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Why do RPGs have rules?
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<blockquote data-quote="Lanefan" data-source="post: 9033418" data-attributes="member: 29398"><p>I haven't been following this thread, but seeing as you called me in...</p><p></p><p>Not who you're replying to but yes, that's more or less how I see it. Much like boardgames - when you beat it down to the lowest common denominator there's more similarity than differences between the lot of 'em at the foundational level. The differences come in all the bits that go on top of the foundation.</p><p></p><p>===========</p><p>You say this...</p><p></p><p>...and then go on to say this...</p><p></p><p>...where you're taking what (in most cases) things I would see as procedural guidelines and giving them hard-rule status.</p><p></p><p>For this, I'd more define it that <em>game mechanics are what's used to abstract those things which cannot be free-roleplayed</em>, regardless of what happens to the gamestate as a result of their use.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9033418, member: 29398"] I haven't been following this thread, but seeing as you called me in... Not who you're replying to but yes, that's more or less how I see it. Much like boardgames - when you beat it down to the lowest common denominator there's more similarity than differences between the lot of 'em at the foundational level. The differences come in all the bits that go on top of the foundation. =========== You say this... ...and then go on to say this... ...where you're taking what (in most cases) things I would see as procedural guidelines and giving them hard-rule status. For this, I'd more define it that [I]game mechanics are what's used to abstract those things which cannot be free-roleplayed[/I], regardless of what happens to the gamestate as a result of their use. [/QUOTE]
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