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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9040551" data-attributes="member: 6785785"><p>Characters can go to places for any number of reasons. Players may decide to go there. Or the GM may narrate that they've gone there. I wanted to be sure what you meant. </p><p></p><p>If the players choose to go to the wild west, then I'd have said it fits my B. </p><p></p><p></p><p></p><p>You are. There are undoubtedly different methods to determine what happens to the characters. </p><p></p><p>All I'm focusing on is the claim that unrelated events happening to them are more realistic than related events happening to them is misguided. </p><p></p><p>You're attributing the interesting events to the location in the setting. But what if the characters leave the wild west and instead decide to go fight in the foreign legion? The interesting events don't stop, you just use a different table for rolling events. </p><p></p><p>RPGs are going to be about characters having interesting adventures... whether they're monster hunters, treasure seekers, criminals, revolutionaries, or Victorian era socialites. The adventures will be suited to the genre and setting, sure, but no matter what, they'll alwaysbe present. </p><p></p><p></p><p></p><p></p><p></p><p>I didn't say it wasn't about time skipping. I said that wasn't my main point, but that yes, there is some of that too. </p><p></p><p>Given the nature of RPG characters to have continuing adventures, I don't think there's a strong argument to state that adventures unrelated to the characters are more realistic than ones that are. I don't think we should be viewing this in that light at all... plausibility of this sort seems to be present in almost all play (except a few exceptions that actively eschew it). </p><p></p><p>So if plausibility is always a concern and we need not concern ourselves with how "realistic" our methods are, then what about our methods should we be concerned with? </p><p></p><p></p><p></p><p></p><p>I don't think so... a sim GM wouldn't feel the need to craft events relevant to the characters for fear of being "unrealistic". </p><p></p><p></p><p></p><p>They're not more realistic. They're all the same. The GM is deciding what happens. That's not how reality works. There's not a person who says "I don't care if this fits his dramatic needs or not, it's what's happening!" </p><p></p><p>We're choosing elements of fiction. We're deciding what happens in our make believe world. Whatever methods we choose to use may differ in ways, but none of them is more realistic than any other. </p><p></p><p></p><p></p><p>The players causing interesting things to happen is one of the two things I suggested, my B. If they cause something to happen, then it is related to them.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9040551, member: 6785785"] Characters can go to places for any number of reasons. Players may decide to go there. Or the GM may narrate that they've gone there. I wanted to be sure what you meant. If the players choose to go to the wild west, then I'd have said it fits my B. You are. There are undoubtedly different methods to determine what happens to the characters. All I'm focusing on is the claim that unrelated events happening to them are more realistic than related events happening to them is misguided. You're attributing the interesting events to the location in the setting. But what if the characters leave the wild west and instead decide to go fight in the foreign legion? The interesting events don't stop, you just use a different table for rolling events. RPGs are going to be about characters having interesting adventures... whether they're monster hunters, treasure seekers, criminals, revolutionaries, or Victorian era socialites. The adventures will be suited to the genre and setting, sure, but no matter what, they'll alwaysbe present. I didn't say it wasn't about time skipping. I said that wasn't my main point, but that yes, there is some of that too. Given the nature of RPG characters to have continuing adventures, I don't think there's a strong argument to state that adventures unrelated to the characters are more realistic than ones that are. I don't think we should be viewing this in that light at all... plausibility of this sort seems to be present in almost all play (except a few exceptions that actively eschew it). So if plausibility is always a concern and we need not concern ourselves with how "realistic" our methods are, then what about our methods should we be concerned with? I don't think so... a sim GM wouldn't feel the need to craft events relevant to the characters for fear of being "unrealistic". They're not more realistic. They're all the same. The GM is deciding what happens. That's not how reality works. There's not a person who says "I don't care if this fits his dramatic needs or not, it's what's happening!" We're choosing elements of fiction. We're deciding what happens in our make believe world. Whatever methods we choose to use may differ in ways, but none of them is more realistic than any other. The players causing interesting things to happen is one of the two things I suggested, my B. If they cause something to happen, then it is related to them. [/QUOTE]
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