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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9264801" data-attributes="member: 82106"><p>I think SOME of the difference can be formulated in terms of premise and overall focus. So, Apocalypse World focuses heavily on interpersonal conflict and its effects, both on the PCs and on the milieu generally. The premise is basically "harsh world, you must fight for what you need." I'd think that USUALLY would cater to 'value challenge' type play, but maybe not always. You'd have to focus your game more on something external though. Now, lets imagine a game of 'The Seven Deadly Sins" where the characters are magical heroes enmeshed in a complex conflict, where a lot of their motivations and basic drive focuses on winning the overall conflict and accomplishing subgoals, as well as more personal challenge stuff. There are a lot of questions there, too. Are the 'good guys' really good? If they play dirty, what happens to the world, not just what happens to themselves? There's a wider focus, and that leads to your other sort of play.</p><p></p><p>However, I haven't personally participated in a Narrativist type game where personal challenge of some kind wasn't a central part. I think it will always be there. In fact I would almost say that its lack would represent a shift to something closer to 'neo-trad/OC' kind of play where the focus is on envisaging the character 'as designed', not challenging their very nature. T7DS as a game could play that way too, depending on how you approached it (there is, AFAIK not an RPG specifically for that milieu, I'm just sort of imagining what it would be like if it was faithful to the source material).</p><p></p><p>EDIT: I see you have a good bit more interesting stuff I think we cross posted a bit. I'll have to digest that, but interesting stuff!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9264801, member: 82106"] I think SOME of the difference can be formulated in terms of premise and overall focus. So, Apocalypse World focuses heavily on interpersonal conflict and its effects, both on the PCs and on the milieu generally. The premise is basically "harsh world, you must fight for what you need." I'd think that USUALLY would cater to 'value challenge' type play, but maybe not always. You'd have to focus your game more on something external though. Now, lets imagine a game of 'The Seven Deadly Sins" where the characters are magical heroes enmeshed in a complex conflict, where a lot of their motivations and basic drive focuses on winning the overall conflict and accomplishing subgoals, as well as more personal challenge stuff. There are a lot of questions there, too. Are the 'good guys' really good? If they play dirty, what happens to the world, not just what happens to themselves? There's a wider focus, and that leads to your other sort of play. However, I haven't personally participated in a Narrativist type game where personal challenge of some kind wasn't a central part. I think it will always be there. In fact I would almost say that its lack would represent a shift to something closer to 'neo-trad/OC' kind of play where the focus is on envisaging the character 'as designed', not challenging their very nature. T7DS as a game could play that way too, depending on how you approached it (there is, AFAIK not an RPG specifically for that milieu, I'm just sort of imagining what it would be like if it was faithful to the source material). EDIT: I see you have a good bit more interesting stuff I think we cross posted a bit. I'll have to digest that, but interesting stuff! [/QUOTE]
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