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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9043809" data-attributes="member: 42582"><p>Upthread [USER=71699]@clearstream[/USER] has talked about "world facts" "warping". That's just one example.</p><p></p><p>I haven't said anything about computer models! I do find it interesting, though, that people refer to physical laws, and various sorts of studies, to talk about how falling should be adjudicated, or the geology of mountains; but referring to similar sorts of work when it comes to history, social psychology etc is seen as setting a high bar.</p><p></p><p>To me, this seems to reflect the engineering tendency in the hobby, which goes back to the wargaming tradition.</p><p></p><p>These phrases/sentences I've quoted, like the ones I quoted in my earlier post that you replied to, seem to point to the difference at hand: a particular way the GM, the players and the establishing of setting are related.</p><p></p><p>My own preference, for immersion, is to have all this Q&A stuff resolved in different ways - because as I've posted in a past, nothing is less immersive to me than feeling like a foreigner playing a PC in a world where I should in fact be at home. Again, for me this highlights play techniques rather than properties of the fiction as what is at issue.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9043809, member: 42582"] Upthread [USER=71699]@clearstream[/USER] has talked about "world facts" "warping". That's just one example. I haven't said anything about computer models! I do find it interesting, though, that people refer to physical laws, and various sorts of studies, to talk about how falling should be adjudicated, or the geology of mountains; but referring to similar sorts of work when it comes to history, social psychology etc is seen as setting a high bar. To me, this seems to reflect the engineering tendency in the hobby, which goes back to the wargaming tradition. These phrases/sentences I've quoted, like the ones I quoted in my earlier post that you replied to, seem to point to the difference at hand: a particular way the GM, the players and the establishing of setting are related. My own preference, for immersion, is to have all this Q&A stuff resolved in different ways - because as I've posted in a past, nothing is less immersive to me than feeling like a foreigner playing a PC in a world where I should in fact be at home. Again, for me this highlights play techniques rather than properties of the fiction as what is at issue. [/QUOTE]
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