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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9045587" data-attributes="member: 85555"><p>One thing I would add about this though is Conan is very episodic which lends itself well to the rootless wanderer (though in some stories he clearly has roots and responsibilities). But D&D is week to week, and each session builds on the previous one, so while I think it is true most characters in a standard D&D campaign start out as rootless wanderers, over time they tend to establish roots. And lots of people tire of the rootless wanderer trope and try to establish more connections at character creation. </p><p></p><p>Also wanderers don't have to be rootless. Wuxia is filled with characters who wander around fighting protecting the weak and contending with corrupt officials and people who use power to exploit. But they are often characters with very strong roots in a martial organization (i.e. Wudang, Shaolin, Plum Blossom Island, etc), roots under master or group of masters, and powerful family connections (the character in return of Condor heroes is the son of the villain of the first book and is adopted by his father's sworn brother, the first books hero, then placed into the care of a Daoist sect). That can absolutely work in a D&D context. I suppose one could call it a contrivance, but it also a lot more like the kinds of real connections people have in life.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9045587, member: 85555"] One thing I would add about this though is Conan is very episodic which lends itself well to the rootless wanderer (though in some stories he clearly has roots and responsibilities). But D&D is week to week, and each session builds on the previous one, so while I think it is true most characters in a standard D&D campaign start out as rootless wanderers, over time they tend to establish roots. And lots of people tire of the rootless wanderer trope and try to establish more connections at character creation. Also wanderers don't have to be rootless. Wuxia is filled with characters who wander around fighting protecting the weak and contending with corrupt officials and people who use power to exploit. But they are often characters with very strong roots in a martial organization (i.e. Wudang, Shaolin, Plum Blossom Island, etc), roots under master or group of masters, and powerful family connections (the character in return of Condor heroes is the son of the villain of the first book and is adopted by his father's sworn brother, the first books hero, then placed into the care of a Daoist sect). That can absolutely work in a D&D context. I suppose one could call it a contrivance, but it also a lot more like the kinds of real connections people have in life. [/QUOTE]
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