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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9042144" data-attributes="member: 42582"><p>For a lot of people, for a long time, <em>learning to RPG</em> has mean <em>learning the tenets/ethos/techniques</em> of "sim" play. Roughly: the GM creates a world and establishes some scenario/possibility within that world; the players create PCs whom the GM frames into that scenario/possibility; the players start declaring actions; the GM has overall authority/responsibility for "what happens next".</p><p></p><p>Within that broad paradigm, there can be a lot of variation. One important one is <em>what does the GM do if the players declare "We go over here now"</em>? The different answers to that help (though don't fully) constitute the (so-called) "linear <=> sandbox spectrum".</p><p></p><p>Another variation, coming up in recent pages of this thread, is the extent to which the GM uses systematic methods (like weather charts, random events charts, whatever) rather than unfettered invention. The former are often seen as "more sim" or "more realistic" because they disclaim authorship.</p><p></p><p>You could go a long time arguing with people about AD&D vs 5e vs GURPS vs Rolmaster vs playing a Classic Traveller free trader campaign, and never have to move outside of this broad paradigm, because nearly, perhaps literally, all of the debate would pertain to the variations I've described.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9042144, member: 42582"] For a lot of people, for a long time, [I]learning to RPG[/I] has mean [I]learning the tenets/ethos/techniques[/I] of "sim" play. Roughly: the GM creates a world and establishes some scenario/possibility within that world; the players create PCs whom the GM frames into that scenario/possibility; the players start declaring actions; the GM has overall authority/responsibility for "what happens next". Within that broad paradigm, there can be a lot of variation. One important one is [I]what does the GM do if the players declare "We go over here now"[/I]? The different answers to that help (though don't fully) constitute the (so-called) "linear <=> sandbox spectrum". Another variation, coming up in recent pages of this thread, is the extent to which the GM uses systematic methods (like weather charts, random events charts, whatever) rather than unfettered invention. The former are often seen as "more sim" or "more realistic" because they disclaim authorship. You could go a long time arguing with people about AD&D vs 5e vs GURPS vs Rolmaster vs playing a Classic Traveller free trader campaign, and never have to move outside of this broad paradigm, because nearly, perhaps literally, all of the debate would pertain to the variations I've described. [/QUOTE]
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