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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9072846" data-attributes="member: 71699"><p>I would summarize your above as "not necessarily" which of course I agree with. I also agree that this plays out in the two ways you describe.</p><p></p><p>As to the first way, "not necessarily" leaves open "sometimes", which shifts the question to - of those occasions that are in conflict, how often are participants happy to see simulationism override narrativism, or vice versa? Is even once too often? Is it okay when it happens to Addy, but not Taylor? Or in circumstances like Q but not Z? It seems probable that sensitivities will fall along a spectrum (even without getting all the way to purists.) The main concern could be whether one wants to play this form of Russian Roulette.</p><p></p><p></p><p>I think that you're exactly right. I assayed this second way in an EDIT to my previous, and then turned back (deleted it); daunted by the new horizons. So what happens when the internal-causes, let's say framed as world-laws, are <em>narrativist</em> (meaning something like, are formed around dramatic themes)? As you point out, we're hardly short on examples. Can't I then be as purist as I like in giving the crown, and still hit no conflict between the modes?</p><p></p><p>Could an obstacle lie in the author=audience duality expected (by nar) for the player? Simulationism doesn't care about that: it's not against it, but it doesn't demand it. If that's true, then surely I can still find part of the Venn diagram that has things set up just as they need to be: player=authorship + dramatic internal causes.</p><p></p><p>My hot take then, is that so long as there aren't any non-dramatic internal causes that could come into conflict, or so long as the frequency or character of conflicts is such that the group are satisfied with how they play out, then <em>why not</em>? It seems like there really must be a this vista of narrativist simulationism. Perhaps the true El-Dorado (says a feverish explorer, waving a recently discovered map.)</p><p></p><p>Is there anything like that in the domain? You've called attention to BW. I wonder about Stonetop? I haven't yet played it, but I am reading it with great interest. Perhaps wrongly (given the caveat I just made) elements trigger a RuneQuest-y feeling in me. [USER=6696971]@Manbearcat[/USER] might be able to say something about this.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9072846, member: 71699"] I would summarize your above as "not necessarily" which of course I agree with. I also agree that this plays out in the two ways you describe. As to the first way, "not necessarily" leaves open "sometimes", which shifts the question to - of those occasions that are in conflict, how often are participants happy to see simulationism override narrativism, or vice versa? Is even once too often? Is it okay when it happens to Addy, but not Taylor? Or in circumstances like Q but not Z? It seems probable that sensitivities will fall along a spectrum (even without getting all the way to purists.) The main concern could be whether one wants to play this form of Russian Roulette. I think that you're exactly right. I assayed this second way in an EDIT to my previous, and then turned back (deleted it); daunted by the new horizons. So what happens when the internal-causes, let's say framed as world-laws, are [I]narrativist[/I] (meaning something like, are formed around dramatic themes)? As you point out, we're hardly short on examples. Can't I then be as purist as I like in giving the crown, and still hit no conflict between the modes? Could an obstacle lie in the author=audience duality expected (by nar) for the player? Simulationism doesn't care about that: it's not against it, but it doesn't demand it. If that's true, then surely I can still find part of the Venn diagram that has things set up just as they need to be: player=authorship + dramatic internal causes. My hot take then, is that so long as there aren't any non-dramatic internal causes that could come into conflict, or so long as the frequency or character of conflicts is such that the group are satisfied with how they play out, then [I]why not[/I]? It seems like there really must be a this vista of narrativist simulationism. Perhaps the true El-Dorado (says a feverish explorer, waving a recently discovered map.) Is there anything like that in the domain? You've called attention to BW. I wonder about Stonetop? I haven't yet played it, but I am reading it with great interest. Perhaps wrongly (given the caveat I just made) elements trigger a RuneQuest-y feeling in me. [USER=6696971]@Manbearcat[/USER] might be able to say something about this. [/QUOTE]
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