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Why do RPGs have rules?
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<blockquote data-quote="Campbell" data-source="post: 9076060" data-attributes="member: 16586"><p>Right to Dream oriented play is built on a foundation of extrapolation from preceding events based on details of the established fiction and often prepared material. Story Now play is built on a foundation of actively framing conflicts that directly address both the premise of the particular game (and the premise of the particular characters). You cannot both extrapolate and actively frame conflicts at the same time.</p><p></p><p>You can in your situation and setting design setup a play environment where addressing premise is possible, but play will often feature some addressing of premise, but that is not some sort of magical El Darado. It's just a different sort of play experience. One I personally enjoy. It's how my home group runs/plays Vampire, Infinity and L5R. It is still no replacement or substitute for Apocalypse World or Sorcerer.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9076060, member: 16586"] Right to Dream oriented play is built on a foundation of extrapolation from preceding events based on details of the established fiction and often prepared material. Story Now play is built on a foundation of actively framing conflicts that directly address both the premise of the particular game (and the premise of the particular characters). You cannot both extrapolate and actively frame conflicts at the same time. You can in your situation and setting design setup a play environment where addressing premise is possible, but play will often feature some addressing of premise, but that is not some sort of magical El Darado. It's just a different sort of play experience. One I personally enjoy. It's how my home group runs/plays Vampire, Infinity and L5R. It is still no replacement or substitute for Apocalypse World or Sorcerer. [/QUOTE]
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