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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9256863" data-attributes="member: 71699"><p>It's possible that you are thinking about content rather than procedures and principles. The texture of play can be meaningfully shaped by the tools that fabricate it. I identify a lack of procedures and principles in many ultralights for compelling participants to say what they don't want to say. One could write a rule like this</p><p></p><p style="margin-left: 20px">If you have this d6, say something and then roll it</p> <p style="margin-left: 20px">On 1-2, hand this d6 to another player: what they say must include something awful happening to both your characters</p><p></p><p>As an untested rule, the above may or may not work out. The wording might or might not result in what I want to see. There could be all kinds of problems with it. To my mind, it implies the existence of a few other rules, which are as yet unwritten. I'm picturing a text about as long as Cthulhu Dark. With all those caveats, it offers a basic procedure for compelling participants to say things they (presumably) don't want to say.</p><p></p><p>Another approach would be to lay out a few principles that govern the use of lightweight procedures. Probably the basic rule needed is a result that is going to be interpreted as compelling the unwanted and unwelcome. Not simple failure or resource depeletion, but something about the tone of what you must add to your fiction. None of this would rely on defining any content.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9256863, member: 71699"] It's possible that you are thinking about content rather than procedures and principles. The texture of play can be meaningfully shaped by the tools that fabricate it. I identify a lack of procedures and principles in many ultralights for compelling participants to say what they don't want to say. One could write a rule like this [INDENT]If you have this d6, say something and then roll it[/INDENT] [INDENT]On 1-2, hand this d6 to another player: what they say must include something awful happening to both your characters[/INDENT] As an untested rule, the above may or may not work out. The wording might or might not result in what I want to see. There could be all kinds of problems with it. To my mind, it implies the existence of a few other rules, which are as yet unwritten. I'm picturing a text about as long as Cthulhu Dark. With all those caveats, it offers a basic procedure for compelling participants to say things they (presumably) don't want to say. Another approach would be to lay out a few principles that govern the use of lightweight procedures. Probably the basic rule needed is a result that is going to be interpreted as compelling the unwanted and unwelcome. Not simple failure or resource depeletion, but something about the tone of what you must add to your fiction. None of this would rely on defining any content. [/QUOTE]
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