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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9038450" data-attributes="member: 82106"><p>Ehhhhhh, dunno about that... So, yes, for the very loose and arguably minis-based AD&D system its easy to go to ToTM, but its also arguable that its the other way around! I mean the system is notoriously vague as to what exactly the rules are related to 'where you are on the battlefield'. I think B/X and its Basic siblings probably mostly fall into the same bag as AD&D, though they may be more clear as to exactly what is going on (Holmes is the only one I'm familiar with to any great degree, and its pretty vague).</p><p></p><p>4e is grid based, and any attempt to subvert that is mostly doomed to failure, or at the very least requires some severe compromises in game play. So I'd say its a counter-argument.</p><p></p><p>5e I think is pretty much designed to default to ToTM with the proviso that you'll have to 'wing it' on AoEs. It certainly can be put on a grid without too much problem and was clearly written with that in mind.</p><p></p><p>I would agree with the proposition that a grid really won't help much with Dungeon World, and might be actively disadvantageous in terms of how the experience plays. However, that may depend on the participants, some people might like a battlemap and here I think there's unlikely to be actual rules impact from adding it, though it may tend to lead to more conservative notions of what kinds of fictional actions are possible, or what their hazards are. Some people may WANT that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9038450, member: 82106"] Ehhhhhh, dunno about that... So, yes, for the very loose and arguably minis-based AD&D system its easy to go to ToTM, but its also arguable that its the other way around! I mean the system is notoriously vague as to what exactly the rules are related to 'where you are on the battlefield'. I think B/X and its Basic siblings probably mostly fall into the same bag as AD&D, though they may be more clear as to exactly what is going on (Holmes is the only one I'm familiar with to any great degree, and its pretty vague). 4e is grid based, and any attempt to subvert that is mostly doomed to failure, or at the very least requires some severe compromises in game play. So I'd say its a counter-argument. 5e I think is pretty much designed to default to ToTM with the proviso that you'll have to 'wing it' on AoEs. It certainly can be put on a grid without too much problem and was clearly written with that in mind. I would agree with the proposition that a grid really won't help much with Dungeon World, and might be actively disadvantageous in terms of how the experience plays. However, that may depend on the participants, some people might like a battlemap and here I think there's unlikely to be actual rules impact from adding it, though it may tend to lead to more conservative notions of what kinds of fictional actions are possible, or what their hazards are. Some people may WANT that. [/QUOTE]
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