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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="schneeland" data-source="post: 8837716" data-attributes="member: 6900337"><p>[USER=86653]@overgeeked[/USER]'s points are pretty good - I could add a few footnotes here and there, but overall they have my support.</p><p></p><p>In addition:</p><p><strong>Roleplaying is a group activity.</strong> Not only the GM, but everybody on the table should be invested in creating an enjoyable gaming experience. This includes at least some effort before sessions (e.g. basic knowledge of the system) and some during sessions (creating interesting situations for everybody). Specifically, player's should think about reasons why their characters go on adventures and are willing to work together as a group.</p><p></p><p><strong>System matters. </strong>It's not the only thing that matters, and probably it doesn't matter as much as Ron Edwards claimed, but I expect a ruleset to support the experience it strives to create. If it doesn't or if I feel I would have to do extensive modifications to make that happen, it's better to drop it and look for something else than trying to bend the game into something it is not. That might mean that some games will end after a session or two, but it's really better that way.</p><p></p><p><strong>All play styles are valid, but not all are compatible. </strong>I firmly believe that no play style is inherently better than another, but not all of them might work in a single game. Similar things can be said about preferences regarding the use of VTTs and the preferred degree of automation. It's helpful if all people have a general idea of what they enjoy and it can be checked in session 0 if the individual preferences align. As with system preferences, it's better to stop a campaign early than drag on half-heartedly for too long.</p></blockquote><p></p>
[QUOTE="schneeland, post: 8837716, member: 6900337"] [USER=86653]@overgeeked[/USER]'s points are pretty good - I could add a few footnotes here and there, but overall they have my support. In addition: [B]Roleplaying is a group activity.[/B] Not only the GM, but everybody on the table should be invested in creating an enjoyable gaming experience. This includes at least some effort before sessions (e.g. basic knowledge of the system) and some during sessions (creating interesting situations for everybody). Specifically, player's should think about reasons why their characters go on adventures and are willing to work together as a group. [B]System matters. [/B]It's not the only thing that matters, and probably it doesn't matter as much as Ron Edwards claimed, but I expect a ruleset to support the experience it strives to create. If it doesn't or if I feel I would have to do extensive modifications to make that happen, it's better to drop it and look for something else than trying to bend the game into something it is not. That might mean that some games will end after a session or two, but it's really better that way. [B]All play styles are valid, but not all are compatible. [/B]I firmly believe that no play style is inherently better than another, but not all of them might work in a single game. Similar things can be said about preferences regarding the use of VTTs and the preferred degree of automation. It's helpful if all people have a general idea of what they enjoy and it can be checked in session 0 if the individual preferences align. As with system preferences, it's better to stop a campaign early than drag on half-heartedly for too long. [/QUOTE]
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