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Why do RPGs have rules?
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<blockquote data-quote="Lanefan" data-source="post: 9041179" data-attributes="member: 29398"><p>By your description above and the fact you can so clearly predict what will happen later in the day, you have a fairly well-established day-to-day routine in your life.</p><p></p><p>Most in-game characters don't have any such routine, which immediately makes them quite different from most of us real people. I'd even suggest that part of the initial challenge of playing such characters revolves around this difference - that unlike real-world folk the in-game characters have the freedom in-game to more or less do what they want when they want to. Some players quickly come to revel in this in-character freedom, others take a while to adjust, and a few never do.</p><p></p><p>And their ability to do what they want when they want to (and in many cases where they want to) leads to two rather predictable outcomes:</p><p>1 - that any in-game deadline is seen as unusual rather than commonplace</p><p>2 - they're constantly encountering unexpected things due to the unpredictability of their actions and-or travels.</p><p></p><p>If, in-game, the characters proactively make these things happen then yes, it's not surprising. What's surprising - and comes across as overly-contrived - is when those agenda-related things keep happening to them even if they do nothing to bring those occurrences about.</p><p></p><p>To the bolded I plead not guilty, y'r honour.</p><p></p><p>Realism (where practical and possible, in knowledge it isn't always) is certainly a goal of mine, yet in no way do I expect or demand they act co-operatively as a group. How well they get along, or don't, is entirely up to the players.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9041179, member: 29398"] By your description above and the fact you can so clearly predict what will happen later in the day, you have a fairly well-established day-to-day routine in your life. Most in-game characters don't have any such routine, which immediately makes them quite different from most of us real people. I'd even suggest that part of the initial challenge of playing such characters revolves around this difference - that unlike real-world folk the in-game characters have the freedom in-game to more or less do what they want when they want to. Some players quickly come to revel in this in-character freedom, others take a while to adjust, and a few never do. And their ability to do what they want when they want to (and in many cases where they want to) leads to two rather predictable outcomes: 1 - that any in-game deadline is seen as unusual rather than commonplace 2 - they're constantly encountering unexpected things due to the unpredictability of their actions and-or travels. If, in-game, the characters proactively make these things happen then yes, it's not surprising. What's surprising - and comes across as overly-contrived - is when those agenda-related things keep happening to them even if they do nothing to bring those occurrences about. To the bolded I plead not guilty, y'r honour. Realism (where practical and possible, in knowledge it isn't always) is certainly a goal of mine, yet in no way do I expect or demand they act co-operatively as a group. How well they get along, or don't, is entirely up to the players. [/QUOTE]
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