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General Tabletop Discussion
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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="billd91" data-source="post: 8179350" data-attributes="member: 3400"><p>Ultimately, that's why it's <strong>useful</strong> and not defining. </p><p>And it is useful - if I'm role playing a character, I probably have some in-character goals I'd like to meet other than just having fun (which is a player goal, not necessarily a character goal). I'm probably going to enjoy a campaign-based game more if I have a chance to actually improve along the way rather than remain static (or even redesign with the same limits - in which case if I wanted to improve something, I'd have to pull from something else). </p><p>I mean, I could be planning on playing <strong>that</strong> guy, the one who peaked in high school and eschew improvement. But I'd bet even he'd like a new riding lawn mower with more bells and whistles and a bigger garage fridge for his beer...</p></blockquote><p></p>
[QUOTE="billd91, post: 8179350, member: 3400"] Ultimately, that's why it's [b]useful[/b] and not defining. And it is useful - if I'm role playing a character, I probably have some in-character goals I'd like to meet other than just having fun (which is a player goal, not necessarily a character goal). I'm probably going to enjoy a campaign-based game more if I have a chance to actually improve along the way rather than remain static (or even redesign with the same limits - in which case if I wanted to improve something, I'd have to pull from something else). I mean, I could be planning on playing [b]that[/b] guy, the one who peaked in high school and eschew improvement. But I'd bet even he'd like a new riding lawn mower with more bells and whistles and a bigger garage fridge for his beer... [/QUOTE]
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