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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9044899" data-attributes="member: 6785785"><p>I would say that "relevant to what the players want" is the important thing. Not all characters at all times, necessarily, but generally the focus of play is going to be about something that's relevant to one or more characters.</p><p></p><p></p><p></p><p>That's because you're using the goals of GP and XP. If that's all that play is about, then sure. But we're talking about games where that's not the focus. The play is meant to be about more than that. Sure, character wealth may be a goal, or my be relevant toward achieving a goal, but there are going to be other goals beyond that.</p><p></p><p></p><p></p><p>Who says there's no fighting? No need to go to such extremes. There's still plenty of fighting and action in most of the games I run and the games I play. It's just not the only thing.</p><p></p><p></p><p></p><p>And that to me is so much more contrived than what I'm talking about.</p><p></p><p>You're annoyed about some potential instances of coincidence. Moments of contrivance. Yet you're perfectly fine with your world revolving around the gaming activities that you want it to.... that killing things and taking their loot is not only viable, but common. A contrived world. </p><p></p><p>What if the characters were not pigeonholed into this idea of "adventurers" in the traditional D&D mold? What if they were something else?</p><p></p><p></p><p></p><p>Who says the PCs have to go anywhere? I've had several campaigns that took place in one city.</p><p></p><p>Who says that where they may be is the only hotbed of adventuring? Why would that be the case?</p><p></p><p></p><p></p><p>So why not work with the players (especially in a one on one game) to come up with goals, and then instead of running a randomly selected module, craft adventures that relate specifically to the characters they've made?</p><p></p><p></p><p></p><p>Exactly. That's what I'm talking about. Focus on the stuff that's relevant to the characters' goals, relevant to their morals, their drives. Let the play tell us about these characters. This opens up a whole bunch of opportunities.</p><p></p><p></p><p></p><p>Do you think that anyone is actually suggesting this?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9044899, member: 6785785"] I would say that "relevant to what the players want" is the important thing. Not all characters at all times, necessarily, but generally the focus of play is going to be about something that's relevant to one or more characters. That's because you're using the goals of GP and XP. If that's all that play is about, then sure. But we're talking about games where that's not the focus. The play is meant to be about more than that. Sure, character wealth may be a goal, or my be relevant toward achieving a goal, but there are going to be other goals beyond that. Who says there's no fighting? No need to go to such extremes. There's still plenty of fighting and action in most of the games I run and the games I play. It's just not the only thing. And that to me is so much more contrived than what I'm talking about. You're annoyed about some potential instances of coincidence. Moments of contrivance. Yet you're perfectly fine with your world revolving around the gaming activities that you want it to.... that killing things and taking their loot is not only viable, but common. A contrived world. What if the characters were not pigeonholed into this idea of "adventurers" in the traditional D&D mold? What if they were something else? Who says the PCs have to go anywhere? I've had several campaigns that took place in one city. Who says that where they may be is the only hotbed of adventuring? Why would that be the case? So why not work with the players (especially in a one on one game) to come up with goals, and then instead of running a randomly selected module, craft adventures that relate specifically to the characters they've made? Exactly. That's what I'm talking about. Focus on the stuff that's relevant to the characters' goals, relevant to their morals, their drives. Let the play tell us about these characters. This opens up a whole bunch of opportunities. Do you think that anyone is actually suggesting this? [/QUOTE]
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