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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9035765" data-attributes="member: 42582"><p>Suppose someone sets out to design a RPG, and writes its rulebooks. But then no one ever plays the game - perhaps because they don't like the rules, or perhaps because, regardless of their <em>attitude</em> towards the rules, it turns out that, in play, the rules lack stability and the participants just drop into moment-by-moment negotiation. In the latter case, people might of course <em>describe</em> themselves as playing <whatever this hypothetical game calls itself>, but they wouldn't actually be playing the system of rules as published.</p><p></p><p>Anyway, this poor RPG that no one plays: is it really a game? Or is it a failed attempt at a game?</p><p></p><p>I don't see how the metaphysics of this really matter. But I'm pretty confident that Vincent Baker has an acute desire to avoid authoring such things!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9035765, member: 42582"] Suppose someone sets out to design a RPG, and writes its rulebooks. But then no one ever plays the game - perhaps because they don't like the rules, or perhaps because, regardless of their [I]attitude[/I] towards the rules, it turns out that, in play, the rules lack stability and the participants just drop into moment-by-moment negotiation. In the latter case, people might of course [I]describe[/I] themselves as playing <whatever this hypothetical game calls itself>, but they wouldn't actually be playing the system of rules as published. Anyway, this poor RPG that no one plays: is it really a game? Or is it a failed attempt at a game? I don't see how the metaphysics of this really matter. But I'm pretty confident that Vincent Baker has an acute desire to avoid authoring such things! [/QUOTE]
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