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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9040504" data-attributes="member: 6785785"><p>The characters are always in the spotlight. They're our view of the world. But the players and their ability to drive play is something else. </p><p></p><p>What is play about? Is it about goals set by the players? Is it about goals given by the GM? How does prep or play process promote one or the other? </p><p></p><p></p><p></p><p>Not really, no. Perhaps it can be about both at times. But generally, if you're playing "Against The Giants" or "Tomb of Annihilation" and so on, the game is about the world. It focuses on the characters, but it is not about the characters. You can tell this because I have had characters go through both of those adventures, and many other people have, too, and they largely play the same. The story is that of the adventure.</p><p></p><p>If play is about a character, it cannot be so easily duplicated by others because it is specific to that character.</p><p></p><p></p><p></p><p>I would say that's a idiosyncratic definition of real. Especially in an RPG context. </p><p></p><p></p><p></p><p>Correct. Those are qualities of fiction. You know what's not a quality of fiction? Reality.</p><p></p><p></p><p></p><p>It's a matter of how the prep is used, and how the GM is meant to deploy it. The book goes out of its way to point out that nothing is written in stone. Sure, travel distances and the like serve a purpose... it gives the players information. They know where many locations are, and can make informed decisions about going to these places. </p><p></p><p>Look at other details in the book? What happened to the Forest Folk, for instance. The book offers a few suggestions, but leaves it up to each group to determine what happened in play (if it becomes important to play). </p><p></p><p>This information isn't presented to thwart players. </p><p></p><p></p><p></p><p>That's the GM. NPCs don't act on their own.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9040504, member: 6785785"] The characters are always in the spotlight. They're our view of the world. But the players and their ability to drive play is something else. What is play about? Is it about goals set by the players? Is it about goals given by the GM? How does prep or play process promote one or the other? Not really, no. Perhaps it can be about both at times. But generally, if you're playing "Against The Giants" or "Tomb of Annihilation" and so on, the game is about the world. It focuses on the characters, but it is not about the characters. You can tell this because I have had characters go through both of those adventures, and many other people have, too, and they largely play the same. The story is that of the adventure. If play is about a character, it cannot be so easily duplicated by others because it is specific to that character. I would say that's a idiosyncratic definition of real. Especially in an RPG context. Correct. Those are qualities of fiction. You know what's not a quality of fiction? Reality. It's a matter of how the prep is used, and how the GM is meant to deploy it. The book goes out of its way to point out that nothing is written in stone. Sure, travel distances and the like serve a purpose... it gives the players information. They know where many locations are, and can make informed decisions about going to these places. Look at other details in the book? What happened to the Forest Folk, for instance. The book offers a few suggestions, but leaves it up to each group to determine what happened in play (if it becomes important to play). This information isn't presented to thwart players. That's the GM. NPCs don't act on their own. [/QUOTE]
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