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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9036362" data-attributes="member: 71699"><p>A third categoy of RPG play that necessitates rules presents itself</p><p></p><p>3. The <strong>competitively robust</strong>, where participants want fair outcomes influenced by their dissimilar choices in contests between them (PvP, PvE), especially as disparities widen between outcomes and participants want to play their hands vigorously.</p><p></p><p>3. contains a lot of moving parts. Fair outcomes: let the better play - or luck - prevail. Influenced by their dissimilar choices: let it be <em>fair </em>even where accessing or choosing different - possibly unequal - strategies. Contests: player versus player is clear, player versus environment includes (may often amount to) player versus GM. Disparities widen between outcomes: the stakes increase, losing sucks more, winning is more rewarding, including here intangible stakes such as preening. Play their hands vigorously: [USER=7027139]@loverdrive[/USER] suggested this (on GM side) and I think it applies to players too - participants need not hold back, they can exploit their advantages without compunction.</p><p></p><p>I can squint at 3. and see it as about mental limits, but I think it is more about conforming play to competitive urges and to normative standards of competitive integrity and sportsmanship.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9036362, member: 71699"] A third categoy of RPG play that necessitates rules presents itself 3. The [B]competitively robust[/B], where participants want fair outcomes influenced by their dissimilar choices in contests between them (PvP, PvE), especially as disparities widen between outcomes and participants want to play their hands vigorously. 3. contains a lot of moving parts. Fair outcomes: let the better play - or luck - prevail. Influenced by their dissimilar choices: let it be [I]fair [/I]even where accessing or choosing different - possibly unequal - strategies. Contests: player versus player is clear, player versus environment includes (may often amount to) player versus GM. Disparities widen between outcomes: the stakes increase, losing sucks more, winning is more rewarding, including here intangible stakes such as preening. Play their hands vigorously: [USER=7027139]@loverdrive[/USER] suggested this (on GM side) and I think it applies to players too - participants need not hold back, they can exploit their advantages without compunction. I can squint at 3. and see it as about mental limits, but I think it is more about conforming play to competitive urges and to normative standards of competitive integrity and sportsmanship. [/QUOTE]
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