Rules Aren't Important

Committed Hero

Adventurer
Good rules are reliable, in the sense that players who know them acquire some predictive control over the actions they attempt. If I have discovered through play that my warrior tends to best a skeleton in combat about half the time, I should realize pretty quickly that facing five of them alone is probably a deadly encounter. In contrast, with a GM making up the story in response to the players' statements, I have no idea if my PC's past experience with undead gives me any indication of what will happen (I suspect he'd survive if it made dramatic sense to the GM, or my reactions provide the GM a great deal of enjoyment).

I think a lot of players subconsciously realize, too, that if enough rules are ignored we start to wonder why we've even bothered getting the book and learning the system in the first place.
 

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@overgeeked

Interestingly, what you say above reminded me of a section from Blades in the Dark (p. 161, quoted below), a rather rules-heavy game. But I think the principle is the same: rules (especially specific mechanics) in an rpg are there to facilitate the 'what happens next' of the fiction but not rigidly determine it.

Anecdotally, I'll say my litmus test for rules not mattering is the fact that, no matter how rules lite a system, I'll inevitably forget some or many rules when running a game. Rarely does forgetting a rule lead to an unsatisfying session. In fact, it's only if I remember that there is a rule for something, and stop the game to look up the details, does it tend to slow things down in an unfun way. But mostly, you can play a system, and forget the rules or get the rules wrong, and still have a great time.


FICTION-FIRST GAMING

Fiction-first is a bit of jargon to describe the process of playing a roleplaying game, as opposed to other sorts of games you might be used to.

In a standard board game, for example, when you take your turn, you choose a move from one of the mechanics of the game, and then use that game system to resolve what happens. You might say, “I’m going to pay two stone to build a second fort on my home tile.” We could call this process “mechanics-first.” What you do on your turn is pick a mechanic to engage, then resolve that mechanic. Your choices are constrained by the mechanics of the game. You might color it in with some fictional trappings, like, “The brave citizens of Baronia heed the call to war and build a stout fort!” but the fiction is secondary; it’s flavor added on. In other words, the fiction is brought in after the mechanics, to describe what happened.

In a roleplaying game, it’s different. When it’s your turn, you say what your character does within the ongoing fictional narrative. You don’t pick a mechanic first, you say something about the fiction first. Your choices in a roleplaying game aren’t immediately constrained by the mechanics, they’re constrained by the established fictional situation. In other words, the mechanics are brought in after the fictional action has determined which mechanics we need to use.

For example, in Blades in the Dark, there are several different mechanics that might be used if a character tries to pick the lock on a safe. It’s essentially meaningless to play mechanics-first. “I pick a lock” isn’t a mechanical choice in the game. To understand which mechanic to use, we have to first establish the fiction.

...
And so on and so forth. There are an infinite number of approaches you might take, constrained by the fictional circumstances.

The important concept here is that you first choose what your character does in the fiction, then the group picks a mechanic that suits the situation to resolve what happens. Once you establish the fictional action, selecting a mechanic from the options at hand is pretty easy. If you try to do it the other way around—picking the mechanic and then trying to “color-in” the fiction after—you’ll find that the game can become confusing and muddled.

When something seems weird, or a situation resolves in a bizarre way, back out to the level of the fictional narrative. What’s going on? What are you trying to do? Which mechanic is suited for this? Don’t try to force a particular mechanic onto the fiction. Take the fiction first (ah, see that? “fiction-first”) and then use the mechanics to support it.

Think of the mechanics of the game as tools in a toolbox. There’s no point saying, “I hammer it” until you know what you’re building. Also, there’s no constraint that says you must always use a hammer and nail every time you need to attach two pieces of wood. You use the tools that suit what you’re trying to do. The same goes for mechanics in a roleplaying game.
First establish the fiction, then select a mechanical tool from the toolbox that suits the situation you need to resolve. Which tools you pick will often be pragmatic, but can also be a stylistic choice. There’s no one right way to choose a tool, after all. The tools are there for you to use as you see fit; developing a style of use and set of precedents as you go along.

The text of the game gives you both the set of tools and a guide to their usage, which is essentially the best practices the playtesters and I developed. These best practices will start you on your way toward successful game play—but ultimately they are just a guide. It’s up to you and your group to put them into practice and learn the use and feel of the tools in play.

This is one of the most fun aspects of roleplaying games. Because there’s no single right way to use the tools, the act of play is constantly creative—at the level of the fictional narrative, of course, but also at the level of the application of the game systems. I’ll explain the tools and teach you some good ways to apply them, but when it’s all said and done, your experience with Blades in the Dark will be one that you and your group make for yourselves.
 

overgeeked

B/X Known World
@overgeeked

Interestingly, what you say above reminded me of a section from Blades in the Dark (p. 161, quoted below), a rather rules-heavy game. But I think the principle is the same: rules (especially specific mechanics) in an rpg are there to facilitate the 'what happens next' of the fiction but not rigidly determine it.

Anecdotally, I'll say my litmus test for rules not mattering is the fact that, no matter how rules lite a system, I'll inevitably forget some or many rules when running a game. Rarely does forgetting a rule lead to an unsatisfying session. In fact, it's only if I remember that there is a rule for something, and stop the game to look up the details, does it tend to slow things down in an unfun way. But mostly, you can play a system, and forget the rules or get the rules wrong, and still have a great time.
Exactly. It’s like people forget their first few games where anything goes and everyone has a blast regardless of the rules. Instead what we get is people acting like their fond memories are of flipping through the book making sure all the Ts are crossed and Is dotted.
 

Exactly. It’s like people forget their first few games where anything goes and everyone has a blast regardless of the rules. Instead what we get is fond memories of flipping through the book making sure all the Ts are crossed and Is dotted.
There is a difference between playing a game where someone else knows the rules and is teaching you the rules and playing a game where someone else is ignoring the rules intentionally. The experiences are not the same.
 

overgeeked

B/X Known World
There is a difference between playing a game where someone else knows the rules and is teaching you the rules and playing a game where someone else is ignoring the rules intentionally. The experiences are not the same.
What about when no one knows the rules and you’re all learning and still having a blast despite the rules flubs? It suggests that the activity is the fun part. What makes it fun play is being open-minded and playful. Not adherence to the rules.
 

Snarf Zagyg

Notorious Liquefactionist
Anecdotally, I'll say my litmus test for rules not mattering is the fact that, no matter how rules lite a system, I'll inevitably forget some or many rules when running a game. Rarely does forgetting a rule lead to an unsatisfying session. In fact, it's only if I remember that there is a rule for something, and stop the game to look up the details, does it tend to slow things down in an unfun way. But mostly, you can play a system, and forget the rules or get the rules wrong, and still have a great time.

Rarely have I played a game that needed a resolution mechanic more complex than "make up something with the d6."
 

What about when no one knows the rules and you’re all learning and still having a blast despite the rules flubs? It suggests that the activity is the fun part. What makes it fun play is being open-minded and playful. Not adherence to the rules.
What about the idea this is a thing one can get better at? I do not have such a gauzy nostalgia for the badly played and run games of my youth.
 


@overgeeked

Interestingly, what you say above reminded me of a section from Blades in the Dark (p. 161, quoted below), a rather rules-heavy game. But I think the principle is the same: rules (especially specific mechanics) in an rpg are there to facilitate the 'what happens next' of the fiction but not rigidly determine it.

Anecdotally, I'll say my litmus test for rules not mattering is the fact that, no matter how rules lite a system, I'll inevitably forget some or many rules when running a game. Rarely does forgetting a rule lead to an unsatisfying session. In fact, it's only if I remember that there is a rule for something, and stop the game to look up the details, does it tend to slow things down in an unfun way. But mostly, you can play a system, and forget the rules or get the rules wrong, and still have a great time.

The only thing I'll say about this to clarify is there is a difference between principally and procedurally constrained fiction-first gaming with encoded mechanics and fiction-first gaming without one or the other or without either.

Blades in the Dark has both. It derives the gamestate that undergirds the fiction from its integrated text and the gamestate moves one state to the next according to that (with the attendant fiction moving with it).

Is that lock an obstacle where something dangerous/threatening is in play to something the PC's care about? Ok, Action Roll procedure w/ Position/Effect etc. Well what if the PC is using an asset where the heavy lifting was done prior and there is nothing to test right now such as a Ritual where an Attunement roll was made to prime it as a Downtime Action and now we're just making a Fortune Roll for its Magnitude and then dealing with a Consequence (go to the Consequence and Resistance procedures for that) for its Volatile Tag. Or same thing with a Leech's bombs/alchemicals where the important thing isn't aiming a throw (Hunt) or jury-rigging it in the moment (Tinker) or whatever. Make a Fortune Roll to determine Effect.

Is there a Clock in play? Ok, maybe the Volatile Consequence ticks that Clock if it applies.

And this all goes back to Goal, Principles, Best Practices, and the integrated procedures that are table-facing to resolve stuff.
 

overgeeked

B/X Known World
What about the idea this is a thing one can get better at?
Yes, people can get better at imaginative play. They get better at it by letting their imaginations run wild and staying open minded and curious. Daydreaming and keeping a dream journal and all that.

Oh, you mean system mastery. Bleh.
I do not have such a gauzy nostalgia for the badly played and run games of my youth.
I have gauzy nostalgia for all the fun I had playing RPGs. They used to be fun. Lately people seem to be way more focused on winning, optimization, and perfection. I’m over here just trying to pretend to be a dwarf and go on an adventure. You know, the fun part.
 

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