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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9031298" data-attributes="member: 82106"><p>I'm pretty much in agreement with that assessment. I think it's an interesting case because we in our group tend towards a pretty strong" know your moves and call them out" style of play. We're all pretty old hands at RPGs and ate likely to wear off some of the more formal practice. I think that can lead to a bit of this ambiguity where what maps to what, cloud to boxes, gets a bit fuzzy.</p><p></p><p>So, like, Meds could perhaps combine the Azure Hand power draw move with WWWYG but it is not really perfectly clear how to do that or what might differentiate various juxtapositions of Seeker moves. I think this particular playbook, with it's sort of mix of Indiana Jones and Gandalf is a fair bit less straightforward than, say, the DW wizard, which is quite clear as to it's modus.</p><p></p><p>Seems like a reasonable entre to a discussion on player facing rules!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9031298, member: 82106"] I'm pretty much in agreement with that assessment. I think it's an interesting case because we in our group tend towards a pretty strong" know your moves and call them out" style of play. We're all pretty old hands at RPGs and ate likely to wear off some of the more formal practice. I think that can lead to a bit of this ambiguity where what maps to what, cloud to boxes, gets a bit fuzzy. So, like, Meds could perhaps combine the Azure Hand power draw move with WWWYG but it is not really perfectly clear how to do that or what might differentiate various juxtapositions of Seeker moves. I think this particular playbook, with it's sort of mix of Indiana Jones and Gandalf is a fair bit less straightforward than, say, the DW wizard, which is quite clear as to it's modus. Seems like a reasonable entre to a discussion on player facing rules! [/QUOTE]
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