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Why do RPGs have rules?
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<blockquote data-quote="Micah Sweet" data-source="post: 9033363" data-attributes="member: 6747251"><p>You know you can't speak for anyone beyond yourself as to how "Interesting" a feature of a game may or may not be.</p><p></p><p>And those issues were a major problem in play for my group when we played both AW and MotW. Someone would pick an action from the list on their Playbook (not because they had to, but because there's a clear list of delineated actions with fancy names in front of every player), and the GM would mechanically respond as appropriate. We also did this because if we didn't, there would immediately be a scramble-discussion as to what "move" the player was trying to make. Someone would inevitably try an action that didn't fit into a move in their estimation, but still required adjudication, leaving the GM scrambling to keep up. As clear as the rules in these games may be, they can still be very confusing for folks.</p></blockquote><p></p>
[QUOTE="Micah Sweet, post: 9033363, member: 6747251"] You know you can't speak for anyone beyond yourself as to how "Interesting" a feature of a game may or may not be. And those issues were a major problem in play for my group when we played both AW and MotW. Someone would pick an action from the list on their Playbook (not because they had to, but because there's a clear list of delineated actions with fancy names in front of every player), and the GM would mechanically respond as appropriate. We also did this because if we didn't, there would immediately be a scramble-discussion as to what "move" the player was trying to make. Someone would inevitably try an action that didn't fit into a move in their estimation, but still required adjudication, leaving the GM scrambling to keep up. As clear as the rules in these games may be, they can still be very confusing for folks. [/QUOTE]
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