, and fighting one in the ruins of a church of the Dragon God would be very dramatic, really highlighting how the religion was stolen and subverted by the priests!" and "ooh dragons are mechanically interesting and fighting one in a tight space where it can effectively deny large areas will create an engaging fight that emphasizes positional awareness!" is slim [SIZE=2](if not non-existent, as juggling narrative [I]is[/I] the meat of the gameplay in games focused on that)[/SIZE], and both are at odds with world simulation. Full disclosure: I hate the word "immersion" with a burning passion. I always feel like everybody talks about a different thing when it's mentioned. The way I see it, immersion is a process of capturing a [I]feeling [/I]through play. If the source, a lightning rod, of that feeling is the character, then the world should bend for them, to enhance and sharpen that feeling; otherwise the feeling would be blurry and fuzzy, weak, becoming sharp only by an accident at best. If I want to, say, capture the thrill of cheating, then I want my character's partner to call them when she is oh so busy getting railed, not a minute earlier or latter. If the lightning rod is the world itself, then the character is unimportant, and their needs and desires are entertained only so long as they enhance and sharpen the feelings extracted from the secondary world. It would still be uncommon, I guess. RPGs usually focus on player agency manifested through the PCs, and the way I envision this example, PCs can't really do jack. The history of Psijic Order already happened, and the players can only learn of it. ...well, OK, [I]rewriting the history[/I] through meta-game means, by acknowledging that both the character, the lecture and the Psijics are fictional, would be extremely on brand for Elder Scrolls, but still. [/QUOTE]
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