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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9047401" data-attributes="member: 82106"><p>Right, this is basically what I did in my D&D campaigns of yore, and I created a similar conceit in my own RPG, Heroes of Myth and Legend. That is there IS NO SUCH THING as 'natural processes', there is ONLY magic. This is largely how people in most premodern societies looked at the world. To them there were no 'laws' that the world followed, it was literally a thing constructed by God and following the will of God (or whatever other forces you happened to believe in). This is literally the way things work in HoML, magic is universal. The conceit is that it can be bent to human will, or at least the will of a very few special people. </p><p></p><p>This doesn't solve anyone's problems though! Sure, it kind of lets us use historical society as a reference point in terms of how people might have thought about this, but the actual social, political, ecological, economic, etc. impact of actual spell casting still pretty much invalidates our ideas about how society will actually function.</p><p></p><p>Indeed, I feel exactly the same.</p><p></p><p>Yeah, I couldn't name anything. I really think the fundamental problem is you can't easily encourage players to try to enter into such a mindset, so you pretty much have to build your setting as "modern, but with pit toilets and horses instead of cars" which is pretty much exactly what you generally get. And of course this is all before we even start to look at just how many different and equally different cultures have existed, even in Europe in the past 1000 years.</p><p></p><p>Glorantha is a pretty clever creation, with the hero quest and the whole nature of its eschatology and such. The players are really encouraged to enter into some sort of interaction with the heroic dream times of the quests and that sort of naturally imposes a kind of "this is all how the world actually works, its just magic" logic on the PCs. Maybe there are other ways to do that? I don't know.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9047401, member: 82106"] Right, this is basically what I did in my D&D campaigns of yore, and I created a similar conceit in my own RPG, Heroes of Myth and Legend. That is there IS NO SUCH THING as 'natural processes', there is ONLY magic. This is largely how people in most premodern societies looked at the world. To them there were no 'laws' that the world followed, it was literally a thing constructed by God and following the will of God (or whatever other forces you happened to believe in). This is literally the way things work in HoML, magic is universal. The conceit is that it can be bent to human will, or at least the will of a very few special people. This doesn't solve anyone's problems though! Sure, it kind of lets us use historical society as a reference point in terms of how people might have thought about this, but the actual social, political, ecological, economic, etc. impact of actual spell casting still pretty much invalidates our ideas about how society will actually function. Indeed, I feel exactly the same. Yeah, I couldn't name anything. I really think the fundamental problem is you can't easily encourage players to try to enter into such a mindset, so you pretty much have to build your setting as "modern, but with pit toilets and horses instead of cars" which is pretty much exactly what you generally get. And of course this is all before we even start to look at just how many different and equally different cultures have existed, even in Europe in the past 1000 years. Glorantha is a pretty clever creation, with the hero quest and the whole nature of its eschatology and such. The players are really encouraged to enter into some sort of interaction with the heroic dream times of the quests and that sort of naturally imposes a kind of "this is all how the world actually works, its just magic" logic on the PCs. Maybe there are other ways to do that? I don't know. [/QUOTE]
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