this post was submitted on 11 Apr 2025
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Precisely. Which is why it feels different from improv. Rules and predictable-but-random outcomes add verisimilitude to a game.
And the closer something is to the game's core experience, the more likely it is that a rule (instead of a ruling by the gm) is needed. So if you're playing a game that revolves around intrigue and seduction, you will probably want some rules for that. They don't have to be overly complicated, but they will need to exist.