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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9039835" data-attributes="member: 82106"><p>Fair enough. I am highly likely to expect a certain PoV is likely in posts here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>Well, I tend to be fairly specific in my use of these terms. I find imprecision often leads to false impressions. Particularly the idea that somehow narrative and trad games are "just doing the same thing", which they are most decidedly NOT. So I would use 'fiction' to mean what is described in-game, including any setting that might be prepped or not. Other stuff I'd generally call 'color', though I am aware that some of it can be pretty binding on the participants (IE no laser pistols in a Dungeon World game). I would call that 'more binding' stuff 'genre', and then there are things like 'tone' which is generally more attributable to the specific instance of play, though it is certainly also something that systems may aim for (IE light and nonserious ala 'Dying Earth', or hard like WH4K). </p><p></p><p>I agree that DW itself is probably aimed at a fairly limited range of play, but I think that is true only to the degree that something like D&D also is. That is, you can do quite a lot with it, but given the ease of hacking PbtAs there's not a lot of reason to call it 'Dungeon World' much past a certain point.</p><p></p><p>Well, I used that as my example, yes, so I'm OK living with that.</p><p></p><p>I don't disagree necessarily with this, as I understand what you are getting at, but I think it is worth being more precise. That is, if you and I each run a DW game, the 'world' that arises out of that play will be different, maybe quite different, in lots of important respects. If I use 'setting' only to cover 'fiction which pertains to the world, its lore, etc.' and not to stuff like character classes and such, then we have a word to capture just that, since presumably we are using the same classes (give or take). And I can use other terms for that other stuff, depending on context, rules, or player options, etc.</p><p></p><p>Yet the whole sub-genre of Zero Myth games shows that NONE of that need be established previous to play, beyond what I call genre and player options. This distinction becomes important later on!</p><p></p><p>I'm certainly not here to argue about any of that, just to point out that there are profound differences between a game where the FICTION, who, what, and where of stuff is determined beforehand and establishes the boundaries and context in which the characters are able to act, and a game where this is not so.</p><p></p><p>Well, there are many possibilities WRT how a game and its parameters could be established. I've seen a lot of games in my 40+ years of RPG play. Anywhere from a GM simply decreeing that a certain game will happen with 'thus and such' provisions, all the way to long discussions and negotiations covering all aspects of the game to be. And in all sorts of permutations of chronology, from everything hashed out beforehand to nothing agreed upon until after everyone sat down at the table with character sheets in hand (potentially leading to issues of course). There are also tournaments and organized play, etc. of course, though I think we can mostly consider those special cases.</p><p></p><p>Yeah, I am simply pointing out that the most straightforward and common interpretation of the items on that list, worded as such, is going to involve an assumption that you are discussing trad D&D-esque RPG play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9039835, member: 82106"] Fair enough. I am highly likely to expect a certain PoV is likely in posts here ;). Well, I tend to be fairly specific in my use of these terms. I find imprecision often leads to false impressions. Particularly the idea that somehow narrative and trad games are "just doing the same thing", which they are most decidedly NOT. So I would use 'fiction' to mean what is described in-game, including any setting that might be prepped or not. Other stuff I'd generally call 'color', though I am aware that some of it can be pretty binding on the participants (IE no laser pistols in a Dungeon World game). I would call that 'more binding' stuff 'genre', and then there are things like 'tone' which is generally more attributable to the specific instance of play, though it is certainly also something that systems may aim for (IE light and nonserious ala 'Dying Earth', or hard like WH4K). I agree that DW itself is probably aimed at a fairly limited range of play, but I think that is true only to the degree that something like D&D also is. That is, you can do quite a lot with it, but given the ease of hacking PbtAs there's not a lot of reason to call it 'Dungeon World' much past a certain point. Well, I used that as my example, yes, so I'm OK living with that. I don't disagree necessarily with this, as I understand what you are getting at, but I think it is worth being more precise. That is, if you and I each run a DW game, the 'world' that arises out of that play will be different, maybe quite different, in lots of important respects. If I use 'setting' only to cover 'fiction which pertains to the world, its lore, etc.' and not to stuff like character classes and such, then we have a word to capture just that, since presumably we are using the same classes (give or take). And I can use other terms for that other stuff, depending on context, rules, or player options, etc. Yet the whole sub-genre of Zero Myth games shows that NONE of that need be established previous to play, beyond what I call genre and player options. This distinction becomes important later on! I'm certainly not here to argue about any of that, just to point out that there are profound differences between a game where the FICTION, who, what, and where of stuff is determined beforehand and establishes the boundaries and context in which the characters are able to act, and a game where this is not so. Well, there are many possibilities WRT how a game and its parameters could be established. I've seen a lot of games in my 40+ years of RPG play. Anywhere from a GM simply decreeing that a certain game will happen with 'thus and such' provisions, all the way to long discussions and negotiations covering all aspects of the game to be. And in all sorts of permutations of chronology, from everything hashed out beforehand to nothing agreed upon until after everyone sat down at the table with character sheets in hand (potentially leading to issues of course). There are also tournaments and organized play, etc. of course, though I think we can mostly consider those special cases. Yeah, I am simply pointing out that the most straightforward and common interpretation of the items on that list, worded as such, is going to involve an assumption that you are discussing trad D&D-esque RPG play. [/QUOTE]
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