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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="loverdrive" data-source="post: 8180168" data-attributes="member: 7027139"><p>I honestly wouldn't consider "figure it out" as a way to cope with all and any fiction, and I don't think that there's a meaningful difference between DM adjudicating an action not covered by the rules in D&D and in Inquisitor.</p><p></p><p>In contrast, PbtA-games do have a generalized framework for dealing with any situation — the GM makes a move (describes how the situation in the fiction changes), and there're pretty clear rules on <em>how</em> to make one — there're Agenda and Principles, which provide effective lenses to decide, how to solve the situation at hand.</p><p></p><p>Also, D&D, like all rules-first games tend to discard fiction — when two people are fighting near a priceless Ming dynasty vase, the rules are silent on whether will a missed attack make the vase fall over and break — and there's need for a rulling to close the gap between the fiction and the mechanics.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8180168, member: 7027139"] I honestly wouldn't consider "figure it out" as a way to cope with all and any fiction, and I don't think that there's a meaningful difference between DM adjudicating an action not covered by the rules in D&D and in Inquisitor. In contrast, PbtA-games do have a generalized framework for dealing with any situation — the GM makes a move (describes how the situation in the fiction changes), and there're pretty clear rules on [I]how[/I] to make one — there're Agenda and Principles, which provide effective lenses to decide, how to solve the situation at hand. Also, D&D, like all rules-first games tend to discard fiction — when two people are fighting near a priceless Ming dynasty vase, the rules are silent on whether will a missed attack make the vase fall over and break — and there's need for a rulling to close the gap between the fiction and the mechanics. [/QUOTE]
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