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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9031476" data-attributes="member: 85555"><p>Sure but the sense of world is often in service of different things. Some campaigns I may want a sense of a world but what is more important is the gam emulate certain genre or story elements. Some I want something that isn't particularly connected to fiction or movies. I think in these kinds of campaigns, they are often a reaction to more heavy handed railroading efforts to impose story by the GM, so they are aiming for a more consistent sense of a world the players are exploring. Again it does depend on what we are talking about here, and I think its rarely 100% X</p><p></p><p></p><p></p><p>Again, I think we are often using simlulationism differently here, and it is not a label I personally use. And creative agenda isn't really something I am all that into as a concept (styles of play and styles of GMing are things I grasp much better than creative agenda). But there is a style of play I enjoy that seems to fall under the same line of critique in these threads. So I am speaking very broadly here, including my personal sense of a living world in the term simulation (and seeing it as a spectrum of ideas about setting and GMing). I wouldn't say GM technique doesn't matter though. In this style of play one of the key elements is the player assuming the role of their character in a world that seems external and to do that certain techniques and procedures are going to be better than others. When it comes to emulating the world, then most GMs in this style will be doing a number of things and drawing on a range of techniques. Weather tables are a big one, as are event tables, but planning it advance is fine for some, and extrapolation can also be fine, so long as the sense of an external world feels right. This style of play often also would deemphasize things the thing you mentioned earlier: "... play that is aimed at generating, via the distinctive forms and techniques of RPGing, an experience that emulates narrative fiction - rising action leading to crisis/climax (which is a function of protagonist dramatic needs)" If there is a narrative at all being followed in this style of play it is more historical narrative than literary. Storms happen because they happen, not because it adds tot he sense of rising action. That sort of thing (it can still be meaningful and disasters tend to lead to interesting things, but it is going to play out a little more like a historical narrative I think).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9031476, member: 85555"] Sure but the sense of world is often in service of different things. Some campaigns I may want a sense of a world but what is more important is the gam emulate certain genre or story elements. Some I want something that isn't particularly connected to fiction or movies. I think in these kinds of campaigns, they are often a reaction to more heavy handed railroading efforts to impose story by the GM, so they are aiming for a more consistent sense of a world the players are exploring. Again it does depend on what we are talking about here, and I think its rarely 100% X Again, I think we are often using simlulationism differently here, and it is not a label I personally use. And creative agenda isn't really something I am all that into as a concept (styles of play and styles of GMing are things I grasp much better than creative agenda). But there is a style of play I enjoy that seems to fall under the same line of critique in these threads. So I am speaking very broadly here, including my personal sense of a living world in the term simulation (and seeing it as a spectrum of ideas about setting and GMing). I wouldn't say GM technique doesn't matter though. In this style of play one of the key elements is the player assuming the role of their character in a world that seems external and to do that certain techniques and procedures are going to be better than others. When it comes to emulating the world, then most GMs in this style will be doing a number of things and drawing on a range of techniques. Weather tables are a big one, as are event tables, but planning it advance is fine for some, and extrapolation can also be fine, so long as the sense of an external world feels right. This style of play often also would deemphasize things the thing you mentioned earlier: "... play that is aimed at generating, via the distinctive forms and techniques of RPGing, an experience that emulates narrative fiction - rising action leading to crisis/climax (which is a function of protagonist dramatic needs)" If there is a narrative at all being followed in this style of play it is more historical narrative than literary. Storms happen because they happen, not because it adds tot he sense of rising action. That sort of thing (it can still be meaningful and disasters tend to lead to interesting things, but it is going to play out a little more like a historical narrative I think). [/QUOTE]
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