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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9043012" data-attributes="member: 42582"><p>Right. To self-quote:</p><p></p><p></p><p></p><p></p><p>Largely right. I'll set out my quibble below, but first I'll self-quote again:</p><p>There's no puzzle here, except for the insistence that a game that prioritises the GM's ideas about setting and/or situation is more "realistic".</p><p></p><p>But now the quibble: I agree with Edwards that it is possible to have narrativist play that elevates the setting higher and consequently subordinates the characters a bit. The key is that (i) the setting has to be a source of theme, and (ii) the players have to be able to pick up that them and run with it.</p><p></p><p>Glorantha is one of Edwards's examples. I think 4e D&D - played in the default setting - is another. The key, as Edwards explained 20 years ago and elaborate further about 10 years ago, is that the setting information needs to be shared, and the players need to be at liberty to impose their own interpretations/conclusions onto it. Eg in the 4e context, do they try and stave off, or bring on, the Dusk War? Do they support or oppose Vecna? Do they support Asmodeus in his ongoing war with the Abyss, or have some other strategy for dealing with that? Etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9043012, member: 42582"] Right. To self-quote: Largely right. I'll set out my quibble below, but first I'll self-quote again: There's no puzzle here, except for the insistence that a game that prioritises the GM's ideas about setting and/or situation is more "realistic". But now the quibble: I agree with Edwards that it is possible to have narrativist play that elevates the setting higher and consequently subordinates the characters a bit. The key is that (i) the setting has to be a source of theme, and (ii) the players have to be able to pick up that them and run with it. Glorantha is one of Edwards's examples. I think 4e D&D - played in the default setting - is another. The key, as Edwards explained 20 years ago and elaborate further about 10 years ago, is that the setting information needs to be shared, and the players need to be at liberty to impose their own interpretations/conclusions onto it. Eg in the 4e context, do they try and stave off, or bring on, the Dusk War? Do they support or oppose Vecna? Do they support Asmodeus in his ongoing war with the Abyss, or have some other strategy for dealing with that? Etc. [/QUOTE]
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