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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9031200" data-attributes="member: 42582"><p>When it comes to edge cases - the ad hoc rejigging I mentioned upthread - I think this has to be a table matter, although at least in my experience the GM is the chair of the committee.</p><p></p><p>It has to be a transparent discussion about what is going on, whether and how the simulation is breaking, and what to do about it.</p><p></p><p>It can't be the sort of ad hoc in-the-course-of-resolution thing that you describe in your post with the mindless zombies.</p><p></p><p>Again in my experience, one thing that can make the play of a game like RM quite slow is that the need to convene the committee and have a discussion about how to handle some aspect of resolution comes up quite often!</p><p></p><p>The point about pressures is right. And the risk of collapse into illusionism - because in RM at least the mechanics mostly handle "local" processes, the GM can use authority over more "global"/strategic backstory to manipulate things. It's a problem. (Classic Traveller is a bit different here, with its world-gen, trading, etc rules.)</p><p></p><p>Whether it's the hardest gig of all I don't know. In my RM play, there was always a tendency that these days I would label "vanilla narrativism".</p></blockquote><p></p>
[QUOTE="pemerton, post: 9031200, member: 42582"] When it comes to edge cases - the ad hoc rejigging I mentioned upthread - I think this has to be a table matter, although at least in my experience the GM is the chair of the committee. It has to be a transparent discussion about what is going on, whether and how the simulation is breaking, and what to do about it. It can't be the sort of ad hoc in-the-course-of-resolution thing that you describe in your post with the mindless zombies. Again in my experience, one thing that can make the play of a game like RM quite slow is that the need to convene the committee and have a discussion about how to handle some aspect of resolution comes up quite often! The point about pressures is right. And the risk of collapse into illusionism - because in RM at least the mechanics mostly handle "local" processes, the GM can use authority over more "global"/strategic backstory to manipulate things. It's a problem. (Classic Traveller is a bit different here, with its world-gen, trading, etc rules.) Whether it's the hardest gig of all I don't know. In my RM play, there was always a tendency that these days I would label "vanilla narrativism". [/QUOTE]
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