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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9262162" data-attributes="member: 71699"><p>VB wrote</p><p></p><p></p><p></p><p></p><p>Simon wrote</p><p></p><p></p><p>Emily wrote</p><p></p><p></p><p>It's common in freeform to articulate rules on the fly for i. prompting what to say, and ii. choosing between the welcome and unwelcome. You can achieve i. without achieving ii. Designing rules doesn't guarantee ii. It is only when rules are used in accord with principles that one reliably sees ii. Principles say how players ought to make use of the rules.</p><p></p><p>GM is one means of procuring the unwelcome and unwanted for players. They can be effective in that role, and they can do it without rules to the extent that they are made to embody them. Consistent with the above, they cannot do it without solid principles in place, but they can also benefit from rules (the lack of either can lead to what some characterise as "weak sauce" play".)</p><p></p><p>Game design is capable of offering principles. Apocalypse World (AW) does. Will the unwelcome and unwanted reliably come into play using AW rules, when its principles are not followed? The introduction of GM moves also significantly (maybe crucially*) helps drive ii.</p><p></p><p>*If - as often happens - we're relying on GM as our means of procuring the unwelcome and unwanted for players, consistent with their positioning (to some extent) among lusory-means (freeing them to act cavalierly) or at least with alternative prelusory-goals, then it becomes crucial that they're compelled to deliver the unwelcome.</p><p></p><p></p><p></p><p>To your earlier point, [USER=82106]@AbdulAlhazred[/USER]. Rules provide a social prophylactic, but VB at least wants to go further</p><p></p><p>The idea as VB put it is that you as player are calling out your GM for <em>not </em>saying "nay" to you. In a sense, the rule shepherds a principle into play (unity of interest), or reifies it.</p><p></p><p>NOTE EDITS As I figured out how to best put what I wanted to say.</p><p></p><p>[USER=16586]@Campbell[/USER] the above hopefully supplies the sort of material you wanted to get into. For me it's important to be sensitive to the principles folk usually don't even notice.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9262162, member: 71699"] VB wrote Simon wrote Emily wrote It's common in freeform to articulate rules on the fly for i. prompting what to say, and ii. choosing between the welcome and unwelcome. You can achieve i. without achieving ii. Designing rules doesn't guarantee ii. It is only when rules are used in accord with principles that one reliably sees ii. Principles say how players ought to make use of the rules. GM is one means of procuring the unwelcome and unwanted for players. They can be effective in that role, and they can do it without rules to the extent that they are made to embody them. Consistent with the above, they cannot do it without solid principles in place, but they can also benefit from rules (the lack of either can lead to what some characterise as "weak sauce" play".) Game design is capable of offering principles. Apocalypse World (AW) does. Will the unwelcome and unwanted reliably come into play using AW rules, when its principles are not followed? The introduction of GM moves also significantly (maybe crucially*) helps drive ii. *If - as often happens - we're relying on GM as our means of procuring the unwelcome and unwanted for players, consistent with their positioning (to some extent) among lusory-means (freeing them to act cavalierly) or at least with alternative prelusory-goals, then it becomes crucial that they're compelled to deliver the unwelcome. To your earlier point, [USER=82106]@AbdulAlhazred[/USER]. Rules provide a social prophylactic, but VB at least wants to go further The idea as VB put it is that you as player are calling out your GM for [I]not [/I]saying "nay" to you. In a sense, the rule shepherds a principle into play (unity of interest), or reifies it. NOTE EDITS As I figured out how to best put what I wanted to say. [USER=16586]@Campbell[/USER] the above hopefully supplies the sort of material you wanted to get into. For me it's important to be sensitive to the principles folk usually don't even notice. [/QUOTE]
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