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Why do RPGs have rules?
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<blockquote data-quote="Bedrockgames" data-source="post: 9074662" data-attributes="member: 85555"><p>I am not seeing this. You don't have to have mountains of prep for the style we are talking about here. And simulationist is such a broad category (but given that GNS only has those three, S is the closest to what me and Rob are describing I think----though I also think there is a good does of G in there too). There is absolutely nothing wrong with making new NPCs on the fly, using templates for NPCs, having bare bones descriptions of regions as a starting point (look at most OSR material for example, it prizes brevity and bare bones descriptions). </p><p></p><p>The description you gave is actually kind of ideal for this approach because it avoids prose and paragraphs in favor of key words which a GM can easily use to elaborate on (knowing trades and imports for example is something I find incredibly helpful and I don't need the book or my notes to break down each and every one of them-------in some games I may want to go further and elaborate before play but it is not needed). </p><p></p><p>I can't comment on Mouseguard specifically as I haven't played that system But that area description would be perfectly useable in the kind of games I run (and I am sure Rob could make plenty of use of it as well----though I don't want to put words in his mouth). </p><p></p><p>I've run a lot of on the fly sessions where the world is created in response to what the players do (they may not have narrative power like they would if I were running Hillfolk, but they go someone ask if there are any X and I decide if any X are there-----usually a variety of means to do so----and the world expands as they push the boundaries and the world and NPCs in it react to them.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9074662, member: 85555"] I am not seeing this. You don't have to have mountains of prep for the style we are talking about here. And simulationist is such a broad category (but given that GNS only has those three, S is the closest to what me and Rob are describing I think----though I also think there is a good does of G in there too). There is absolutely nothing wrong with making new NPCs on the fly, using templates for NPCs, having bare bones descriptions of regions as a starting point (look at most OSR material for example, it prizes brevity and bare bones descriptions). The description you gave is actually kind of ideal for this approach because it avoids prose and paragraphs in favor of key words which a GM can easily use to elaborate on (knowing trades and imports for example is something I find incredibly helpful and I don't need the book or my notes to break down each and every one of them-------in some games I may want to go further and elaborate before play but it is not needed). I can't comment on Mouseguard specifically as I haven't played that system But that area description would be perfectly useable in the kind of games I run (and I am sure Rob could make plenty of use of it as well----though I don't want to put words in his mouth). I've run a lot of on the fly sessions where the world is created in response to what the players do (they may not have narrative power like they would if I were running Hillfolk, but they go someone ask if there are any X and I decide if any X are there-----usually a variety of means to do so----and the world expands as they push the boundaries and the world and NPCs in it react to them. [/QUOTE]
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