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Why do RPGs have rules?
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<blockquote data-quote="innerdude" data-source="post: 9038960" data-attributes="member: 85870"><p>And I think this, right here, is the crux of where my divergence in play preferences began. There came a point after a 7-year run of 3.x as a player in 2009---with a highly "sim" driven GM---where I no longer wanted nor cared to maintain the "simulationism" of, "Well, you chose wrong, so now your character has to fight these meaningless goblin battles before getting to the larger orc problem that actually has narrative stakes for your character."</p><p></p><p>There was no longer anything compelling about that in play. I wasn't interested in the "sim" or exploration of, "Oh, well now you get to see this tiny little part of the goblin habitat in Forest of Sharpteeth, isn't that cool?" </p><p></p><p>Well . . . no. No, it isn't cool, or at least isn't as cool as you think, Mister GM. The things that make gameplay interesting to me are things relevant to my character. The game world itself is ever less relevant. </p><p></p><p>Sadly, I didn't fully learn from my own experience. Four years later I started running a Savage Worlds fantasy campaign in my own homebrew world that was largely successful, but I fell back into the highly ingrained "trad" habits I'd assimilated over the years for running it, and I wonder if players felt some of the similar pains.</p><p></p><p>So I think my attitude toward "sim" shifted. Because I no longer think that hard sim of this kind is important to "immersion." I no longer believe immersion is predicated on the kind of rigid enforcement of "orcs are HERE, goblins are THERE, because that's just the way it is."</p><p></p><p>So yes, if I "quantum maneuver" the game world so that what's relevant to character/player stakes into the forefront, that's just what I'm going to do.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9038960, member: 85870"] And I think this, right here, is the crux of where my divergence in play preferences began. There came a point after a 7-year run of 3.x as a player in 2009---with a highly "sim" driven GM---where I no longer wanted nor cared to maintain the "simulationism" of, "Well, you chose wrong, so now your character has to fight these meaningless goblin battles before getting to the larger orc problem that actually has narrative stakes for your character." There was no longer anything compelling about that in play. I wasn't interested in the "sim" or exploration of, "Oh, well now you get to see this tiny little part of the goblin habitat in Forest of Sharpteeth, isn't that cool?" Well . . . no. No, it isn't cool, or at least isn't as cool as you think, Mister GM. The things that make gameplay interesting to me are things relevant to my character. The game world itself is ever less relevant. Sadly, I didn't fully learn from my own experience. Four years later I started running a Savage Worlds fantasy campaign in my own homebrew world that was largely successful, but I fell back into the highly ingrained "trad" habits I'd assimilated over the years for running it, and I wonder if players felt some of the similar pains. So I think my attitude toward "sim" shifted. Because I no longer think that hard sim of this kind is important to "immersion." I no longer believe immersion is predicated on the kind of rigid enforcement of "orcs are HERE, goblins are THERE, because that's just the way it is." So yes, if I "quantum maneuver" the game world so that what's relevant to character/player stakes into the forefront, that's just what I'm going to do. [/QUOTE]
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