Why do RPGs have rules?

This is a strange concept to me. I have never played in, ran, or heard of a game that wasn't functionally the GMs.
That's pretty clear from your posting history. However, more common to my experience, for example, is the refrain the GM of our current game uses when we have some rules dispute or question about character design and so on: "it's your [ie, the players'] game; whatever you want to do is cool with me, so long as it doesn't lead to a degenerate gamestate!" (roughly paraphrased).
 

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Mmmm. I must confess that I'm not a fan of Suit's framing--it's not totally wrong but it's ultimately one guy's perspective on a complex subject--and I have zoned out and skipped over all of the "lusory attitude" posts in this thread.

To me, if I said "lusory attitude" I would be talking about the way we artificially limit ourselves during games: we set goals and then achieve them using deliberately suboptimal means. We don't let ourselves prevent the football from going through the goal by secretly coating the quarterback's gloves with glue; we don't let ourselves kill the dragon by bringing the GM's favorite pizza to create a social debt so the GM feels a need to reciprocate. But when y'all start talking about disrupting the lusory attitude/means/fabric, you seem to be talking about something else, and I haven't spent any effort to figure it out.

Sorry but I'm not part of that particular sub-discussion.
Can someone provide a definition of "lusory" for me? Several here, especially @pemerton , are using it a lot, and since I've never seen that term in any RPG (or indeed anywhere else) I'm having a hard time understanding why it's the most appropriate way to describe a process about RPGs.
 

To put it a different way, our shared aim is to play a game. Some posters are concerned that assigning any participant unfettered power to change the rules would forestall that ends. Thus they count into their completeness condition for game texts the inclusion of the necessary fetters. Note that the fetters envisioned are voluntarily accepted for the sake of achieving our shared aim.

What I point out is the institution of GMing that provides fetters a GM can voluntarily accept. By institution I refer to a culture of game-mastering found in debate, exposition, social behaviours, etc: the received norms of proper conduct. In virtue of which satisfactory procedures are in place.

I consciously use the word "satisfactory" to remind of its subjective nature - satisfactory to who?
Hmm. I would say that's a bizarre way to use the word "complete", but that doesn't prove they're not using it that way anyway. It's possible.
 

That's pretty clear from your posting history. However, more common to my experience, for example, is the refrain the GM of our current game uses when we have some rules dispute or question about character design and so on: "it's your [ie, the players'] game; whatever you want to do is cool with me, so long as it doesn't lead to a degenerate gamestate!" (roughly paraphrased).
Yeah, that is deeply alien to me. If the GM stopping g wanting to run that game, we would play something else, with the same or a different GM. I have no idea how keeping the same game would even work, or how it would be worth doing if it did.
 

Something very key to consider here is activities like football, checkers and hangman, are competitive. RPGs can be, but they aren't really about the players competing against each other (in fact competitive campaigns are often frowned upon---especially if the competition involves PCs fighting one another). There is a style of play where they are competing against the GM but adversarial GMing is also generally frowned upon and I think most groups take a more cooperative approach. Even me, I run games with the kind of GM authority we are talking about but I have no issues asking players for input, being transparent about my rulings, etc. For me the aim isn't to beat the players.
Cooperative multiplayer games with a high degree of interactivity (a.k.a. one-sided games) have certain pathologies that don't happen in multi-sided games (and vice versa). For example, when everyone is on one team, there's an incentive for and tendency towards "quarterbacking" where one player calls all the shots for everyone and other players wind up spectators to some degree; there's also social pressure on newbies because their mistakes negatively impact everyone's success. One way of getting around these problems is to just make success so easy that newbies cannot negatively impact everyone else--I haven't seen this much in person because I don't run games this way but it seems to be WotC's default approach. Another is to make it non-interactive, like a fencing team bout, but that's not popular in RPGs.

Another is to turn it into a competitive game, like a race for treasure or a competition to see who can do the most damage over the course of an adventure.

Anyway, the point is that competition against the GM isn't the only kind of competition. In fact nowadays it's probably less common than damage races, judging by Internet discourse around short/long rest classes and game balance.
 




This is a strange concept to me. I have never played in, ran, or heard of a game that wasn't functionally the GMs.
Strange, because I have. Nearly all of my games, in fact. We always talked about it as "our game" when I first played in high school because it was the game that our gaming group was collectively playing together. Same was true with my group in college. Likewise, I played Pathfinder 1 with my friends in grad school. We definitely didn't think about it as the GM's game. We thought of it as all of our game because we were friends who were playing a hobby game together as friends. That viewpoint continued when I moved to Vienna and found a new gaming group. It was the group's game that a GM ran rather than the GM's game. These were not people playing "bespoke games" either. We were playing more traditional games in the vein of D&D: i.e, 3e D&D, d20 Modern, Star Wars Saga, 4e D&D, Pathfinder 1, and Numenera. Moreover, this was true whether I was a PC player or the GM player. I think that GM's were possessive about their homebrew settings; however, I think that's different.
 

Yeah, that is deeply alien to me. If the GM stopping g wanting to run that game, we would play something else, with the same or a different GM. I have no idea how keeping the same game would even work, or how it would be worth doing if it did.
I'm unclear if your response means that a rules dispute etc automatically leads to the GM wanting to stop running the game? That seems alien to me, and indicative of childish behavior. In the case of the games I play, the statement of the game being the players' implies that it's a shared endeavor, driven forth by the actions the participants, and that the rules should support fun, consensus play rather than privelege one person's interpretation over others. But maybe I misunderstand your response?
 

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