Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9078552" data-attributes="member: 42582"><p>I didn't say they used the word "sandbox". But they talked about the things you and [USER=85555]@Bedrockgames[/USER] talked about: GM creation of setting, the players declaring actions that move their PCs through the setting, GM as neutral arbiter of actions. Discussion of this can be found in White Dwarf - Lewis Pulsipher in relation to D&D, other contributors in relation to Traveller; to a reasonable extent in Gygax's DMG; and tools for doing it, such as random events charts, are found in various places including the original OA. Campaign Law for Rolemaster also presents world-building as oriented towards a sandbox approach to play.</p><p></p><p>I remember having conversations about RPG world-building with a friend who was also a serious humanities/social science student (we are now both academics in our fields) over 30 years ago. I still have notes about NPCs, factions, places and possible events that I made back then.</p><p></p><p>The contrast between arena-type play, dungeon-of-the-week type play, GM storytelling, and "open world" exploration-type play was plainly evident in the RPG club I was a member of in the early 1990s. I can't recall now if we had a neutral vocabulary that we used to talk about it - given the preferences I and my friends shared, we talked about serious vs non-serious play, and railroads. Serious play involved rich settings with backstory that was relevant to and manifest in the current play, and relatively richly-realised characters. The approach was a sometimes unstable combination of, or alternation between, purist-for-system simulationism against a backdrop of GM authorship of setting, and vanilla narrativism.</p><p></p><p>That post doesn't say anything about Burning Wheel, Apolcalypse World or similar RPGs.</p><p></p><p>The play of Burning Wheel or Apocalypse World doesn't use or rely on literary concepts such as "narrative" and "story". They do not involve anyone collaborating on a story. In fact the whole point of the design is that no one needs to collaborate on a story or use literary concepts such as "narrative" or "story".</p><p></p><p>This is a very general description. I don't see how it doesn't apply to BW and AW.</p><p></p><p>This is also very general.</p><p></p><p>A game of AW could involve protecting the hardhold. A game of BW could involve conquering a kingdom.</p><p></p><p>This is a key step in starting the play of BW or AW.</p><p></p><p>As I already posted, these passages are where one can find the difference.</p><p></p><p>Both BW and AW involve players formulating goals for their PCs. But the GM is not a neutral arbiter. The GM's decision-making, as guided by the action resolution rules, is expected to have regard to the goals the players have adopted for their PCs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9078552, member: 42582"] I didn't say they used the word "sandbox". But they talked about the things you and [USER=85555]@Bedrockgames[/USER] talked about: GM creation of setting, the players declaring actions that move their PCs through the setting, GM as neutral arbiter of actions. Discussion of this can be found in White Dwarf - Lewis Pulsipher in relation to D&D, other contributors in relation to Traveller; to a reasonable extent in Gygax's DMG; and tools for doing it, such as random events charts, are found in various places including the original OA. Campaign Law for Rolemaster also presents world-building as oriented towards a sandbox approach to play. I remember having conversations about RPG world-building with a friend who was also a serious humanities/social science student (we are now both academics in our fields) over 30 years ago. I still have notes about NPCs, factions, places and possible events that I made back then. The contrast between arena-type play, dungeon-of-the-week type play, GM storytelling, and "open world" exploration-type play was plainly evident in the RPG club I was a member of in the early 1990s. I can't recall now if we had a neutral vocabulary that we used to talk about it - given the preferences I and my friends shared, we talked about serious vs non-serious play, and railroads. Serious play involved rich settings with backstory that was relevant to and manifest in the current play, and relatively richly-realised characters. The approach was a sometimes unstable combination of, or alternation between, purist-for-system simulationism against a backdrop of GM authorship of setting, and vanilla narrativism. That post doesn't say anything about Burning Wheel, Apolcalypse World or similar RPGs. The play of Burning Wheel or Apocalypse World doesn't use or rely on literary concepts such as "narrative" and "story". They do not involve anyone collaborating on a story. In fact the whole point of the design is that no one needs to collaborate on a story or use literary concepts such as "narrative" or "story". This is a very general description. I don't see how it doesn't apply to BW and AW. This is also very general. A game of AW could involve protecting the hardhold. A game of BW could involve conquering a kingdom. This is a key step in starting the play of BW or AW. As I already posted, these passages are where one can find the difference. Both BW and AW involve players formulating goals for their PCs. But the GM is not a neutral arbiter. The GM's decision-making, as guided by the action resolution rules, is expected to have regard to the goals the players have adopted for their PCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top