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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9038208" data-attributes="member: 6779310"><p>I despise your choice of labels; I agree with the reasons you applied them to... but I personally have seldom seen #3 to be anything less than annoying in practice. PVP is antisocial, and uncommon. I'll also note that your list seems inherently limited to the storygames side....</p><p></p><ul> <li data-xf-list-type="ul">The mechanical systems are in themselves interesting. (Either for optimization/evaluation, or for enjoyable flow.) {this is often true for me.} </li> <li data-xf-list-type="ul">The mechanics impose/enforce setting tropes. (Especially for systems with Magic rules. Also for class-based mechanics.)</li> <li data-xf-list-type="ul">The mechanics provide tools for enhancing creativity by creating starting points.</li> <li data-xf-list-type="ul">The mechanics provide tools for simulating some elements.</li> </ul><p></p><p>It's worth noting that the effect of AWE/PBTA moves is both providing a framework to be creative within, and to enforce tropes, by using the inherent interest of a mechanical resolution, the setting tropes, and the unpredictable.</p><p></p><p>Traveller has several examples of those.</p><ul> <li data-xf-list-type="ul">Mechanical interest: Character Generation, ship building, combat (Personal and Ship-to-ship).</li> <li data-xf-list-type="ul">Imposing/enforcing setting tropes: Traveller's jump drive rules provide an interesting set of limits in the setting; they also provide the core tropeset for how the OTU handles travel. Character gen is very much a block of setting tropes. World Gen also has a bunch of setting tropes encoded/emergent in/from it.</li> <li data-xf-list-type="ul">Tools for enhancing creativity: The Patron tables, the animal generation, the world generation, and the random encounter tables all provide starting points for various elements.</li> <li data-xf-list-type="ul">Simulation: Traveller's Character Gen and combat are intentionally low-fidelity simulations. World Gen is at best emulation,</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 9038208, member: 6779310"] I despise your choice of labels; I agree with the reasons you applied them to... but I personally have seldom seen #3 to be anything less than annoying in practice. PVP is antisocial, and uncommon. I'll also note that your list seems inherently limited to the storygames side.... [LIST] [*]The mechanical systems are in themselves interesting. (Either for optimization/evaluation, or for enjoyable flow.) {this is often true for me.} [*]The mechanics impose/enforce setting tropes. (Especially for systems with Magic rules. Also for class-based mechanics.) [*]The mechanics provide tools for enhancing creativity by creating starting points. [*]The mechanics provide tools for simulating some elements. [/LIST] It's worth noting that the effect of AWE/PBTA moves is both providing a framework to be creative within, and to enforce tropes, by using the inherent interest of a mechanical resolution, the setting tropes, and the unpredictable. Traveller has several examples of those. [LIST] [*]Mechanical interest: Character Generation, ship building, combat (Personal and Ship-to-ship). [*]Imposing/enforcing setting tropes: Traveller's jump drive rules provide an interesting set of limits in the setting; they also provide the core tropeset for how the OTU handles travel. Character gen is very much a block of setting tropes. World Gen also has a bunch of setting tropes encoded/emergent in/from it. [*]Tools for enhancing creativity: The Patron tables, the animal generation, the world generation, and the random encounter tables all provide starting points for various elements. [*]Simulation: Traveller's Character Gen and combat are intentionally low-fidelity simulations. World Gen is at best emulation, [/LIST] [/QUOTE]
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