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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9040575" data-attributes="member: 6785785"><p>It's really not, though. </p><p></p><p></p><p></p><p>So what? You provided flawed and/or limited examples. That doesn't render anything unrealistic. </p><p></p><p></p><p></p><p>It's not. Not unless you're trying to view it through a traditional RPG approach. </p><p></p><p>In the Spire RPG, the PCs are members of a clandestine insurrectionist group of drow resisting high elf rule of their city. The vast majority of play revolved purely around what the players wanted their characters to do, and then the fallout from those actions. Very little happened that was purely random. Almost all the events of play were related to the players' characters and their actions. </p><p></p><p>I never rolled for random encounters or added in something just for laughs. They had goals, and they were always working toward them. I introduced ideas or NPCs for them to deal with, obstacles to face and so on, but it was all about their goals. </p><p></p><p>Why wouldn't it be? </p><p></p><p>There are two elements happening here. One is that, as [USER=6787650]@FormerlyHemlock[/USER] has mentioned, we don't focus on the mundane. Sure, we can assume some stuff is happening here and there that's unrelated, but we don't focus on it. </p><p></p><p>The second is that this game is different than D&D. The setting is a city that the characters have most likely lived in their entire lives. Our game focused on one specific district, and then had two other districts as secondary locations, and then one more as a place they went to once. Four out of some fifteen districts. The primary district is where all the characters grew up. In this sense, "random" and "unrelated" are just poor expectations. </p><p></p><p>You have to acknowledge that and consider it. The characters aren't exploring unknown dungeons or untamed wilderness. There's nothing that they're doing except pursuing their mission, maintaining their lives, and pursuing any other goals that may come into play (which very likely will conflict with their mission, or the goals of other characters). </p><p></p><p>Given this kind of situation, in what way would adding unrelated things as a focus of play add realism? </p><p></p><p></p><p></p><p></p><p>You did the heavy lifting, man... all I did was give it a label.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9040575, member: 6785785"] It's really not, though. So what? You provided flawed and/or limited examples. That doesn't render anything unrealistic. It's not. Not unless you're trying to view it through a traditional RPG approach. In the Spire RPG, the PCs are members of a clandestine insurrectionist group of drow resisting high elf rule of their city. The vast majority of play revolved purely around what the players wanted their characters to do, and then the fallout from those actions. Very little happened that was purely random. Almost all the events of play were related to the players' characters and their actions. I never rolled for random encounters or added in something just for laughs. They had goals, and they were always working toward them. I introduced ideas or NPCs for them to deal with, obstacles to face and so on, but it was all about their goals. Why wouldn't it be? There are two elements happening here. One is that, as [USER=6787650]@FormerlyHemlock[/USER] has mentioned, we don't focus on the mundane. Sure, we can assume some stuff is happening here and there that's unrelated, but we don't focus on it. The second is that this game is different than D&D. The setting is a city that the characters have most likely lived in their entire lives. Our game focused on one specific district, and then had two other districts as secondary locations, and then one more as a place they went to once. Four out of some fifteen districts. The primary district is where all the characters grew up. In this sense, "random" and "unrelated" are just poor expectations. You have to acknowledge that and consider it. The characters aren't exploring unknown dungeons or untamed wilderness. There's nothing that they're doing except pursuing their mission, maintaining their lives, and pursuing any other goals that may come into play (which very likely will conflict with their mission, or the goals of other characters). Given this kind of situation, in what way would adding unrelated things as a focus of play add realism? You did the heavy lifting, man... all I did was give it a label. [/QUOTE]
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