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Why do RPGs have rules?
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<blockquote data-quote="Campbell" data-source="post: 9033709" data-attributes="member: 16586"><p>I find your framing (hopefully unintentionally) deceptive here. We're still fundamentally talking about the same sort of structural approach to setting design, situation design, serial exploration through the setting and action resolution. We're talking about different sorts of fiction. Not really different styles of play. At least no more different than 2 games of Burning Wheel (which exhibits the same sort of diversity in the type of fiction being explored).</p><p></p><p>Fundamentally this is part and parcel of established norms and the default structure of play being treated as privileged (being described with words like organic whereas other sorts of play get derisively labeled as artificial or bespoke). Play diversity under one structure of play gets magnified to the extreme while other structures of play get treated as these cute little bespoke games which to me is the height of elitism / snobbery.</p><p></p><p>This stuff matters a great deal to me because these deceptive claims of flexibility are used to sow doubt into people like the younger version of myself to make them believe that they are just not good enough or what they want is just impossible. It's a <em>you </em>problem rather than a <em>using a game that is structurally incapable of delivering the sort of experience you are looking for</em> problem.</p><p></p><p>Types of fictional content does not a playstyle make.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9033709, member: 16586"] I find your framing (hopefully unintentionally) deceptive here. We're still fundamentally talking about the same sort of structural approach to setting design, situation design, serial exploration through the setting and action resolution. We're talking about different sorts of fiction. Not really different styles of play. At least no more different than 2 games of Burning Wheel (which exhibits the same sort of diversity in the type of fiction being explored). Fundamentally this is part and parcel of established norms and the default structure of play being treated as privileged (being described with words like organic whereas other sorts of play get derisively labeled as artificial or bespoke). Play diversity under one structure of play gets magnified to the extreme while other structures of play get treated as these cute little bespoke games which to me is the height of elitism / snobbery. This stuff matters a great deal to me because these deceptive claims of flexibility are used to sow doubt into people like the younger version of myself to make them believe that they are just not good enough or what they want is just impossible. It's a [I]you [/I]problem rather than a [I]using a game that is structurally incapable of delivering the sort of experience you are looking for[/I] problem. Types of fictional content does not a playstyle make. [/QUOTE]
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