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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9026097" data-attributes="member: 6787650"><p>They're more explicit than that.</p><p></p><p>"Role-playing games (or RPGs) certainly have the trappings of games. A paper-based, tabletop RPG usually involves dice, rulebooks, statistics, and a fair amount of strategic play. Role-playing games clearly embody every component of our definition of game, except one: a quantifiable outcome. As an RPG player, you move through game-stories, following the rules, overcoming obstacles, accomplishing tasks, and generally increasing the abilities of your character. What is usually lacking, however, is a single endpoint to the game. Role-playing games are structured like serial narratives that grow and evolve from session to session. Sometimes they end; sometimes they do not. Even if a character dies, a player can rejoin as a different character. In other words, there is no single goal toward which all players strive during a role-playing game. If a game does end, it does not do so quantifiably, with players winning or losing or receiving a score.</p><p></p><p>"... From this description, it would appear that multiplayer role-playing games are not, in fact, games. But this seems like a ridiculous conclusion, because RPGs are so closely bound up in the development of games and gaming culture. Our position is this: RPGs can be framed either way—as having or not having a quantifiable outcome. If you look at the game as whole, there may not be a single, overriding quantifiable goal. But if you consider the session-to-session missions that players complete, the personal goals players set for themselves, the levels of power that players attain, then yes, RPGs do have quantifiable outcomes. In this sense, an RPG is a larger system that facilitates game play within it, giving rise to a series of outcomes that build on each other over time."</p><p></p><p>Hence my interest in creating games within RPGs.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9026097, member: 6787650"] They're more explicit than that. "Role-playing games (or RPGs) certainly have the trappings of games. A paper-based, tabletop RPG usually involves dice, rulebooks, statistics, and a fair amount of strategic play. Role-playing games clearly embody every component of our definition of game, except one: a quantifiable outcome. As an RPG player, you move through game-stories, following the rules, overcoming obstacles, accomplishing tasks, and generally increasing the abilities of your character. What is usually lacking, however, is a single endpoint to the game. Role-playing games are structured like serial narratives that grow and evolve from session to session. Sometimes they end; sometimes they do not. Even if a character dies, a player can rejoin as a different character. In other words, there is no single goal toward which all players strive during a role-playing game. If a game does end, it does not do so quantifiably, with players winning or losing or receiving a score. "... From this description, it would appear that multiplayer role-playing games are not, in fact, games. But this seems like a ridiculous conclusion, because RPGs are so closely bound up in the development of games and gaming culture. Our position is this: RPGs can be framed either way—as having or not having a quantifiable outcome. If you look at the game as whole, there may not be a single, overriding quantifiable goal. But if you consider the session-to-session missions that players complete, the personal goals players set for themselves, the levels of power that players attain, then yes, RPGs do have quantifiable outcomes. In this sense, an RPG is a larger system that facilitates game play within it, giving rise to a series of outcomes that build on each other over time." Hence my interest in creating games within RPGs. [/QUOTE]
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