anyway.



thread: 2009-07-26 : Very Briefly about Authority

On 2009-07-28, Vincent wrote:

Simon: Yes! Good question.

What I'm really interested in isn't assholes breaking rules, but how vulnerable - how absolutely vulnerable - rules are to players.

Designing a roleplaying game means more than designing rules that we can all agree to play by, and that are playable. It means designing rules that capture us - rules that become a vital part of our experience of play.

I have no advertising budget! To succeed, my games have to give people experiences they can't get anywhere else, and they have to create in people enough excitement that they talk about it. To do that, my rules have to be a lot more than just playable.

Related:

Read Marco up at the top of this thread: assholes breaking rules is one example, but house rules and fudging and selective rules-use and so on - the roots of design - are all possible because of the same principle.

Also these of mine, from long ago:



 

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