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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9029026" data-attributes="member: 42582"><p>Slightly tangential: I think the default theological orientation of FRPGing, inherited I think from REH via D&D, is more-or-less nihilistic.</p><p></p><p>What I mean by that is that, while many gods/deities/powers are imagined to exist in the gameworlds, the play of the game generally denies their importance in the world - eg d20 rolls are generally treated as modelling luck, not providence. In my view this is connected to assumptions about which participants "own" the gods: because the GM is seen as "owning" these beings, but the <em>player</em> rolls the d20, the d20 can't be an expression of providence. While a player might play their PC as believing that (say) a lucky success was an intercession by the gods, the <em>system</em> tells us, the participants, that that character is deluded, and that is was mere impersonal chance that produce the outcome in question.</p><p></p><p>A system that really departs from this nihilistic orientation is HeroWars. I also think that 4e D&D does, but that may be a slightly more idiosyncratic approach to the game.</p><p></p><p>To connect this back to the current topic of this thread: I think there is some sort of connection between the purist-for-system simulationist ethos, and the nihilistic orientation I've described.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9029026, member: 42582"] Slightly tangential: I think the default theological orientation of FRPGing, inherited I think from REH via D&D, is more-or-less nihilistic. What I mean by that is that, while many gods/deities/powers are imagined to exist in the gameworlds, the play of the game generally denies their importance in the world - eg d20 rolls are generally treated as modelling luck, not providence. In my view this is connected to assumptions about which participants "own" the gods: because the GM is seen as "owning" these beings, but the [I]player[/I] rolls the d20, the d20 can't be an expression of providence. While a player might play their PC as believing that (say) a lucky success was an intercession by the gods, the [I]system[/I] tells us, the participants, that that character is deluded, and that is was mere impersonal chance that produce the outcome in question. A system that really departs from this nihilistic orientation is HeroWars. I also think that 4e D&D does, but that may be a slightly more idiosyncratic approach to the game. To connect this back to the current topic of this thread: I think there is some sort of connection between the purist-for-system simulationist ethos, and the nihilistic orientation I've described. [/QUOTE]
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