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Why do RPGs have rules?
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<blockquote data-quote="robertsconley" data-source="post: 9058203" data-attributes="member: 13383"><p>My sentiments are the same as [USER=85555]@Bedrockgames[/USER] </p><p></p><p></p><p></p><p>Every theory has a point. Something that it is trying to address. GNS/Forge Theory is about the design of RPG systems. Stuff that game authors and hobbyists write as rulebooks. Things like OD&D, GURPS, Shadowdark, Blades in the Dark, Fate, Dogs in the Vineyard, and so on.</p><p></p><p>My theory and advice are not concerned with writing systems. But rather about running RPG campaigns. The system has a very specific role in the scheme I use. It is the tool I use to adjudicate when you or another player says as their character "I do X". Which specific system I use is chosen for two reasons. One it is useful to help me adjudicate what players describe they do as their characters. Two, it is something that I and the group will enjoy using.</p><p></p><p>What I am concerned about is how to manage the campaign. Systems that try to encapsulate campaign management into mechanics just get in the way. Systems that do this are too limited to handle all the possibilities. I found these types of mechanics detrimental to creativity as most players tend to think "What I can do in the game" rather than "What can I do as my character". </p><p></p><p>My focus is on using my experience with actual play to develop a series of techniques for managing RPG campaigns that work regardless of the mechanics being used to resolve character actions. </p><p></p><p>While the article you link is interesting. Since I am not concerned with the issues it raises it is not germane to what I focus on.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9058203, member: 13383"] My sentiments are the same as [USER=85555]@Bedrockgames[/USER] Every theory has a point. Something that it is trying to address. GNS/Forge Theory is about the design of RPG systems. Stuff that game authors and hobbyists write as rulebooks. Things like OD&D, GURPS, Shadowdark, Blades in the Dark, Fate, Dogs in the Vineyard, and so on. My theory and advice are not concerned with writing systems. But rather about running RPG campaigns. The system has a very specific role in the scheme I use. It is the tool I use to adjudicate when you or another player says as their character "I do X". Which specific system I use is chosen for two reasons. One it is useful to help me adjudicate what players describe they do as their characters. Two, it is something that I and the group will enjoy using. What I am concerned about is how to manage the campaign. Systems that try to encapsulate campaign management into mechanics just get in the way. Systems that do this are too limited to handle all the possibilities. I found these types of mechanics detrimental to creativity as most players tend to think "What I can do in the game" rather than "What can I do as my character". My focus is on using my experience with actual play to develop a series of techniques for managing RPG campaigns that work regardless of the mechanics being used to resolve character actions. While the article you link is interesting. Since I am not concerned with the issues it raises it is not germane to what I focus on. [/QUOTE]
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