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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9258148" data-attributes="member: 42582"><p>Another comment:</p><p></p><p>The importance of drawing the contrast between the use of mediating cues, and the use of procedural cues, is not that it gets us to ponder the nature of <em>obligation</em> or <em>constraint</em> in RPGing. Procedural cues, when used, also impose obligations and constraints, namely, on who gets to speak and add content.</p><p></p><p>The significance of mediating cues is not that they oblige and constrain: it's that they oblige and constrain <em>what can be said</em>. Baker, by bringing them to our attention, is making a point which I also quote him making in the OP: RPG rules can do more than allocate authority to speak. They can constrain what we are allowed to say when we have authority to speak.</p><p></p><p>This is very commonly recognised in the context of combat rules. Generalising the point is crucial to seeing how RPGs can be more than just wargames + freeform.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9258148, member: 42582"] Another comment: The importance of drawing the contrast between the use of mediating cues, and the use of procedural cues, is not that it gets us to ponder the nature of [I]obligation[/I] or [I]constraint[/I] in RPGing. Procedural cues, when used, also impose obligations and constraints, namely, on who gets to speak and add content. The significance of mediating cues is not that they oblige and constrain: it's that they oblige and constrain [I]what can be said[/I]. Baker, by bringing them to our attention, is making a point which I also quote him making in the OP: RPG rules can do more than allocate authority to speak. They can constrain what we are allowed to say when we have authority to speak. This is very commonly recognised in the context of combat rules. Generalising the point is crucial to seeing how RPGs can be more than just wargames + freeform. [/QUOTE]
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