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Why do RPGs have rules?
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<blockquote data-quote="Campbell" data-source="post: 9046875" data-attributes="member: 16586"><p>At the end of the day settings have to be designed and scenarios have to be designed. They do not spring up whole cloth from the ether. You need a starting point to extrapolate from and there are real world reasons why settings/scenarios/characters are designed in the way they are for functional play of any type. From my perspective whether we start with the setting, characters or situation that starting point is equally contrived. The nature of those contrivances will lead to very different playstyles and will feel more real in some ways and less real in others.</p><p></p><p>Part of my personal frustration is when the act of design is glossed over, when the creative act behind it is disclaimed, in what feels like an effort to treat one sort of play as the default natural way of playing. Also to undercut any actual discussion of technique.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9046875, member: 16586"] At the end of the day settings have to be designed and scenarios have to be designed. They do not spring up whole cloth from the ether. You need a starting point to extrapolate from and there are real world reasons why settings/scenarios/characters are designed in the way they are for functional play of any type. From my perspective whether we start with the setting, characters or situation that starting point is equally contrived. The nature of those contrivances will lead to very different playstyles and will feel more real in some ways and less real in others. Part of my personal frustration is when the act of design is glossed over, when the creative act behind it is disclaimed, in what feels like an effort to treat one sort of play as the default natural way of playing. Also to undercut any actual discussion of technique. [/QUOTE]
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