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Why simpler - much simpler - is better
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<blockquote data-quote="Neonchameleon" data-source="post: 6245444" data-attributes="member: 87792"><p>The degree that they aren't is called the <a href="http://www.rpg.net/reviews/archive/14/14567.phtml" target="_blank">F.A.T.A.L.</a> Scale. An absolute measurable yardstick of RPG goodness is impossible - too many people are looking for too different things. But some things are just wrong.</p><p></p><p></p><p></p><p>I don't think the OP did. Because rules are about more than one thing. You're right that Regulating is one of the primary purposes of rules. Off the top of my head, a non-exhaustive list includes:</p><ul> <li data-xf-list-type="ul">Communicating</li> <li data-xf-list-type="ul">Regulating</li> <li data-xf-list-type="ul">Inspiring</li> <li data-xf-list-type="ul">Evoking</li> <li data-xf-list-type="ul">Enhancing</li> <li data-xf-list-type="ul">Being inherently fun</li> </ul><p></p><p><strong>Communicating</strong></p><p></p><p>Communicating is the single most important part of an RPG ruleset. They enable and facilitate communication about how you your characters and your shared imaginary world, containing detail that is at least semi-objective. I can tell things looking at a character sheet in a system I like that would take a lot of skilled writing to tease out, because the sheet shows me rather than telling me if I understand it. I'd call Fate a stand-out game at this, with the aspects it uses (and also point out Marvel Heroic Roleplaying in an entirely different way - and Fiasco in a third).</p><p><strong></strong></p><p><strong>Regulating</strong></p><p></p><p>I'll leave your description here. It's all true - it's just one puzzle piece.</p><p></p><p><strong>Inspiring</strong></p><p></p><p>Ever looked at something and thought "I want to play one of <em>those</em>"? Or "I want to play t<em>here"</em>? You were inspired by the game. And without some form of inspiration there is no game.</p><p></p><p><strong>Evoking</strong></p><p></p><p>"F**k I'm on one hit point." "Look at that tower. Do I dare to pull?" The rules themselves can evoke emotions that are like those of the character. On the failure point they get the "Wtf? What can I do now?" *rummage through list of rules* Evoking emotions is certainly one purpose of a ruleset like Dread with the Jenga tower.</p><p></p><p><strong>Enhancing</strong></p><p></p><p>Some games, and ones I'd list as standouts include Rolemaster, Cortex Plus, and the Powered by the Apocalypse games (like Dungeon World) are good at creating complications and narrative description at narratively appropriate times that without the ruleset might not arise. The PbtA games are especially good at this for would-be freeform roleplayers because they have the right rhythm to disrupt freeform games as little as possible.</p><p></p><p><strong>Being fun to play in their own right</strong></p><p></p><p>This is a personal thing.</p><p></p><p>But I've missed a few, and I'm well aware of that (suggestions welcome). What the OP seems to want is games that are heavy on the communication and enhancement, light on the regulation, and that get out of the way so you can focus on the fiction. Which is why I gave the list I did.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6245444, member: 87792"] The degree that they aren't is called the [URL="http://www.rpg.net/reviews/archive/14/14567.phtml"]F.A.T.A.L.[/URL] Scale. An absolute measurable yardstick of RPG goodness is impossible - too many people are looking for too different things. But some things are just wrong. I don't think the OP did. Because rules are about more than one thing. You're right that Regulating is one of the primary purposes of rules. Off the top of my head, a non-exhaustive list includes: [LIST] [*]Communicating [*]Regulating [*]Inspiring [*]Evoking [*]Enhancing [*]Being inherently fun [/LIST] [B]Communicating[/B] Communicating is the single most important part of an RPG ruleset. They enable and facilitate communication about how you your characters and your shared imaginary world, containing detail that is at least semi-objective. I can tell things looking at a character sheet in a system I like that would take a lot of skilled writing to tease out, because the sheet shows me rather than telling me if I understand it. I'd call Fate a stand-out game at this, with the aspects it uses (and also point out Marvel Heroic Roleplaying in an entirely different way - and Fiasco in a third). [B] Regulating[/B] I'll leave your description here. It's all true - it's just one puzzle piece. [B]Inspiring[/B] Ever looked at something and thought "I want to play one of [I]those[/I]"? Or "I want to play t[I]here"[/I]? You were inspired by the game. And without some form of inspiration there is no game. [B]Evoking[/B] "F**k I'm on one hit point." "Look at that tower. Do I dare to pull?" The rules themselves can evoke emotions that are like those of the character. On the failure point they get the "Wtf? What can I do now?" *rummage through list of rules* Evoking emotions is certainly one purpose of a ruleset like Dread with the Jenga tower. [B]Enhancing[/B] Some games, and ones I'd list as standouts include Rolemaster, Cortex Plus, and the Powered by the Apocalypse games (like Dungeon World) are good at creating complications and narrative description at narratively appropriate times that without the ruleset might not arise. The PbtA games are especially good at this for would-be freeform roleplayers because they have the right rhythm to disrupt freeform games as little as possible. [B]Being fun to play in their own right[/B] This is a personal thing. But I've missed a few, and I'm well aware of that (suggestions welcome). What the OP seems to want is games that are heavy on the communication and enhancement, light on the regulation, and that get out of the way so you can focus on the fiction. Which is why I gave the list I did. [/QUOTE]
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