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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9040051" data-attributes="member: 42582"><p>Do you mean the passage of time at the table, or the imagined passage of time in the fiction? I think you mean the latter, but am not 100% sure.</p><p></p><p>If you do mean the latter, I feel that your question gets things the wrong way round - you seem to say that <em>imagined events</em> necessitate <em>real world action</em>. But it's the opposite - real world actions include the authoring of new imagined events.</p><p></p><p>So if, at the table, for whatever reason there is agreement that, in the fiction, time has passed, then someone has to frame a new scene or otherwise say something about what is happening now. In AW, this would be the GM making a soft move. In Torchbearer, the rulebook gives the GM advice on how to prompt the move into the next Adventure Phase as the players finish their Town Phase - to use PbtA language, this is a type of soft move, namely, providing an opportunity.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9040051, member: 42582"] Do you mean the passage of time at the table, or the imagined passage of time in the fiction? I think you mean the latter, but am not 100% sure. If you do mean the latter, I feel that your question gets things the wrong way round - you seem to say that [I]imagined events[/I] necessitate [I]real world action[/I]. But it's the opposite - real world actions include the authoring of new imagined events. So if, at the table, for whatever reason there is agreement that, in the fiction, time has passed, then someone has to frame a new scene or otherwise say something about what is happening now. In AW, this would be the GM making a soft move. In Torchbearer, the rulebook gives the GM advice on how to prompt the move into the next Adventure Phase as the players finish their Town Phase - to use PbtA language, this is a type of soft move, namely, providing an opportunity. [/QUOTE]
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