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Why do RPGs have rules?
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<blockquote data-quote="loverdrive" data-source="post: 9029188" data-attributes="member: 7027139"><p>I'm not talking about the narrative, though.</p><p></p><p>I'm talking about the test of player skill at playing the game. The player negotiating about the challenge at hand a) runs contrary to the Czege principle <span style="font-size: 12px">(which I personally don't subscribe to, but still)</span> b) again, hinges upon the GM being willing to negotiate and c) kinda defeats the point of a test of skill in the first place.</p><p></p><p>Games that are chiefly concerned with narrative, embrace that success or failure of the characters are at best nebulously correlated with players' decisions, and instead focus on keeping the narrative interesting and engaging. They don't pretend like there's any skill involved in killing a dragon and saving a princess, and the success is actually earned by smart plays.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9029188, member: 7027139"] I'm not talking about the narrative, though. I'm talking about the test of player skill at playing the game. The player negotiating about the challenge at hand a) runs contrary to the Czege principle [SIZE=3](which I personally don't subscribe to, but still)[/SIZE] b) again, hinges upon the GM being willing to negotiate and c) kinda defeats the point of a test of skill in the first place. Games that are chiefly concerned with narrative, embrace that success or failure of the characters are at best nebulously correlated with players' decisions, and instead focus on keeping the narrative interesting and engaging. They don't pretend like there's any skill involved in killing a dragon and saving a princess, and the success is actually earned by smart plays. [/QUOTE]
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