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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Imaculata" data-source="post: 7769791" data-attributes="member: 6801286"><p>Doesn't that depend on the implementation?</p><p></p><p></p><p></p><p>Naturally, but games can be coded in a way so that they don't detail every single interaction, but instead provide a broad framework within which various parts are free to interact with one another in unpredictable and not-predefined ways.</p><p></p><p></p><p></p><p>I wasn't referring to rogue-likes specifically, but they are a good example. Keep in mind though that imprecise rules does not mean no-rules at all. The scope can still be limited, while allowing elements within to be randomized. For example, Diablo creates randomized dungeons that feature some areas that are always included, such as an entrance and exit, and maybe a boss, treasure and special locations (depending on the level). Minecraft also has very large randomly generated worlds, that can have strange and unpredictable outcomes.</p><p></p><p>But Dwarven Fortress is perhaps the best example. Everything in that game obeys logical rules, but not every combination is predefined. This means that all things in the world obey the rules laid out by the game, but can create very unexpected interactions.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7769791, member: 6801286"] Doesn't that depend on the implementation? Naturally, but games can be coded in a way so that they don't detail every single interaction, but instead provide a broad framework within which various parts are free to interact with one another in unpredictable and not-predefined ways. I wasn't referring to rogue-likes specifically, but they are a good example. Keep in mind though that imprecise rules does not mean no-rules at all. The scope can still be limited, while allowing elements within to be randomized. For example, Diablo creates randomized dungeons that feature some areas that are always included, such as an entrance and exit, and maybe a boss, treasure and special locations (depending on the level). Minecraft also has very large randomly generated worlds, that can have strange and unpredictable outcomes. But Dwarven Fortress is perhaps the best example. Everything in that game obeys logical rules, but not every combination is predefined. This means that all things in the world obey the rules laid out by the game, but can create very unexpected interactions. [/QUOTE]
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