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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9046768" data-attributes="member: 85555"><p>That is fair, but again for me this isn't about someone coming up with a 'scientifically' valid model of what society would look like or of simulating a real world. It is about creating the feel of a world that exists external to the players and has an internal consistency and believability to it. So as an example this isn't like a annales style analysis and modeling of all the mentalities by using interdisciplinary methods to account for things like geography, economic structures, etc. Even that probably falls short of the bar people are setting when they talk about modeling a real world. I am just talking about building a world from the ground up, having things like its history and institutions follow a logic the players can understand (and importantly anticipate when they make decisions), having NPCs operate based on their motivations and needs (rather than simply having them show up because it is good for the plot), providing a world that feels objective and consistent. It can and should be informed by what the GM knows and researches, but it doesn't require the GM be a genius or expert in 18 different fields of study. That isn't the point of it.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9046768, member: 85555"] That is fair, but again for me this isn't about someone coming up with a 'scientifically' valid model of what society would look like or of simulating a real world. It is about creating the feel of a world that exists external to the players and has an internal consistency and believability to it. So as an example this isn't like a annales style analysis and modeling of all the mentalities by using interdisciplinary methods to account for things like geography, economic structures, etc. Even that probably falls short of the bar people are setting when they talk about modeling a real world. I am just talking about building a world from the ground up, having things like its history and institutions follow a logic the players can understand (and importantly anticipate when they make decisions), having NPCs operate based on their motivations and needs (rather than simply having them show up because it is good for the plot), providing a world that feels objective and consistent. It can and should be informed by what the GM knows and researches, but it doesn't require the GM be a genius or expert in 18 different fields of study. That isn't the point of it. [/QUOTE]
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