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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9028794" data-attributes="member: 82106"><p>I would prototypically expect it would be asked during play, but it could be asked in some other context. Session 0 could be a good time for a question of that scope.</p><p></p><p>Well, I think that attests to the fact that "no plan survives contact with the enemy" so to speak. So, yeah, more realistically there will be uncertainty. One of the purposes of classic D&D mechanics is to guarantee some lower bound to that, and to make it likely that there will be some increase in tension as hit points, spells, heals, hirelings, gear, and a guaranteed route back out of the dungeon all fade. Really the trick here, and what indicates why I said this, is that the best strategy is the old 15 minute workday! Never exceed the range of a quick exit.</p><p></p><p>Heck, when we ran "The Dungeon Company" we boarded up everything we weren't interested in RIGHT NOW, including passages! We cached stores of equipment at regular points, had hirelings who patrolled and stood guard along our routes, etc. TDC never lost a character, not once. If a door was locked, we either broke it down, cut away the hinges, or used magic on it. We treated the whole activity just like fully rational people interested in making a living would do! We even regularly tethered ourselves to anchor points and stationed people nearby to haul us out if anything went wrong. </p><p></p><p>I mean, sure all that cost some GPs, but what? The problem was, it was very anti-dramatic! I mean, the GM did cook up challenges for us, of course, but we approached those with equal care and systematic thinking.</p><p></p><p>Sounds very narrativist to me. I mean, we need to consider that there are actually a few flavors of narrative agendas. Not all of it is "play is about the PC's interior lives." Think about Stonetop for instance, where its largely about the survival of the village and what you can do for it. BitD has a pretty strong "the story is about the crew" thing going. Spire, from what I understand, is about people going against the system. So, right now it sounds like the focus is on telling cool stories, but you could in theory turn that various ways, like focusing on particular types of story or whatever. That might be a cool way to drive specific genres (not the only thing, but part of it).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9028794, member: 82106"] I would prototypically expect it would be asked during play, but it could be asked in some other context. Session 0 could be a good time for a question of that scope. Well, I think that attests to the fact that "no plan survives contact with the enemy" so to speak. So, yeah, more realistically there will be uncertainty. One of the purposes of classic D&D mechanics is to guarantee some lower bound to that, and to make it likely that there will be some increase in tension as hit points, spells, heals, hirelings, gear, and a guaranteed route back out of the dungeon all fade. Really the trick here, and what indicates why I said this, is that the best strategy is the old 15 minute workday! Never exceed the range of a quick exit. Heck, when we ran "The Dungeon Company" we boarded up everything we weren't interested in RIGHT NOW, including passages! We cached stores of equipment at regular points, had hirelings who patrolled and stood guard along our routes, etc. TDC never lost a character, not once. If a door was locked, we either broke it down, cut away the hinges, or used magic on it. We treated the whole activity just like fully rational people interested in making a living would do! We even regularly tethered ourselves to anchor points and stationed people nearby to haul us out if anything went wrong. I mean, sure all that cost some GPs, but what? The problem was, it was very anti-dramatic! I mean, the GM did cook up challenges for us, of course, but we approached those with equal care and systematic thinking. Sounds very narrativist to me. I mean, we need to consider that there are actually a few flavors of narrative agendas. Not all of it is "play is about the PC's interior lives." Think about Stonetop for instance, where its largely about the survival of the village and what you can do for it. BitD has a pretty strong "the story is about the crew" thing going. Spire, from what I understand, is about people going against the system. So, right now it sounds like the focus is on telling cool stories, but you could in theory turn that various ways, like focusing on particular types of story or whatever. That might be a cool way to drive specific genres (not the only thing, but part of it). [/QUOTE]
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