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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9259190" data-attributes="member: 71699"><p>I took your responses to indicate that you'd seen my meaning, but on reflection - maybe not? What I am thinking about is the force with which a principle or rule has consequences on play. Designers employ a variety of strategies to achieve that, for example in AW Baker takes particular care to exemplify his meaning and emphasise how and that he wants a rule to be followed. In the past I've referred to that as strong or high deontic effect - the imposition of a strong obligation or sense of duty - a high likelihood the rule will predict the behaviour.</p><p></p><p></p><p>The significance of the mechanics is that they oblige and constrain what can be said. I don't see what the argument is with that. Picture a mechanic that did not oblige and constrain: it would surely not matter what it said. It's relevant to consider the force with which different forms of rule have consequences for play, <em>especially</em> for freeform which depends upon subtle largely unwritten rules. (So here I reject any notion that freeform is rule-less <em>even if</em> the rules are unwritten, for reasons that should be obvious based on what I've previously said about rules in this and other threads.)</p><p></p><p>EDIT <em>Normative-force</em> is probably a better term. It matters to freeform because various norms are in force in play, and what is written or agreed (procedures, principles) emphasises or modifies those. I am questioning not solely whether we could construct the appropriate principles, but even supposing we did, whether their normative-force is sufficient/insufficient to compel players to say the unwelcome?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9259190, member: 71699"] I took your responses to indicate that you'd seen my meaning, but on reflection - maybe not? What I am thinking about is the force with which a principle or rule has consequences on play. Designers employ a variety of strategies to achieve that, for example in AW Baker takes particular care to exemplify his meaning and emphasise how and that he wants a rule to be followed. In the past I've referred to that as strong or high deontic effect - the imposition of a strong obligation or sense of duty - a high likelihood the rule will predict the behaviour. The significance of the mechanics is that they oblige and constrain what can be said. I don't see what the argument is with that. Picture a mechanic that did not oblige and constrain: it would surely not matter what it said. It's relevant to consider the force with which different forms of rule have consequences for play, [I]especially[/I] for freeform which depends upon subtle largely unwritten rules. (So here I reject any notion that freeform is rule-less [I]even if[/I] the rules are unwritten, for reasons that should be obvious based on what I've previously said about rules in this and other threads.) EDIT [I]Normative-force[/I] is probably a better term. It matters to freeform because various norms are in force in play, and what is written or agreed (procedures, principles) emphasises or modifies those. I am questioning not solely whether we could construct the appropriate principles, but even supposing we did, whether their normative-force is sufficient/insufficient to compel players to say the unwelcome? [/QUOTE]
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