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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9044766" data-attributes="member: 6785785"><p>So what if this is the default mode of play? </p><p></p><p></p><p></p><p>“Relevant in some way” doesn’t necessarily mean “tailored specifically to”. </p><p></p><p>But that aside… how is it less coincidental that everywhere the PCs wander to, there’s trouble of some sort brewing? Why is that not contrived? </p><p></p><p>What if play wasn’t about a group of “adventurers” wandering around seeking treasure or things to kill? </p><p></p><p>I mean, the idea of adventurers is itself incredibly contrived. I believe in the past you even shared a play example involving an adventurers’ guild where the training of new adventurers was a thing. </p><p></p><p>That seems incredibly contrived to me. </p><p></p><p></p><p></p><p>I would expect your game involves a good amount of this, no? You talk about hooks and the like, and you talk about using old modules, inserted into play. It mostly seems to involve goals given to the players by the GM. </p><p></p><p>Perhaps where this sense of contrivance comes from? When the players form their own goals that aren’t given by the GM, the GM needs to then craft stuff beyond what they’ve already prepared.</p><p></p><p></p><p></p><p>All of this is still possible, and not even particularly challenging.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9044766, member: 6785785"] So what if this is the default mode of play? “Relevant in some way” doesn’t necessarily mean “tailored specifically to”. But that aside… how is it less coincidental that everywhere the PCs wander to, there’s trouble of some sort brewing? Why is that not contrived? What if play wasn’t about a group of “adventurers” wandering around seeking treasure or things to kill? I mean, the idea of adventurers is itself incredibly contrived. I believe in the past you even shared a play example involving an adventurers’ guild where the training of new adventurers was a thing. That seems incredibly contrived to me. I would expect your game involves a good amount of this, no? You talk about hooks and the like, and you talk about using old modules, inserted into play. It mostly seems to involve goals given to the players by the GM. Perhaps where this sense of contrivance comes from? When the players form their own goals that aren’t given by the GM, the GM needs to then craft stuff beyond what they’ve already prepared. All of this is still possible, and not even particularly challenging. [/QUOTE]
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