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Why do RPGs have rules?
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<blockquote data-quote="Manbearcat" data-source="post: 9043994" data-attributes="member: 6696971"><p>Each game is different, but the relevant ones for this question (Dungeon World and Stonetop) have (a) a suite of codified tags and (b) each creature will have a stat block that gives expression to <em>how it organizes</em>, <em>what it does</em>, and <em>why it does it</em>. Those things inform GM soft and hard moves and they interact with player decision-space when it comes to choosing/mitigating consequences (such as on a 7-9 Defy Danger or when you spend Hold in DW or Readiness in ST during Defend). GMs don't get to eff around with this stuff. If something enters play, these things are locked in.</p><p></p><p>Here is an example from Stonetop:</p><p></p><p><strong>Zrajedak</strong></p><p><em>Solitary, large, construct, devious, terrifying, stealthy, shapechanger</em></p><p><strong>HP </strong>16; Armor 4, or 1 vs. bronze (resilience, hide)</p><p><strong>Damage </strong>maw full of iron teeth d10+3 (hand, messy, grabby, 1 piercing, advantage), iron tail-quills d10+1 (near, area, reload)</p><p><strong>Special qualities</strong> keen sense of smell</p><p><strong>Instinct </strong>to torment its prey</p><p></p><ul> <li data-xf-list-type="ul">Assume a form similar to that of its prey, but just a little off</li> <li data-xf-list-type="ul">Reveal its horrible, smiling maw</li> <li data-xf-list-type="ul">Cripple a victim and let it suffer</li> <li data-xf-list-type="ul">Chew right through a limb</li> </ul><p></p><p>Each of the tags means something (<em>forceful </em>means to knock someone/thing around or off their feet while <em>grabby </em>means to cling/grab/grapple/ensnare etc).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9043994, member: 6696971"] Each game is different, but the relevant ones for this question (Dungeon World and Stonetop) have (a) a suite of codified tags and (b) each creature will have a stat block that gives expression to [I]how it organizes[/I], [I]what it does[/I], and [I]why it does it[/I]. Those things inform GM soft and hard moves and they interact with player decision-space when it comes to choosing/mitigating consequences (such as on a 7-9 Defy Danger or when you spend Hold in DW or Readiness in ST during Defend). GMs don't get to eff around with this stuff. If something enters play, these things are locked in. Here is an example from Stonetop: [B]Zrajedak[/B] [I]Solitary, large, construct, devious, terrifying, stealthy, shapechanger[/I] [B]HP [/B]16; Armor 4, or 1 vs. bronze (resilience, hide) [B]Damage [/B]maw full of iron teeth d10+3 (hand, messy, grabby, 1 piercing, advantage), iron tail-quills d10+1 (near, area, reload) [B]Special qualities[/B] keen sense of smell [B]Instinct [/B]to torment its prey [LIST] [*]Assume a form similar to that of its prey, but just a little off [*]Reveal its horrible, smiling maw [*]Cripple a victim and let it suffer [*]Chew right through a limb [/LIST] Each of the tags means something ([I]forceful [/I]means to knock someone/thing around or off their feet while [I]grabby [/I]means to cling/grab/grapple/ensnare etc). [/QUOTE]
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