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GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
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KarenCravens
Karen Cravens

Wed

Mar 8
2006

03:57

Fiction again

Okay, I've been rebuilding the web archives for GAMERS (no, don't go look, 
they're not live yet), and I ran across a statement of Roger's that I 
think I missed at the time:

"An RPG is never going to be all that close to its source material unless 
its rules are about the sort of narrative you can create rather than the 
sort of thing a PC can do."

I'm not sure that I entirely agree with that (I think individual instances 
of games can end up very much like their source material without explicit 
rules), but I think that does sort of summarize a dichotomy in rules 
approaches.

I don't think I like rules that define the sort of narrative I can create 
(though, as it was put back when we discussed this here in 2001(!), I'm 
willing to allow that maybe I just don't like any of the implementations 
so far, rather than disliking the whole idea).  I do like being conscious, 
as a group, that we're creating narrative, and doing some work to make 
sure we're all trying to create the same kind (or let the same kind 
happen, as the case may be).

I also don't like rules about the sort of thing a PC can do when that 
interferes with the narrative.  That's the hard part.  PC-can-do rules are 
narrative-blind.  Can they be otherwise, without turning into rules that 
restrict the narrative?

-- 
Karen J. Cravens  silver@phoenyx.net

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