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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9069930" data-attributes="member: 6779310"><p>Major understatement there, Pemerton. It's not even exclusive to RPGs, nor games...</p><p>The worldbuilding of Tolkien, Wells, Herbert, Burroughs, the Pinis, Roddenberry, Niven, Asimov, Carter, Moorcock, and Lovecraft are why their names are well known - of them, only Wells was noted as an avid gamer. (See also <em><u>Little Wars</u></em>, Wells' minis wargaming ruleset.)</p><p></p><p>World building has been instrumental in the success of a number of tabletop games as well... Warhammer, Warhammer: 40k, Issac Asimov's Star Trader, Car Wars¹, Ogre/GEV, Star Fleet Battles², Starfire³, Heavy Gear⁴, Jovian Chronicles⁴, Battletech⁵, Renegade Legion⁵...</p><p></p><p>And let us not forget the huge variety of computer franchises with various surrealities in their settings...</p><p></p><p>Disagree/nitpick - The professor's techniques often dip into "too focused upon the details" for good use at table. In reading the Narnia series, certain chapters show really significant impact of this... as essentially, Tolkien was semi-editing Narnia while Lewis was influencing LotR... and Narnia in those chapters bogs down in details. Post-Tolkien-influence Lewis works are much less detailed, and even more theological.</p><p></p><p>agreed.</p><p></p><p>Notes:</p><p>¹: Car Wars, between initial Deluxe to but excluding 5th ed, is an RPG and a minis wargame</p><p>²: While it starts with the tech of Classic Trek (TOS/TAS), it diverges from there, and is one of the more detailed settings out there</p><p>³: 1st to 3rd eds were heavily scenario based, with a compelling backstory, and with optional campaign rules. 4th onward are almost pure campaign rules focused, with no clear setting.</p><p>⁴: The editions I have are explicitly minis wargames, hex and counter wargames, and role playing games - in a single ruleset. There is a scale rule, allowing integrations.</p><p>⁵: FASA released the wargames first, and added RPGs later; Battletech's still in print as are two RPGs built on its setting. In fact, there are many scales for Battletech... Grand stategy (Succession Wars), Planetary Strategy (Battleforce 2), Orbital supertactical (Aerospace/Battlespace), aerospace tactical (Aerotech, Rules of Warfare), ground supertactical (Battleforce, Battleforce 2), ground tactical vehicular (Battletech/Citytech/Rules of Warfare), character scale tactical (Battletroops), personal scale tactical & RPG (Mechwarrior, in 5 editions). Renegade Legion had Supertactical space (Leviathan), Tactical Space (Interceptor), Tactical armored ground (Centurion), and personal/RPG (Legionnaire).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9069930, member: 6779310"] Major understatement there, Pemerton. It's not even exclusive to RPGs, nor games... The worldbuilding of Tolkien, Wells, Herbert, Burroughs, the Pinis, Roddenberry, Niven, Asimov, Carter, Moorcock, and Lovecraft are why their names are well known - of them, only Wells was noted as an avid gamer. (See also [I][U]Little Wars[/U][/I], Wells' minis wargaming ruleset.) World building has been instrumental in the success of a number of tabletop games as well... Warhammer, Warhammer: 40k, Issac Asimov's Star Trader, Car Wars¹, Ogre/GEV, Star Fleet Battles², Starfire³, Heavy Gear⁴, Jovian Chronicles⁴, Battletech⁵, Renegade Legion⁵... And let us not forget the huge variety of computer franchises with various surrealities in their settings... Disagree/nitpick - The professor's techniques often dip into "too focused upon the details" for good use at table. In reading the Narnia series, certain chapters show really significant impact of this... as essentially, Tolkien was semi-editing Narnia while Lewis was influencing LotR... and Narnia in those chapters bogs down in details. Post-Tolkien-influence Lewis works are much less detailed, and even more theological. agreed. Notes: ¹: Car Wars, between initial Deluxe to but excluding 5th ed, is an RPG and a minis wargame ²: While it starts with the tech of Classic Trek (TOS/TAS), it diverges from there, and is one of the more detailed settings out there ³: 1st to 3rd eds were heavily scenario based, with a compelling backstory, and with optional campaign rules. 4th onward are almost pure campaign rules focused, with no clear setting. ⁴: The editions I have are explicitly minis wargames, hex and counter wargames, and role playing games - in a single ruleset. There is a scale rule, allowing integrations. ⁵: FASA released the wargames first, and added RPGs later; Battletech's still in print as are two RPGs built on its setting. In fact, there are many scales for Battletech... Grand stategy (Succession Wars), Planetary Strategy (Battleforce 2), Orbital supertactical (Aerospace/Battlespace), aerospace tactical (Aerotech, Rules of Warfare), ground supertactical (Battleforce, Battleforce 2), ground tactical vehicular (Battletech/Citytech/Rules of Warfare), character scale tactical (Battletroops), personal scale tactical & RPG (Mechwarrior, in 5 editions). Renegade Legion had Supertactical space (Leviathan), Tactical Space (Interceptor), Tactical armored ground (Centurion), and personal/RPG (Legionnaire). [/QUOTE]
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