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<blockquote data-quote="Ainamacar" data-source="post: 5615654" data-attributes="member: 70709"><p>I used to be pretty firmly in this camp, but I've moderated my position somewhat.</p><p></p><p>With respect to agency within the game I see the rules as having two important functions, and two important properties.</p><p></p><p>Function 1) The rules manage character and NPC agency within the game.</p><p>Function 2) The rules manage player expectations about character and NPC agency within the game.</p><p></p><p>I think these functions are fundamental. That is, any set of rules for any game necessarily performs these functions (substitute for character/NPC as appropriate to the game).</p><p></p><p>Property 1) The rules are a simple model of a complex system and are not expected to be complete.</p><p>Property 2) The rules are a simple model of a complex system and are not expected to be unerringly accurate or precise.</p><p></p><p>I think these properties are contingent, because they are not necessarily true of every game. For most RPGs and most groups (where there is an interaction with some imagined world) I think they hold. For many other games, such as board-games, interactions beyond what the rules specify do not exist and these properties do not hold.</p><p></p><p>As long as property 1 and/or property 2 hold we can conclude that DM fiat has a place, and in fact that it will be necessary whenever something not anticipated by the rules occurs. An exception to the rules by DM fiat generally fulfills the purpose of function 1 (tells us what happens) admirably, but fulfills function 2 to a lesser degree, and possibly not at all.</p><p></p><p>If both properties are acknowledged to hold, then slavish adherence to the rules is just as likely to bring about nonsensical results as poor judgment in DM fiat.</p><p></p><p>Note that houserules are part of the rules, and fulfill function 2 just fine. The elegant "Last Breath" houserule earlier in the thread and an impromptu use of the exact same ability when not already part of the rules are identical with respect to managing agency, but distinct in managing player expectations of agency.</p><p></p><p>Finally, everyone plays with some sort of Bayesian analysis in their head. That is, if an exception to some rule comes up repeatedly, people will tend to treat it as a part of the rules and adjust their expectations accordingly. No one expects the first Spanish Inquisition, but someone might suspect the 10th. DM trust is a large factor here. After a while this is almost as good as a houserule, but there can be a lot of consternation on the way there.</p><p></p><p>I think part of being a better DM, especially an improvisational one, is learning to apply rules exceptions not just when they apply better to the situation in the world, but when they apply better to the player's reasonable expectations of what they can accomplish. This is highly group dependent. If the game's mechanics makes these expectations more clear I think the game can run more smoothly, but it does impose greater restrictions on the types of people who will want to run that game. Pick your poison.</p><p></p><p>To the specific matter at hand, I think the "Last Breath" rule is a great one, and I'd use it in any rule-light or narrative heavy game. In a more crunchy game I'd specifically introduce rules that adds shades between "Fully operational" and "Dead" and/or that prevent healing from being automatic. If the situation came up on-the-fly, I'd probably let the rules work like the players expect or suggest the "Last Breath" houserule and let the player's decide if they're OK with that. That's DM fiat, but with an olive branch.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5615654, member: 70709"] I used to be pretty firmly in this camp, but I've moderated my position somewhat. With respect to agency within the game I see the rules as having two important functions, and two important properties. Function 1) The rules manage character and NPC agency within the game. Function 2) The rules manage player expectations about character and NPC agency within the game. I think these functions are fundamental. That is, any set of rules for any game necessarily performs these functions (substitute for character/NPC as appropriate to the game). Property 1) The rules are a simple model of a complex system and are not expected to be complete. Property 2) The rules are a simple model of a complex system and are not expected to be unerringly accurate or precise. I think these properties are contingent, because they are not necessarily true of every game. For most RPGs and most groups (where there is an interaction with some imagined world) I think they hold. For many other games, such as board-games, interactions beyond what the rules specify do not exist and these properties do not hold. As long as property 1 and/or property 2 hold we can conclude that DM fiat has a place, and in fact that it will be necessary whenever something not anticipated by the rules occurs. An exception to the rules by DM fiat generally fulfills the purpose of function 1 (tells us what happens) admirably, but fulfills function 2 to a lesser degree, and possibly not at all. If both properties are acknowledged to hold, then slavish adherence to the rules is just as likely to bring about nonsensical results as poor judgment in DM fiat. Note that houserules are part of the rules, and fulfill function 2 just fine. The elegant "Last Breath" houserule earlier in the thread and an impromptu use of the exact same ability when not already part of the rules are identical with respect to managing agency, but distinct in managing player expectations of agency. Finally, everyone plays with some sort of Bayesian analysis in their head. That is, if an exception to some rule comes up repeatedly, people will tend to treat it as a part of the rules and adjust their expectations accordingly. No one expects the first Spanish Inquisition, but someone might suspect the 10th. DM trust is a large factor here. After a while this is almost as good as a houserule, but there can be a lot of consternation on the way there. I think part of being a better DM, especially an improvisational one, is learning to apply rules exceptions not just when they apply better to the situation in the world, but when they apply better to the player's reasonable expectations of what they can accomplish. This is highly group dependent. If the game's mechanics makes these expectations more clear I think the game can run more smoothly, but it does impose greater restrictions on the types of people who will want to run that game. Pick your poison. To the specific matter at hand, I think the "Last Breath" rule is a great one, and I'd use it in any rule-light or narrative heavy game. In a more crunchy game I'd specifically introduce rules that adds shades between "Fully operational" and "Dead" and/or that prevent healing from being automatic. If the situation came up on-the-fly, I'd probably let the rules work like the players expect or suggest the "Last Breath" houserule and let the player's decide if they're OK with that. That's DM fiat, but with an olive branch. [/QUOTE]
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