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KarenCravens
Karen Cravens

Wed

Dec 21
2005

17:44

What are the rules for?

Will just said something interesting on the Fudge List:

"The basic idea is that the more rules you have and the more codifed those 
rules are, the more the balance of power shifts away from the GM and 
toward the players."

(http://www.phoenyx.net/fudge/2005/12)

Carl has describe Forge-type games as being this way, though tending to 
address the social contract directly, rather than providing 
rules-for-every-situation:  rules to protect the players from bad GMs.

I tend to look at rules (in the ideal case) as serving a different 
purpose:  codifying the gameworld so that players (including the GM) are 
all on the same page.  That is, making sure we're all imagining things the 
same way, to avoid what we've come to call the "I drive the van off the 
cliff!"  "Cliff?  What cliff?" syndrome, where mismatched assumptions lead 
to snapping the suspenders of disbelief for some or all involved.

-- 
Karen J. Cravens  silver@phoenyx.net

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