Why do RPGs have rules?


log in or register to remove this ad

I've had bad experiences with DMs who don't skip over enough. It can feel very frustrating, wandering around talking with NPCs but not finding anything interesting to do or interesting decisions to make.

Or maybe I just want to spend 100 gp buying spell components for Find Familiar x2, so I tell the DM I want to go to the market to buy it, and he starts describing being at the market... and I'm too new to tell the DM explicitly, "I'm not actually interested in the market. I was hoping you'd just say, 'okay, it's done and you have your components now' so I could go do something interesting."
Are you sure you’re not me? Can you account for your whereabouts on August 7th, 2021? :)
 

I'm running a Fate game set right before 1986 Jeltoqsan events, and is planned to culminate in, well, Jeltoqsan, when a student demonstration of Qazaq people was violently suppressed by the soviet regime.

It is a dramatic game, things that happen to the characters are engineered to deal with themes of oppression, national consciousness and self-determination, and to draw parallels with recent Qandy qañtar that everyone at the table lived through. Nobody is under an illusion that I don't have a thumb on the scale.

Yet, we strive for realism. I've spent hours upon hours refreshing my knowledge of the history, digging through archived documents and talking to my ma who was there personally.




I have no damn clue what "realism" can entail in a fictional world with no reality to research. Goblins aren't real. Their socio-economic situation, class struggle or demographic crisis brought by hordes of adventurers aren't real. There's nothing you can draw from, nothing to research, nothing to verify the game for "realism".

Goblins aren't real, regardless of how "fair" and "unbiased" the GM pretends to be.
 

I think that what a lot of gamers have meant by realism is that given a set of assumptions, each of which is checked for fidelity to known realities when possible and for fairly well bounded divergence when not, they aim to trace out the consequences of a given set of starting concerns. It’s why I try to distinguish between rational and reasonable, and I didn’t even get into the side lecture about sensitive dependence on initial conditions and why extrapolation keeps failing.

Youes in the spirit of fewer lexical arguments,
Bruce

PS Further explanation outsourced to a famous British logician:

 

WTF???!!!! Impossible! I don't like it, therefore it is literally impossible, the most powerful sort of impossible! Listen to yourself. Listen to what you are told, your decisions are based on what you feel like playing, there's nothing reasonable OR unreasonable about having preferences, but there's no LOGIC to it.

No, we simply see through this whole charade Max. Years or decades ago we saw it in a rational light and stopped pretending it was somehow based on anything but whim. I say that, and yet I don't hate trad play. I find some aspects of it which some of you all seem to really cling to as negative, but there can be really excellent trad play, it just doesn't imagine that there's anything realistic going on.

There's no reason here. Tell me, what would be the 'reason' why orcs and not goblins? I don't think any world I've ever seen is constrained enough to put forth a MODEL BASED logical reason for one over the other, period. Its pure aesthetics or whatever.
:rolleyes:
 

I would say that's a idiosyncratic definition of real. Especially in an RPG context.
If one really accepts the sorts of arguments you and others are making, then my definition of "real" puts the work in the right place. To make the imagined world facts external to player purposes is to put the world on a "realistic" - physicalist or as it used to be called materialist - metaphysical footing from the perspective of their characters.

World facts that are external to and independent of player goals do not suit the purposes of dramatism. Various posters have been vocal in not seeing the use of such world facts... wondered aloud how such could be of use to player characters. I take that to agree with this point.

Meaning that if there is a form of realism that exists in setups where world facts are adopted without regard to characters, then that is clearly distinct from dramatism. "Realistic" is used to mean many different things: if for some meaning of realistic that meaning is also of use to and present in dramatism (i.e. if you are right for said meaning), then there is nothing about that meaning that makes modes prioritising it distinct from dramatism (beyond said prioritisation, which isn't nothing but is also an easily blurred line.)

Therefore the definitions of "real" worth having must include the one I propose: it has consequences that dramatism has no use for and should reject. The triumvirate of definitions I proposed work collectively; but this is the one that makes the resultant "realism" most distinct.

This information isn't presented to thwart players.
I've read something like this apprehension many times now. All I can say is that the externality or independence of the world facts is not intended to thwart players. They form their goals within the context of those facts, just as in real-life we act within the world: reality does not warp around our dramatic needs.

That's the GM. NPCs don't act on their own.
That's whoever or whatever process is controlling the NPCs. I should also call attention to the desirability of players conflicting with players in this mode. I don't find it ideal to assume a single harmonious party. Even where player characters are notionally working together, each should think about their character's motives within the world.
 
Last edited:


Would creating characters that will milk the world facts for maximum drama not be dramatism?
Wonderful! One of the real joys of the mode is emergent drama. Your idea is an example of players forming "their goals within the context of those [independent world] facts".

Others have said that the independent world facts will thwart player dramatism. They will at least change how the drama plays out. Would you define "dramatism" to include such play? (What then does dramatism not include? Or does it include everything?)
 
Last edited:

Sim isn't a mode of play - it's a mode of GMing - or controlling play - aimed at concealing the GMs authorship.
I would contest this claim in the context of at least some purist-for-system play. That is not a mode of GMing to conceal authorship; it's a mode of action resolution intended to eschew the need for anyone to author the immediate outcome at least (and some of the RM resolution mechanics drift towards conflict rather than task resolution, though it's a bit patchy).

I'm assuming here that the mechanical processes are known to the whole table (eg the rulebook is public).

I think the pressure point on purist-for-system is what stops it becoming pretty boring? In my experience, the answer is - a drift (perhaps quite a sharp drift) into what The Forge calls "vanilla narrativism".
 

We have different definitions of "real" in mind. Supposing some play lacked world facts beyond the characters, then I'd call it less real just in the sense that I am defining. I wouldn't necessarily call it less plausible.
There is no such play, to the best of my knowledge. (Perhaps Toon, which sits at the edge of my knowledge.) Even Over the Edge has "world facts" that are beyond the characters - eg it is set on Earth, circa the mid-to-late 1980s, and so it has all sorts of facts about (eg) Canberra and Buenos Aires.

If one really accepts the sorts of arguments you and others are making, then my definition of "real" puts the work in the right place. To make the imagined world facts external to player purposes is to put the world on a "realistic" - physicalist or as it used to be called materialist - metaphysical footing from the perspective of their characters.

World facts that are external to and independent of player goals do not suit the purposes of dramatism.

<snip>

Meaning that if there is a form of realism that exists in setups where world facts are adopted without regard to characters, then that is clearly distinct from dramatism.
In the first quoted sentence we have "external to player purposes". Given that someone has to have a purpose, I assume therefore the "world facts" serve some GM purpose (eg aesthetic pleasure in creation of a work of fiction).

Then in the last quoted sentence we have "adopted without regard to characters". But of course "world facts" can't be adopted without regard to anything - so again, I assume the GM has some reason for adopted them, again most likely some sort of aesthetic reason.

I don't see the connection between setting that reflects the GM's purposes and motivations and realism.

I think I am misunderstanding what you are critiquing. So far as I am concerned the players drive play. That there be world-facts external to and not contingent upon them does not stop them being the spotlight. Nor that a dramatic narrative arc is not pursued.
One of the real joys of the mode is emergent drama. Your idea is an example of players forming "their goals within the context of those [independent world] facts".
What you seem to be describing here is the players establishing their goals for play out of the material the GM has presented to them (what you call "independent world facts"). I don't really see how this is more realistic than any other way the players might establish their goals for play.

The mystery of Middle Earth is straightforward. In the Silmarillion and other works, and in the maps by his son, Tolkien supplied an abundance of information that fits the criteria for realism. Those can be supplemented from books such as the superb Atlas by Karen Wynn Fonstad. Tolkien undertook multiple projects in Middle Earth. Some of those projects were dramatic stories.

<snip>

Taking Middle Earth as an example, the path of the Deeping Steam is an externally true fact regardless whether players ever go to Helms Deep. I find that delightful and in some subtle sense powerful. I accept that you do not.


I suppose it depends on whether those facts are contingent or not. If they will warp around player characters then under my account you wouldn't be prioritising that facet of realism.
I don't know what you mean in saying that "the path of the Deeping Stream is an externally true fact regardless of whether players (characters?) ever got to Helms Deep.

Nor by the related remarks about facts being "contingent" or "warping". When I think of "warping" facts I think of dreamscapes and strange dimensions of the sort that Dr Strange often seems to visit. I have included such things in my FRPGing from time-to-time, but they are not typical of the sorts of setting I use in RPGing.

In combination with the previous blocks of quotes, the implication seems to be that where the fiction is not authored by the GM having regard only to their own motivations, but instead is authored by the players or in any event having some regard to players' purposes, the fiction is a "warping" one in which the "world facts" are "contingent". This implication is obviously false. The reality of the stone that the PC kicks to one side as they trudge along the road doesn't change depending on who authored the scene, the stone or the kicking.

Anyway: there is an "externally true" fact that JRRT drew something on a map. I've used that map in RPGing, though not the Deeping Stream. I've used other maps too - maps of places on earth, maps of Kara Tur, maps of the Grand Duchy of Karameikos, most often maps of the World of Greyhawk. Yet I am being told in this thread that my methods of scene framing and action resolution produce less "realistic" fiction than others. So presumably maps are not the key to "realism".

It's not about what the GM wants to do. It's about the effect of what he's doing. The method chosen denies players' the ability to drive play.

Now, if the players are indifferent to that, then it's all good. But again, I wish people would set aside the appeal to realism and call it what it is... "this game is about my world, not your characters".
I also wish that people would talk about decision-making processes. Eg how do we resolve the action declaration "I head west, hunting for the Orcs who slew my family!"

The fact that we resolve that via (say) a Wises check or a Spout Lore check, rather than via the GM checking their map and notes and from those extrapolating what happens next, doesn't mean that one fiction has "world facts" beyond the characters and the other doesn't!

Calling it the DM's agenda implies that DM has decided that the campaign will be about goblins attacking the party. If the DM is trying to force what he wants to happen, then yes it's an agenda. That's not what simulation does. Simulation looks at the area and if the party is walking two miles away from a goblin village that the DM knows is there when a random encounter is rolled, it's realistic/simulation to choose goblins to encounter.
You are describing here are method of answering the question "What happens next." In the method you describe, the GM resolves certain action declarations by reference to a map, a key, and associated random encounter tables. I'm pretty confident everyone posting in this thread is familiar with this method, which has been in use for close to 50 years.

The fiction that this method creates is not more realistic than the fiction created using other methods. Here's a concrete example: my Prince Valiant game, which uses a different method to create the fiction, is more realistic than any D&D or RM campaign I've ever played. Years pass. The warrior PCs have built up a war band. The PCs accrue castles by strategic marriages, by diplomacy, by clever tactics and bold strokes. You can read the actual play threads on these boards - where is the ostensible lack of realism?

the problem I'm identifying is people saying that my game is less realistic than theirs. That's not what should be the distinction that separates the two games. Both games present plausible events (such as they can be considered so in a fantasy world of some sort). What's real is what is decided to be real.

I think this is especially fraught when people are saying that having things related to the PCs happen to the PCs is unrealistic because the basis for their evaluation is a trad approach where the GM presents things for them to do as they wander through his setting. So if he's always presenting things that are relevant to them, it seems to push credibility.

But what if a game didn't work that way?
This too. When characters are deeply embedded in the context of the shared fiction, when the GM is framing scenes that speak to the concerns that are evinced in this way, it is not "contrived" in any particularly remarkable way that the PCs' lives revolve around the things they care about.
 

Remove ads

Top