Jon Peterson discusses the origins of Rule Zero on his blog. It featured as early as 1978 in Alarums & Excursions #38.
I no longer have my 3.0 books, but the 3.5 PHB has "Check with your Dungeon Master" as the first step, the text of which also talks about making sure your character fits in with the rest of the party. The steps for character creation aren't numbered.I have a pretty strong recollection that the 3E PHB does have a rule labelled "rule zero", in the character build rules.
It doesn't. It just says to check with the DM for changes, which is not rule 0. Rule 0 is the mechanism by which the DM would make those changes and is found in the DMG.I have a pretty strong recollection that the 3E PHB does have a rule labelled "rule zero", in the character build rules.
I just checked and I see @pemerton's confusion. The 3e book lays out the steps of character creation from 0 to X, and the step 0(as in before you start creating the character) is the same as 3.5, but 3.5 omits the list of steps. Rule 0 is not part of a "step process" and so the PHB confused him. The 3.0 PHB does not have rule 0.I no longer have my 3.0 books, but the 3.5 PHB has "Check with your Dungeon Master" as the first step, the text of which also talks about making sure your character fits in with the rest of the party. The steps for character creation aren't numbered.
It's plausible shading to probable that the 3.0 PHB is different.
Thing is, both are true.The fact that it seems this entire community adamantly asserts "SYSTEM MATTERS BECAUSE I HATE X, Y, AND Z ABOUT THIS CRAPPY GAME AND APPROACH TO GAME DESIGN THAT NEEDS TO DIE IN A FIRE" while simultaneously asserting "SYSTEM DOESN'T MATTER BECAUSE MY IDEA OF THE INFINITE EXPANSE OF RULE ZERO AND THERE IS NO SUCH THING AS HOLISTIC, INTENTFUL, FOCUSED GAME DESIGN" might just be ENWorld's biggest hurdle to functional conversation on the post-mortem of our play and coherent game design around varying desired experiences.
Thing is, one can quite easily have both; and even have it work consistently within the fiction.Here are some problems I think an AD&D GM is likely to encounter trying to follow the DW principles. I am not as familiar with 3E or 5e D&D as I am with AD&D, but I think the same sorts of problems are likely to be encountered:
* Making the world fantastic will be burdened by the idea that many if not most magical effects are - in the fiction - the result of discrete, learnable packets called "spells". This is less of an issue in the "classic" approach to D&D, which one still sees reflected in Gygax's DMG with its lists of weird tricks and its random dungeon generation tables that contain circular rooms with magical pools; but the general tendency of AD&D since c 1980 has been away from that sort of ad hoc "whimsy" towards world-building systematisation which spells form a part of.
This runs into the old saw, here modified: if everything is fantastic, nothing is.Embrace the fantastic can face similar problems, and is also not helped by the general approach to "mundane" character abilities (eg the rules for resolving hide in shadows in AD&D, or for resolving Stealth in 5e D&D, do not encourage embracing of the fantastic but tend to push towards emphasis on the prosaic).
When I read "draw maps and leave blanks" I probably get a different impression than you do.* I've already discussed drawing maps and leaving blanks. The resolution mechanics for D&D don't support this. For instance, resolving travel is done by measuring distance on a map, reading terrain from a map, reading a movement rate of a "miles per day for a given terrain" chart (or maybe multiplying a base movement rate by a terrain modifier taken from a similar sort of chart) and then dividing the measured distance by the ascertained rate to calculate a travel time. This method is inherited from wargaming. It breaks down if drawing maps and leaving blanks. The point generalises to the various other D&D resolution procedures for actions that relate to architecture and travel.
That's more a question of DM style. Modules generally present monsters and foes as no more than a collection of stats and numbers, other than maybe one or two key elements and the "boss" if there is one; and it's on the DM to add "life" to them. Some DMs are better at this than others, and trying to add life to some monsters (e.g. oozes, zombies, lurkers above) is kind of a hopeless task in any case.* I have never seen a D&D module that embraces giving every monster life. Random encounters, encounters with N kobolds or orcs or gnolls or . . ., and the like all push against this. This is intimately connected to the combat and XP rules, which strongly encourage encounters with multiple relatively "faceless" creatures.
It depends which questions you're asking, and in what framework.* Asking questions and using the answers is at odds with the sort of preparation of maps, keys and the like, which are advocated by key D&D texts (eg AD&D, B/X, the 3E DMG). It is not a technique that is easily integrated with the AD&D or similar approaches to things like searching for traps, secret doors and the like, to listening at doors, to the use of detection magic, etc. These rules elements are all presented as working in a way that presupposes the GM has a map, key and notes to turn to to provide answers to player questions. That's the opposite of the DW technique.
The basic play loop pretty much begins and ends with the fiction, even in combat.* Beginning and ending with the fiction is something I've already discussed. D&D combat does not do this - the turn structure, the action economy, the damage and hit point subsystem, the saving throw subsystem, etc are all at odds with this.
D&Desque rule zero boils down to "figure it out", ...
Compare it with PbtA games, where the GM has Agenda, Principles and Moves, which provide solid framework for making good judgement calls. I'm gonna use Dungeon World as an example, since it's in the same genre as D&D, and also kinda cosplays it.
he fact that it seems this entire community adamantly asserts "SYSTEM MATTERS BECAUSE I HATE X, Y, AND Z ABOUT THIS CRAPPY GAME AND APPROACH TO GAME DESIGN THAT NEEDS TO DIE IN A FIRE" while simultaneously asserting "SYSTEM DOESN'T MATTER BECAUSE MY IDEA OF THE INFINITE EXPANSE OF RULE ZERO AND THERE IS NO SUCH THING AS HOLISTIC, INTENTFUL, FOCUSED GAME DESIGN" might just be ENWorld's biggest hurdle to functional conversation on the post-mortem of our play and coherent game design around varying desired experiences.
Wait, so is rule 0 inside the system or not?Thing is, both are true.
SYSTEM MATTERS as far as the system goes; but not even the rulesiest rule-for-all-occasions system* can hope to account for everything that might come up in a game. And once you move outside* those system parameters you're into the infinite expanse of Rule 0.
* - a system built on just a few intentionally-loose rules might cover more ground and be more difficult to move outside of, but in return it's in effect asking Rule 0 to do a lot of work within itself to fill in the gaps.
Nope. I, and he, have laid out a logical argument for why the term "Rule 0" should be used in the more restricted sense, to promote clear discussion and avoid conflation of legitimately different actions ("infrequent rules override" vs "house-ruling" vs "kitbashing" etc.) There is no "twisting" involved. I am not at ALL saying that the other tools in the DM's toolbox are wrong, bad, inappropriate, or anything else. I'm just saying that important utility is lost when we gloss that whole toolbox with a term that, as explicitly cited in multiple places, has both narrow and broad meanings.You’re trying to twist rule zero into a specific definition to suit what you want it to be.
I (and others) call this the Golden Rule. I find it both frustrating and unnecessary to require that every possible application of "alter or deviate from the rules" be called "Rule 0." It promotes confusion rather than clarity; in the pursuit of a unified understanding, it instead creates an impenetrable wall because the term can mean so many really distinct things. It is like trying to sum up moral behavior with the single phrase "do good things." Yeah, in principle, that's what moral behavior is. But it is impenetrable and useless as a principle, because it doesn't communicate anything. It's borderline tautological. We are much, much better equipped to think and talk about moral behavior when we can be more specific than "do good."Rule Zero is as simple as the rules are guidelines and the DM can change them to improve everyone’s fine.
Now you're arguing with straw. I haven't seen a single person say they DISLIKE any of these specific actions you're trying to force under a single universal umbrella. What gave you the idea that either of us opposes the use of kitbashing or house-ruling?The fact that you like rule zero in one circumstances and dislike it in another, is even more of an argument for having rule zero. So you can play the way you like and I can play the way I like.
This runs into the old saw, here modified: if everything is fantastic, nothing is.
For "fantastic" to matter and really be fantastic, there has to be a base of prosaic for it to rest upon. This prosaic base is what some people (including me) label - however inaccurately - as realism. But yes, once that realistic base is established the fantastic can be embraced fully!