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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9032757" data-attributes="member: 71699"><p>My experience has parallels and differences. I learned a great deal from PbtA games (DW, then MotW, currently Ironsworn, soon Stonetop) and that gave me new perspectives on what I was doing and wanted to do in other modes. I started to see how GM as referee supplies as well as guarantees lusory means (differentiating them in that significant way from sports referee.) I saw that dramatic tension and character stakes were rightly prioritised for some play, and still were not the only satisfaction that I and others in our group sought.</p><p></p><p>At no time did I see nar games as incoherent. My immediate impulse was over-eagerness to take advantage of nar ideas, because I experienced play that I was naturally drawn to. It took me awhile to see what worked and did not work (and that's a journey I am still on.) My personal priorities these days are role-play and immersionism. Story and drama - particularly of the "drive your character like a stolen car" sort - is less to my taste. More something I will pick up and put down, between returning to open-campaigns with role-play and immersionist priorities.</p><p></p><p>Certainly I have no concerns about nar being "less ennobling". Even as I write I find it quite hard to see why folk feel that way? On the other hand, your personal struggle with sim doesn't resonate. I accept that you have learned that it doesn't work out for you.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9032757, member: 71699"] My experience has parallels and differences. I learned a great deal from PbtA games (DW, then MotW, currently Ironsworn, soon Stonetop) and that gave me new perspectives on what I was doing and wanted to do in other modes. I started to see how GM as referee supplies as well as guarantees lusory means (differentiating them in that significant way from sports referee.) I saw that dramatic tension and character stakes were rightly prioritised for some play, and still were not the only satisfaction that I and others in our group sought. At no time did I see nar games as incoherent. My immediate impulse was over-eagerness to take advantage of nar ideas, because I experienced play that I was naturally drawn to. It took me awhile to see what worked and did not work (and that's a journey I am still on.) My personal priorities these days are role-play and immersionism. Story and drama - particularly of the "drive your character like a stolen car" sort - is less to my taste. More something I will pick up and put down, between returning to open-campaigns with role-play and immersionist priorities. Certainly I have no concerns about nar being "less ennobling". Even as I write I find it quite hard to see why folk feel that way? On the other hand, your personal struggle with sim doesn't resonate. I accept that you have learned that it doesn't work out for you. [/QUOTE]
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