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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Hussar" data-source="post: 8182933" data-attributes="member: 22779"><p>Not really.</p><p></p><p>Someone had to make those pregens, and adventures. The rules were used to create them but, in the end, it's no different than if you created them yourself. Without those pregens and adventures, what would you have in a Starter Box? Well, Basic D&D looked a lot like that - you had the rules but, you were told that you had to then go out and create your own game using these rules. </p><p></p><p>That someone else uses the RPG rules and creates a game for you doesn't change the fact that the RPG ruleset in itself isn't a game at all. It's a set of instructions for creating a game that you and your group will play through. But the game that you create will always be idiosyncratic to your table. ((Barring, of course, selling modules and the like)) Two groups, could never create the same adventure using the same ruleset unless they deliberately copied one another. If you took two groups, playing the same system, but with no connection between those two groups, and no communication, the games they play would be so radically different that it is actually difficult to say they are playing the same game.</p><p></p><p>This simply isn't true of non-RPG's. Non-RPG's do not generate the vast breadth of experience that we see even in our own small slice of gamers here in En World. People will have completely different experiences using the same system. Compare the old school notion of lethality. Some people will swear up and down that older D&D was incredibly lethal and very few characters survived into even relatively low levels. Others will have completely different experiences. And that's using a system as limited as 1e D&D. If I tell you I'm playing a GURPS session tomorrow, that doesn't actually tell you anything. Other than we probably will be using lots of charts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Even GURPS Fantasy doesn't really narrow things down very much. Because the game I create using the GURPS system and the game you create and the game Bob creates won't actually look very much like each other and will look even less like each other the longer the games go.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8182933, member: 22779"] Not really. Someone had to make those pregens, and adventures. The rules were used to create them but, in the end, it's no different than if you created them yourself. Without those pregens and adventures, what would you have in a Starter Box? Well, Basic D&D looked a lot like that - you had the rules but, you were told that you had to then go out and create your own game using these rules. That someone else uses the RPG rules and creates a game for you doesn't change the fact that the RPG ruleset in itself isn't a game at all. It's a set of instructions for creating a game that you and your group will play through. But the game that you create will always be idiosyncratic to your table. ((Barring, of course, selling modules and the like)) Two groups, could never create the same adventure using the same ruleset unless they deliberately copied one another. If you took two groups, playing the same system, but with no connection between those two groups, and no communication, the games they play would be so radically different that it is actually difficult to say they are playing the same game. This simply isn't true of non-RPG's. Non-RPG's do not generate the vast breadth of experience that we see even in our own small slice of gamers here in En World. People will have completely different experiences using the same system. Compare the old school notion of lethality. Some people will swear up and down that older D&D was incredibly lethal and very few characters survived into even relatively low levels. Others will have completely different experiences. And that's using a system as limited as 1e D&D. If I tell you I'm playing a GURPS session tomorrow, that doesn't actually tell you anything. Other than we probably will be using lots of charts. :D Even GURPS Fantasy doesn't really narrow things down very much. Because the game I create using the GURPS system and the game you create and the game Bob creates won't actually look very much like each other and will look even less like each other the longer the games go. [/QUOTE]
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