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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9040458" data-attributes="member: 6785785"><p>It's all contrived. The GM has made it up, in your case they did so ahead of play. </p><p></p><p>What matters quite a bit and what's missing from this example is why would the characters go any other way than whatever way the orcs are? Why wouldn't they know that there's water to the west? Why don't they know where the orcs are? Do they have resources available to them to try and help their cause? </p><p></p><p>Again, that's the problem with these hypotheticals instead of actual play examples. </p><p></p><p></p><p></p><p>If the goblins have information that leads to the orcs, then that would seem to be considering the dramatic needs of the characters, no? </p><p></p><p></p><p></p><p>But that can happen. Things do sometimes happen just when needed. </p><p></p><p>Players should be aware that everything that happens in a game is contrived. Every bit of every RPG session.</p><p></p><p></p><p></p><p>It can be. It depends on the game, doesn't it? I know you only play one game, but not all games play that way. As someone who plays games similar to yours and then also of the story now variety, I can tell you that this can be problematic. </p><p></p><p>Again, the rudimentary hypothetical makes it hard to say. </p><p></p><p>If I'm playing a hexcrawl type, old school system, and I want to find the orcs, I expect that the location of the orcs will be set ahead of time, but that I have resources at my disposal that give me a good chance of finding out their location, and that whether or not I do find out will depend on the chance of the dice. In this kind of situation, it's of course perfectly fine to honor your prep. </p><p></p><p>But there are games that don't rely on this sort of prep, or rely on it only to the extent of a loose framework. So the idea of honoring prep in those games is ill-suited. </p><p></p><p></p><p></p><p>That's not what illusionism is. </p><p></p><p></p><p></p><p>That's because you're experienced with only one type of RPG.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9040458, member: 6785785"] It's all contrived. The GM has made it up, in your case they did so ahead of play. What matters quite a bit and what's missing from this example is why would the characters go any other way than whatever way the orcs are? Why wouldn't they know that there's water to the west? Why don't they know where the orcs are? Do they have resources available to them to try and help their cause? Again, that's the problem with these hypotheticals instead of actual play examples. If the goblins have information that leads to the orcs, then that would seem to be considering the dramatic needs of the characters, no? But that can happen. Things do sometimes happen just when needed. Players should be aware that everything that happens in a game is contrived. Every bit of every RPG session. It can be. It depends on the game, doesn't it? I know you only play one game, but not all games play that way. As someone who plays games similar to yours and then also of the story now variety, I can tell you that this can be problematic. Again, the rudimentary hypothetical makes it hard to say. If I'm playing a hexcrawl type, old school system, and I want to find the orcs, I expect that the location of the orcs will be set ahead of time, but that I have resources at my disposal that give me a good chance of finding out their location, and that whether or not I do find out will depend on the chance of the dice. In this kind of situation, it's of course perfectly fine to honor your prep. But there are games that don't rely on this sort of prep, or rely on it only to the extent of a loose framework. So the idea of honoring prep in those games is ill-suited. That's not what illusionism is. That's because you're experienced with only one type of RPG. [/QUOTE]
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