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Why do RPGs have rules?
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<blockquote data-quote="robertsconley" data-source="post: 9039343" data-attributes="member: 13383"><p>I stated that the campaign begins when the Referee describes the setting. This step along with the others are meant to be to read as encompassing a broad scope of possibilities. </p><p></p><p>It could a single person who is meant to be the referee creating the setting and describing it.</p><p></p><p>Or the referee of the campaign decide to delegate the creation of setting by making it a group decision. Even use a game that the group plays to develop the setting. </p><p></p><p>Or the setting be the result of a decision to adopt something that is premade. This decision could again be made by an individual or the referee delegating it to the group as a whole.</p><p></p><p>Or it can be the result of deciding to adopt a rule set that has a distinct setting woven into it like Dungeon World. Dungeon World is not zero myth. It has assumptions about about the settings it will be used for. </p><p></p><p>In all cases for a tabletop roleplaying the setting of the campaign is determined prior to the creation of characters. Because it is impossible to make character without the context a setting provides.</p><p></p><p>And to be clear the setting description doesn’t have to be complete, it only has to be enough to enable the creation of characters. Which Dungeon World does it’s opening chapters and in the aides it’s provides for character creation.</p><p></p><p>Step 2 the process of character is likewise expansive. It could be a player sitting down with a rulebook and following the character creation procedure.</p><p></p><p></p><p></p><p>Which is step three. </p><p></p><p>I am familiar with the above having read and played Dungeon World. My view is that by adopting Dungeon World the referee is choosing to delegate the creation of the setting. On one hand by agreeing to let the players create new setting elements while the campaign unfolds. On the other hand by choosing to use Dungeon World with it strong setting assumptions that are baked into its mechanics.</p><p></p><p>The overall process flows as I described it except there a lot more intermingling of the roles. There are still specific circumstances in which the characters find themselves. The players still decide what they do as their character. Their actions are adjudicated by a cooperative process. And the new circumstance are described which in Dunegon World is still one of the primary responsibilities of the referee as outlined starting on page 160.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9039343, member: 13383"] I stated that the campaign begins when the Referee describes the setting. This step along with the others are meant to be to read as encompassing a broad scope of possibilities. It could a single person who is meant to be the referee creating the setting and describing it. Or the referee of the campaign decide to delegate the creation of setting by making it a group decision. Even use a game that the group plays to develop the setting. Or the setting be the result of a decision to adopt something that is premade. This decision could again be made by an individual or the referee delegating it to the group as a whole. Or it can be the result of deciding to adopt a rule set that has a distinct setting woven into it like Dungeon World. Dungeon World is not zero myth. It has assumptions about about the settings it will be used for. In all cases for a tabletop roleplaying the setting of the campaign is determined prior to the creation of characters. Because it is impossible to make character without the context a setting provides. And to be clear the setting description doesn’t have to be complete, it only has to be enough to enable the creation of characters. Which Dungeon World does it’s opening chapters and in the aides it’s provides for character creation. Step 2 the process of character is likewise expansive. It could be a player sitting down with a rulebook and following the character creation procedure. Which is step three. I am familiar with the above having read and played Dungeon World. My view is that by adopting Dungeon World the referee is choosing to delegate the creation of the setting. On one hand by agreeing to let the players create new setting elements while the campaign unfolds. On the other hand by choosing to use Dungeon World with it strong setting assumptions that are baked into its mechanics. The overall process flows as I described it except there a lot more intermingling of the roles. There are still specific circumstances in which the characters find themselves. The players still decide what they do as their character. Their actions are adjudicated by a cooperative process. And the new circumstance are described which in Dunegon World is still one of the primary responsibilities of the referee as outlined starting on page 160. [/QUOTE]
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