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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9026726" data-attributes="member: 71699"><p>This approach looks workable presupposing entries best representing a specific world. It's similar in some respects to a backgrounds table, which can also suggest starting situations. That "players aren't forced into any particular role in a scenario" is an example of the sort of reevaluation I mean. The GM doesn't have the characters start committed to fighting. Perhaps it lands as another example of how similar situations are reachable by different means... where the means matters.</p><p></p><p></p><p>This is true.</p><p></p><p></p><p>After reading your and [USER=6787650]@FormerlyHemlock[/USER]'s recent posts, I feel my position becomes more one of critical reevaluation. An unwillingness to accept dramatic techniques as suitable for games on face value.</p><p></p><p></p><p>A chess game begins.</p><p></p><p></p><p>White has first move.</p><p></p><p></p><p>It's what I referred to as the tension between the narratological perspective and the ludological. Is writing a story an appropriate goal for play? In the past I have thought so, i.e. that a game might be seen as a machine for writing stories. Lately I've been thinking that immersionism needn't be attempting to write a story: it's attempting to live within world as game. I have the worry that in media res doesn't "play to find out" - it has an agenda, a story to tell.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9026726, member: 71699"] This approach looks workable presupposing entries best representing a specific world. It's similar in some respects to a backgrounds table, which can also suggest starting situations. That "players aren't forced into any particular role in a scenario" is an example of the sort of reevaluation I mean. The GM doesn't have the characters start committed to fighting. Perhaps it lands as another example of how similar situations are reachable by different means... where the means matters. This is true. After reading your and [USER=6787650]@FormerlyHemlock[/USER]'s recent posts, I feel my position becomes more one of critical reevaluation. An unwillingness to accept dramatic techniques as suitable for games on face value. A chess game begins. White has first move. It's what I referred to as the tension between the narratological perspective and the ludological. Is writing a story an appropriate goal for play? In the past I have thought so, i.e. that a game might be seen as a machine for writing stories. Lately I've been thinking that immersionism needn't be attempting to write a story: it's attempting to live within world as game. I have the worry that in media res doesn't "play to find out" - it has an agenda, a story to tell. [/QUOTE]
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