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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9043088" data-attributes="member: 42582"><p>But JRRT is not driven by those things! He deliberately sets out to author something that will evoke a particular experience in the reader. He is driven by that authorial desire.</p><p></p><p>When I player Cortex+ Heroic Fantasy set in Middle Earth, I trade on JRRT's authored works and the sense of place that his work establishes. But it would be strange (to me, at least) to conclude that this makes my RPGing simulationist.</p><p></p><p>HeroWars is another RPG that relies very heavily on a world being created with a sense of place (ie Greg Stafford's Glorantha). This is absolutely central to the play of the game. But HeroWars is not a simulationist RPG.</p><p></p><p>I've just quoted Edwards: "internal cause is king" isn't a description of the <em>fiction</em> - it's a reference to the process whereby the fiction is created, and in particular how character, setting, and situation interact to generate "how things turn out" (which in this thread I have generally called "what happens next"). A process in which events unfold as they "ought" to (given genre), without the need for participant "intrusion", is one that takes <em>what JRRT (or Stafford) have already created</em> - it isn't about how to create their settings - and extrapolates from that, both to generate situations and to resolve declared character options, via some systematic process.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9043088, member: 42582"] But JRRT is not driven by those things! He deliberately sets out to author something that will evoke a particular experience in the reader. He is driven by that authorial desire. When I player Cortex+ Heroic Fantasy set in Middle Earth, I trade on JRRT's authored works and the sense of place that his work establishes. But it would be strange (to me, at least) to conclude that this makes my RPGing simulationist. HeroWars is another RPG that relies very heavily on a world being created with a sense of place (ie Greg Stafford's Glorantha). This is absolutely central to the play of the game. But HeroWars is not a simulationist RPG. I've just quoted Edwards: "internal cause is king" isn't a description of the [I]fiction[/I] - it's a reference to the process whereby the fiction is created, and in particular how character, setting, and situation interact to generate "how things turn out" (which in this thread I have generally called "what happens next"). A process in which events unfold as they "ought" to (given genre), without the need for participant "intrusion", is one that takes [I]what JRRT (or Stafford) have already created[/I] - it isn't about how to create their settings - and extrapolates from that, both to generate situations and to resolve declared character options, via some systematic process. [/QUOTE]
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