clearstream
(He, Him)
Continuing this partial answer to why RPGs have rules, I've written that -Anyway, why do RPGs have rules? In a nutshell, here is a proposed partial answer*
Each candidate description must be matched to a norm/rule that will explicitly state or imply its consequences. (Explicitly state more often for change to system; imply more often for change to fiction.) Along the D -> N/R -> C chain are a number of tasks -
2. is not always a trivial task. Unless a description exactly matches a game text there is room for ambiguity. The AW game text calls attention to this (p10 in the 2nd edition.) D&D gives DM the job of matching descriptions to rules.
- Supply a candidate description
- Match that description to a norm/rule
- Read off the norm/rule the explicitly stated consequences, or propose fitting consequences
- If more than one consequence is possible, select one
3. can get pretty nuanced. PbtA moves are compound rules that do a good job of directing toward the system and fiction consequences connected with any description that matched the move. D&D spells in most cases spell out the exact consequence. D&D skills on the other hand define scopes of effect that often imply a wide range of possible consequences. Again, D&D gives DM the job of fitting consequences.
In many games 4. is down to a dice roll that selects between some or all of - progress, progress+complication, no-progress, and no-progress+badness. The word "progress" shouldn't be read too literally here. Candidate descriptions are usually supplied with an ends in mind ("I climb the wall"... to get to the top. "I swing my mace"... to deal damage to the squirrel.) Progress generally means toward that ends.
*It's partial, because while rules set up to model things - simulations - can be made to fit this answer, it doesn't say quite enough about them. Likewise meta-rules - rules addressed to rules. It's one lense, not the only lense.
So far as pre-existing norms extend, participants can often agree that a description D will have the consequences C. Rules supersede pre-existing norms, and extend beyond them. During play it can be decided if any D has the consequences C by matching that D to a norm/rule that explicitly states or implies that C.
Which positions a rule as a function mapping D to C. However, rules also do the job of inviting candidate Ds. An example might be found in rules for gaining a level. What I'm thinking of are cases where there's no natural experience to suggest a description of the sort that "I climb the wall" (to reach the top) or "I swing my axe" (to deal damage) seem to be. Level gaining is sometimes worded as an automatic mechanism and sometimes as a metagame move. To me the latter is the better framing as any supposed automatic mechanism still requires a participant to enact it (falling into what I've labelled "description"... what do I do, ludically speaking.)
As much as there are rules that supersede or extend norms for mappings from descriptions (Ds) to consequences (Cs), there are those that do so for candidate Ds. Inviting (ruling in), excluding (ruling out), or transforming some Ds.
The following jobs still need to be done
- Supply a candidate description... now clarified as itself subject to norms/rules
- Match that description to a norm/rule
- Read off the norm/rule the explicitly stated consequences, or propose fitting consequences
- If more than one consequence is possible, select one
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