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Why do RPGs have rules?
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<blockquote data-quote="robertsconley" data-source="post: 9045888" data-attributes="member: 13383"><p>Hybrids are the norm for this hobby. Folks may have a main focus when it comes to systems and settings but they will also throw whatever they think will help or be interesting. </p><p></p><p></p><p>The first step when I do when I describe the new circumstances or to roleplay the NPC, is to think about what is possible <strong>given the circumstances </strong>and then I decide how to describe things or how to roleplay.</p><p></p><p>The alternative is that you can decide how the new circumstances or how to roleplay <strong>first</strong>, and then look for reasons why that is possible or plausible. I find doing this to be highly problematic and prone to bias whether an individual or a group acting in a consensus does it. One bias that comes up often when making a decision this way in an RPG campaign is that it is rare that a negative outcome will be chosen outright. The result of incorporating this decision-making process into the mechanics is that failure tends to be minimized to levels that break immersion or destroy one sense of accomplishment.</p><p></p><p>This is not a new issue either I experienced this with Lion Rampart's Whimsy Cards back in the 90s. Where playing a card meant coming up with post hoc explanation.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9045888, member: 13383"] Hybrids are the norm for this hobby. Folks may have a main focus when it comes to systems and settings but they will also throw whatever they think will help or be interesting. The first step when I do when I describe the new circumstances or to roleplay the NPC, is to think about what is possible [B]given the circumstances [/B]and then I decide how to describe things or how to roleplay. The alternative is that you can decide how the new circumstances or how to roleplay [B]first[/B], and then look for reasons why that is possible or plausible. I find doing this to be highly problematic and prone to bias whether an individual or a group acting in a consensus does it. One bias that comes up often when making a decision this way in an RPG campaign is that it is rare that a negative outcome will be chosen outright. The result of incorporating this decision-making process into the mechanics is that failure tends to be minimized to levels that break immersion or destroy one sense of accomplishment. This is not a new issue either I experienced this with Lion Rampart's Whimsy Cards back in the 90s. Where playing a card meant coming up with post hoc explanation. [/QUOTE]
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