Reading your response to
@Bedrockgames, I take the following points from your post:
- If something matters, it should have a rule.
- Referee technique shouldn't have to carry the burden of organizing the campaign.
- Good design encodes good practices into the system itself.
No. You have made the first point too strident. If it is
essential to play, then yes, I think it should have rules. The rules for the stuff the system is specifically there to do/cause/make/be/etc. If a game is
about travel, then travel should have rules. If a game is
about player agency, there should be rules in place which preserve player agency. A game which merely
involves player agency, but isn't strictly
about it, does not need rules for that. Rules might still be helpful (far too many people think rules are this horrible icky problem to be expunged as much as possible) should probably be used, but there's no
need for them to be.
I 100% fully agree with point 2. I consider that an egregious "burden" (to use your own word) placed on the GM (not necessarily "DM"). Naturally, there may be some things which simply, unavoidably
have to be taken care of by the GM. Those places, we can't do anything about. But if, as you say, there is a "burden" which can be shouldered by the rules rather than by technique, I think it should be shouldered so, unless there is very compelling argument otherwise. (E.g. "allowing this one
small bit of "relies purely on GM technique"
I also don't think point 3 is correct either. Good design encodes
as much of good practice as it can, and provides as clear and productive advice as it possibly can. But some things can't be encoded so. That some things can't be does not in any way excuse us from doing so when we can (and, naturally, when it isn't an egregious harm to do so...but I find such things are nowhere near as harmful as some would like to believe.)
In short, you are making an argument for the primacy of system design.
I do think it is extremely important, and find the opposite argument ("system doesn't matter") both completely false and frustratingly counter-productive. I find that most people who think system is distinctly secondary do not generally think game design is a meaningful effort, and instead place what I call an "auteur" DM in control so that something positive will result.
I can't speak for
@Bedrockgames, as he has his distinct take. But for me, while I disagree with the primacy of system, I apply a structured framework that integrates adjudication tools, referee coaching, and worldbuilding techniques to support sandbox campaigns. What many call "the system" is just one element of this overall method. Likewise,
@Bedrockgames has developed his own structured methods, which overlap with mine in some ways and differ in others.
Okay, but this to me is like saying the engine of a car is "just one element" of the car. Sure; both legally and morally there should be more to the car than that. But let us not pretend that the engine isn't the
primary concern when one is buying, repairing, or driving a vehicle. Brakes are extraordinarily important, and if they fail you at a critical juncture the consequences can be disastrous. But that doesn't mean the engine isn't still the single most important component of a car.
For example, some object to the idea of GM fiat. In my approach, human referees making judgment calls and creative decisions are absolutely crucial. However, I take issue with labeling this as "fiat" in the sense of arbitrary or whimsical decision-making. That is not how campaigns are with my approach. In my reply to
@pemerton, I outlined the criteria I use for adjudicating character actions, and elsewhere I've explained how consequences are systematically developed and managed.
@Bedrockgames likewise has structured solutions to these elements.
I consider your approach, then, to be semantic, claiming that things which
functionally are rules are not rules because you didn't write them down as rules, you wrote them down as guidance which is implicitly opt-in, but functionally required.
I will refrain from any further statements on "GM fiat", because my experiences...
differ. Rather a lot. Almost diametrically.
We could certainly debate the particulars, but at the end of the day, our respective approaches are fundamentally different from yours.
I'm happy to explain more about how these elements fit together if you're interested, but I think this clarifies the core difference between our perspectives.
It honestly doesn't.