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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9075275" data-attributes="member: 6779310"><p>Given that Clearstream's attempt to answer isn't terribly clear... (a touch ironic, IMO)</p><p></p><p>it's all those things Gygax, Arneson, Barker, St. Andre, Danforth, Peters, MacAlistair, Stafford, Perrin, and Tourney produced lots of because many people needed the help ot get rolling...</p><p></p><p>Places to explore</p><p>The encounters in those places</p><p>overworlds to get between exploration sites</p><p>encounter tables for the overworlds</p><p>Lore to make a cohesive whole of the same</p><p>All those predefined actions with specific rules....</p><p>Any plot the GM imposes unbidden</p><p>any backstory the party puts forward</p><p>any backstory the GM imposes.</p><p></p><p>I've run one of the most narrativist games, and enjoyed the hell out of it... anything not set during play wasn't true until someone spent an action result to make it true, and lasts as truth until another action makes it untrue.</p><p></p><p>It's not 100% pure narrativism - essentially, once you start getting randomizations involved, you've added a touch of game or sim, but it's mechanics are, outside combat, about who gets to say what's true, not whether it is known to be true. (John Wick's <em><u>Blood and Honor</u></em>)</p><p></p><p>Blood and Honor is rather hard to run - not that it's technically complex, but the amount of planning is very limited - literally, only NPCs with public sheets; anything not public from moment of intro is subject to change without prior notice by anyone.... so situations are insanely fluid. </p><p></p><p>The thing is, if any player in the group cares about continuity, each adventure becomes beheld to continuity with prior, another form of preloading. Sufficiently so that certain members of the board have recently advocated for ignoring continuity in play. (I don't know if Loverdrive was being facetious or not, so I'm taking their OP at face value. <a href="https://www.enworld.org/threads/case-against-continuity.698494/page-3#post-9063477" target="_blank">https://www.enworld.org/threads/case-against-continuity.698494/page-3#post-9063477</a> )</p><p></p><p>And in B&H, continuity is only as long as players respect each others' desired minimum. </p><p></p><p>I've run truly episodic, no continuity, campaigns before. Not fun for me. But I can understand the concept of no-continuity games and the appeal... it just isn't one I share.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9075275, member: 6779310"] Given that Clearstream's attempt to answer isn't terribly clear... (a touch ironic, IMO) it's all those things Gygax, Arneson, Barker, St. Andre, Danforth, Peters, MacAlistair, Stafford, Perrin, and Tourney produced lots of because many people needed the help ot get rolling... Places to explore The encounters in those places overworlds to get between exploration sites encounter tables for the overworlds Lore to make a cohesive whole of the same All those predefined actions with specific rules.... Any plot the GM imposes unbidden any backstory the party puts forward any backstory the GM imposes. I've run one of the most narrativist games, and enjoyed the hell out of it... anything not set during play wasn't true until someone spent an action result to make it true, and lasts as truth until another action makes it untrue. It's not 100% pure narrativism - essentially, once you start getting randomizations involved, you've added a touch of game or sim, but it's mechanics are, outside combat, about who gets to say what's true, not whether it is known to be true. (John Wick's [I][U]Blood and Honor[/U][/I]) Blood and Honor is rather hard to run - not that it's technically complex, but the amount of planning is very limited - literally, only NPCs with public sheets; anything not public from moment of intro is subject to change without prior notice by anyone.... so situations are insanely fluid. The thing is, if any player in the group cares about continuity, each adventure becomes beheld to continuity with prior, another form of preloading. Sufficiently so that certain members of the board have recently advocated for ignoring continuity in play. (I don't know if Loverdrive was being facetious or not, so I'm taking their OP at face value. [URL]https://www.enworld.org/threads/case-against-continuity.698494/page-3#post-9063477[/URL] ) And in B&H, continuity is only as long as players respect each others' desired minimum. I've run truly episodic, no continuity, campaigns before. Not fun for me. But I can understand the concept of no-continuity games and the appeal... it just isn't one I share. [/QUOTE]
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