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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9045233" data-attributes="member: 85555"><p>But I would say events that come up in play will need to be grounded in some kind of logic, whether that is story logic, cinematic logic, real life logic, gritty crime drama logic, etc. I think someone coming from the 'simulationist perspective' or from just the 'living world' perspective is going to ground those things (at least oftentimes) in a way that prioritizes reality. That doesn't mean cinematic events also won't be grounded just there is a difference in the logic applied to things happening. If I am running a campaign in what I call "Chang Cheh" mode, having a bunch of Japanese Ninja pop out of the walls is fine because it is cinematic and exciting. If I am not doing so, the players are going to expect more from me than 'it was exciting' as an explanation. They will ask "how they did they get there?", "How long they were waiting for us?, "How did they know to be in the room at that moment?", "How exactly were they fitting into the walls?". But if they understand we are all effectively operating in a Chang Cheh film, they don't ask these questions because they know that isn't how the world operates. In a more over the top cinematic campaign or module I simply won't worry about answering those questions. However in a more grounded and living world campaign I would. And I even did so where I had a location I wanted that kind of suprise attack, but created in game logic and a kind of ecosystem to explain how and why). Generally though I find in these campaigns, players expect events happen not as set pieces or because you had a cool idea for an encounter in mind, but because they seem to naturally flow from things (and this can be done via random encounter tables, by keeping good track of what NPCs are doing, etc).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9045233, member: 85555"] But I would say events that come up in play will need to be grounded in some kind of logic, whether that is story logic, cinematic logic, real life logic, gritty crime drama logic, etc. I think someone coming from the 'simulationist perspective' or from just the 'living world' perspective is going to ground those things (at least oftentimes) in a way that prioritizes reality. That doesn't mean cinematic events also won't be grounded just there is a difference in the logic applied to things happening. If I am running a campaign in what I call "Chang Cheh" mode, having a bunch of Japanese Ninja pop out of the walls is fine because it is cinematic and exciting. If I am not doing so, the players are going to expect more from me than 'it was exciting' as an explanation. They will ask "how they did they get there?", "How long they were waiting for us?, "How did they know to be in the room at that moment?", "How exactly were they fitting into the walls?". But if they understand we are all effectively operating in a Chang Cheh film, they don't ask these questions because they know that isn't how the world operates. In a more over the top cinematic campaign or module I simply won't worry about answering those questions. However in a more grounded and living world campaign I would. And I even did so where I had a location I wanted that kind of suprise attack, but created in game logic and a kind of ecosystem to explain how and why). Generally though I find in these campaigns, players expect events happen not as set pieces or because you had a cool idea for an encounter in mind, but because they seem to naturally flow from things (and this can be done via random encounter tables, by keeping good track of what NPCs are doing, etc). [/QUOTE]
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