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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9045126" data-attributes="member: 6785785"><p>No, not in theory. In practice, it actually works just fine. I don't know about comparative levels of buy-in. I feel like my players are engaged, and the games in which I play the players are engaged. We've certainly bought in. I don't know if that's a high-degree.</p><p></p><p></p><p></p><p></p><p>Right. There's nothing wrong with that. But it's admission that it's all contrived. </p><p></p><p></p><p></p><p>I haven't felt the need to change scenery because of players getting bored, no. </p><p></p><p></p><p></p><p>Again, what if they're not "adventurers"? </p><p></p><p>Just imagine for a moment that the classig paradigm doesn't apply. Let's say the PCs are not wandering adventurers.... let's say they're criminals. Or spies. Or inhabitants of a specific town. </p><p></p><p>What does that do for play? It helps focus their goals in such a way that you can make play be about those goals. </p><p></p><p></p><p></p><p>I can't understand how that's your take away. I feel like you're not even attempting to understand. You describe that in your game if they decide to kill the emperor then you better start considering things about the emperor. That's exactly what I'm talking about. No one's saying that as soon as they decide to kill the emperor, he wanders into the Inn they're sitting in.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9045126, member: 6785785"] No, not in theory. In practice, it actually works just fine. I don't know about comparative levels of buy-in. I feel like my players are engaged, and the games in which I play the players are engaged. We've certainly bought in. I don't know if that's a high-degree. Right. There's nothing wrong with that. But it's admission that it's all contrived. I haven't felt the need to change scenery because of players getting bored, no. Again, what if they're not "adventurers"? Just imagine for a moment that the classig paradigm doesn't apply. Let's say the PCs are not wandering adventurers.... let's say they're criminals. Or spies. Or inhabitants of a specific town. What does that do for play? It helps focus their goals in such a way that you can make play be about those goals. I can't understand how that's your take away. I feel like you're not even attempting to understand. You describe that in your game if they decide to kill the emperor then you better start considering things about the emperor. That's exactly what I'm talking about. No one's saying that as soon as they decide to kill the emperor, he wanders into the Inn they're sitting in. [/QUOTE]
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