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Why do RPGs have rules?
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<blockquote data-quote="Pedantic" data-source="post: 9044347" data-attributes="member: 6690965"><p>I've pushed for a mechanical definition of the term for a while now, simply because the term is nigh on useless otherwise:</p><p></p><p>You can add to that a condition about incentives. Any system that incentivizes a player differently than a character (i.e., awarding growth/progression or meta-currency for task failure) is less immersive. Some mechanics get tricky: WoD's willpower comes to mind, as you're incentivized as the player and naturally as the character to engage in your vices, but the reward is a meta-currency. You could argue the action declarations that gain willpower are thus generally more immersive than the actions that spend it. On the other hand, the meta-currency is diegetically represented as additional effort or focus, instead of say, Eberron's hero points, which strictly represent factors like luck outside of a character's control, so even that kind of resource can be more or less immersive.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9044347, member: 6690965"] I've pushed for a mechanical definition of the term for a while now, simply because the term is nigh on useless otherwise: You can add to that a condition about incentives. Any system that incentivizes a player differently than a character (i.e., awarding growth/progression or meta-currency for task failure) is less immersive. Some mechanics get tricky: WoD's willpower comes to mind, as you're incentivized as the player and naturally as the character to engage in your vices, but the reward is a meta-currency. You could argue the action declarations that gain willpower are thus generally more immersive than the actions that spend it. On the other hand, the meta-currency is diegetically represented as additional effort or focus, instead of say, Eberron's hero points, which strictly represent factors like luck outside of a character's control, so even that kind of resource can be more or less immersive. [/QUOTE]
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