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Rules in Practice, part 3
James Curcio James Curcio

Rules in Practice, part 3

Part 3 charts the rise of “Trad” culture from AD&D through World of Darkness. It shows how thick core books, pre-generated heroes, and epic modules shifted focus from dungeon logistics to coherent campaign arcs. GMs adopted a director’s mantle, spotlighting each character while discreetly fudging dice to protect narrative beats. Meanwhile, players internalized a new ethical norm: cooperate with the plot, don’t derail it.

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Rules in Practice, part 2
James Curcio James Curcio

Rules in Practice, part 2

Tabletop RPGs were born from rulebooks like the original 1974 Dungeons & Dragons, yet the real game emerges at the table. Early OD&D’s sparse guidelines fostered improvisation, house rules and a “player-skill over character sheet” ethos, laying the groundwork for today’s diverse play cultures. Over time, tensions grew between “system matters” design and “rulings not rules,” fueling movements such as the Old School Renaissance that intentionally revived rulings-heavy, challenge-oriented play.

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Rules in Practice, part 1
James Curcio James Curcio

Rules in Practice, part 1

This first installment explores how tabletop role-playing games unfold in practice, asking how every TTRPG system—from Dungeons & Dragons to Powered by the Apocalypse—is shaped by play style, group dynamics, and the broader culture of play. We investigate why “rules as written” often morph at the table, how mismatched assumptions can upset a session, and what designers may intend when they codify narrative authority, risk, and reward.

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