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Why do RPGs have rules?
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<blockquote data-quote="hawkeyefan" data-source="post: 9045160" data-attributes="member: 6785785"><p>Sure, this is largely what I've been saying. I don't think that the kinds of concerns over plausibility are absent in any games I play or run. Over the past few years, those have included D&D 5e, Stonetop (Pbta), Blades in the Dark, Star Trek Adventures, Call of Cthulhu, Spire, Mothership, Alien, Delta Green, and Galaxies in Peril. Obviously, these games all involve settings with different degrees of fantastic elements, but beyond that... beyond accepting the premise... none of them abandon plausibility or internal consistency any more than the others. </p><p></p><p>The one game I did run that was far less concerned with that stuff was The 13th Fleet. It's a comedic take on Star Trek, where the PCs are all captains in the eponymous fleet, which is made up of all the troublemakers. They wind up being the only fleet to survive a major galactic conflict (the "Nearly Victorious Battle") and must make their way back to allied space, while simultaneously trying to stab each other in the back. It was a tongue-in-cheek kind of game, and we didn't care much about plausibility at all. This was very removed from my typical type of game. </p><p></p><p>Can there be a dial between "cinematic action" and "grounded action"? Sure. I don't think that has a lot of bearing on the plausibility factor, though. I don't feel like the focus of this discussion about contrivances has been about the level of action, and if the PCs are average joes or action heroes. It's been more about the events that come up in play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9045160, member: 6785785"] Sure, this is largely what I've been saying. I don't think that the kinds of concerns over plausibility are absent in any games I play or run. Over the past few years, those have included D&D 5e, Stonetop (Pbta), Blades in the Dark, Star Trek Adventures, Call of Cthulhu, Spire, Mothership, Alien, Delta Green, and Galaxies in Peril. Obviously, these games all involve settings with different degrees of fantastic elements, but beyond that... beyond accepting the premise... none of them abandon plausibility or internal consistency any more than the others. The one game I did run that was far less concerned with that stuff was The 13th Fleet. It's a comedic take on Star Trek, where the PCs are all captains in the eponymous fleet, which is made up of all the troublemakers. They wind up being the only fleet to survive a major galactic conflict (the "Nearly Victorious Battle") and must make their way back to allied space, while simultaneously trying to stab each other in the back. It was a tongue-in-cheek kind of game, and we didn't care much about plausibility at all. This was very removed from my typical type of game. Can there be a dial between "cinematic action" and "grounded action"? Sure. I don't think that has a lot of bearing on the plausibility factor, though. I don't feel like the focus of this discussion about contrivances has been about the level of action, and if the PCs are average joes or action heroes. It's been more about the events that come up in play. [/QUOTE]
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