innerdude
Legend
This makes no sense to me, because there is no "what is happening in the game" - it literally doesn't exist. It is imaginary, which means that all that exists are the separate conceptions and models of it that people (players and GMs) hold in their minds. These models and conceptions need to be coordinated sufficiently for descriptions of actions and events based on one conception of the fiction to be intelligible in other conceptions held by other minds. This is a major function of the rules; to explain how events are taken to be resolved such that each model of the fictional reality can be constructed to accomodate those resolutions.
In the absence of a clear ruling, I'd bet that most groups use "the real world" as the "independent arbiter" for how our characters experience the fiction.
When a rules dispute comes into question, the typical sequence goes something like:
- The described result of the rule / mechanic does not fit with one or more members' conception of the fictional construct.
- The group attempts to resolve the dispute from within the current game parameters, situation, scene framing, and related rules constructions.
- If the result cannot be resolved from within the fiction, the "real world" as we experience it and common sense become the final arbiters.
A player saying "The rule doesn't really work that way" is actually a player saying, "The result you've just described doesn't fit with want I want / believe / expect from the fiction your game portrays." Associated mechanics are easier to GM in disputes because they ultimately point to some real-world, causal phenomenon that either permits or prevents the described fiction from working. Obviously, both the players and GM have to agree that the "real-world" cause is in accord with the fiction.
Associated mechanics ultimately protect both the player and GM better, because disputes are more easily resolved using known, experienced processes. "Well, the real world works this way, and you wouldn't really expect Y to happen if you did X, would you?" Are they perfect? No. Do GMs sometimes make mistakes in determining real-world cause and effect? Oh you betcha. But at least that association is THERE. Personally, I just like things to "make sense." My mind gets stuck on things that DON'T make sense, and I cannot easily move beyond them until they do.
Mechanics have three recourses during a dispute---the GM puts his or her foot down and says "No," the GM basically has to say, "Well, that's what the rules say, even if I don't like it," or the GM is forced to make a snap judgement about the nature of the fiction itself. Depending on the group, none of these may be problematic. "Dissociated" mechanics, however, lack the ability to map to the fiction through any pre-existing "real world" view or model, they are completely arbitrary based on group accord. Hey, if everyone's willing to go along with whatever the in-the-moment fiction describes, great. But for some of us, the sense-making precedes the fiction.
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