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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9032192" data-attributes="member: 82106"><p>Obviously there is room for misunderstanding/error WRT communications at the table. As a conceptual framework, the conversation at the core of a DW/PbtA type of game reveals all of the things which now become catalogued (no formal process exists for this, but people take notes, etc.) as part of the game state and fiction. Note that there are specific facilities built into these games which are intended to assist with surfacing assumptions and details which might otherwise sail under the radar so to speak. GM asks questions. She also triggers moves (and that might be a big clue to a player that they lack understanding of something). Since the GM cannot act on anything unsaid, GMs are pretty voluble in most games of this sort! There's no reward for playing it close to your chest in most cases! </p><p></p><p>Note also how DW in particular admonishes the participants to speak in character, address the characters, start and end with the fiction, etc. This is all intended to keep the focus ON the relevant fiction. I don't think narrative games are even particularly special here, all games have the same issues. Its just that, in say 5e, the GM can fall back to "well, it's like X, that's just how it is. Even if I didn't tell you, its still a fact that I established in my notes, so deal with it."</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9032192, member: 82106"] Obviously there is room for misunderstanding/error WRT communications at the table. As a conceptual framework, the conversation at the core of a DW/PbtA type of game reveals all of the things which now become catalogued (no formal process exists for this, but people take notes, etc.) as part of the game state and fiction. Note that there are specific facilities built into these games which are intended to assist with surfacing assumptions and details which might otherwise sail under the radar so to speak. GM asks questions. She also triggers moves (and that might be a big clue to a player that they lack understanding of something). Since the GM cannot act on anything unsaid, GMs are pretty voluble in most games of this sort! There's no reward for playing it close to your chest in most cases! Note also how DW in particular admonishes the participants to speak in character, address the characters, start and end with the fiction, etc. This is all intended to keep the focus ON the relevant fiction. I don't think narrative games are even particularly special here, all games have the same issues. Its just that, in say 5e, the GM can fall back to "well, it's like X, that's just how it is. Even if I didn't tell you, its still a fact that I established in my notes, so deal with it." [/QUOTE]
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