@EzekielRaiden This is almost uncanny. Reading your writing feels very much like something I might very well have written myself if having been exposed to slightly different experiences. I am providing detailed replies to your main sections below, but I think all of them boil down to being examples of one single main point.
I do have certain strong autistic traits. This has included a frustration over social maneuvering, people being prone to not just saying things plainly and honestly, and extreme aversion for social gatherings and contexts I don't see the point of. Games was a safe haven. It was and is a social arena where it was clear what was going on. I should be as averse to unwritten rules as any. Still for some reason TTRPGs have always provided sufficient structure for me to feel comfortable with it - even in it's most freeform of iterations.
I think one of the reasons is that at some point I just
got what was the
purpose of the unwritten rules of TTRPGing, and why they stay unwritten (I can't claim actually having gotten all of the rules themselves though). I might still have frustration over this, ref my complaints in this thread regarding the absence of a good uncontroversial way to express and describe play preference (something that would be very useful to navigate the now unexpressed and unwritten expectations players enter a game with). But I do not press this matter hard, as I recognize it is not
necessary to get a
reasonably good experience
most of the time. I would in my own words say I have over time come to terms with a pragmatic approach to the "problem" of rules (both written and unwritten). You might perhaps be more inclined to say I have grown cynical.
Nevertheless here comes some glimpses into my thinking around why it might be best to just accept unwritten rules as a pragmatic necessity for good play.
I have been told (by non-professionals, so take it with a grain of salt) that I might have neurodivergent traits, so it's not entirely surprising that you see a similarity there. I would not call that "cynical" personally; that seems far too harsh. Instead, I would say that it seems
cavalier about the problems that can--and in my experience consistently do--arise.
There are typically no word in unwritten rules? The process of trying to turn unwritten rules into (something like) written rules is insanely hard. If that is your go to approach to resolve diverging expectations on the meta plane I can definitely see how you might have bad experiences!!
There is no word
prior to the disagreement, yes. But once we finally discover that there's a huge disagreement that needs to be reconciled, we have to go through the painful, laborious process of turning unwritten into written, so that we
can reconcile it. When it is unwritten, unspoken, invisible, it's not
possible to reconcile those deep disagreements because we have no words to express them.
Indeed it might in this case explain how a dislike for unwritten rules can become a self fueling self fulfilling prophecy. If your reaction to encountering challenges with some unwritten rule is to try to make them no longer unwritten, I would expect that to produce a much worse experience than applying techniques that operate on a social-relational level. (Active listening; showing understanding for the various concerns; social pledges to take various preferences into account; vote regarding incident without necessarily creating precedent etc.)
How do you then resolve a deep disagreement where person 1 says "A" and means <X> but person 2 says "A" and means <Y>? The differences are entirely obscured by
not having words to express them.
Exactly. This thread is what happens when you try to bring the complexity of individuals' understanding of gaming into words. Doing this can be a highly engaging, enlightening, and a few times practical experience. But it is hardly a quick and easy process to consensus. This is why resorting to letting the unwritten rules stay unwritten is most often the pragmatic choice if trying to interact in a playful way.
Well. I was more meaning how we've had to do things like spend 500+ posts hashing out what "simulation" means before we can even
begin having a conversation of any utility.
Possibly. That is a completely unrelated topic tough. It is clearly possible to be opiniated, even strongly so, without getting to this extreme.
I don't see how it's not utterly essential to this topic. Those strong opinions
are where the aforementioned "person 1 says 'A' and means <X> but person 2 says 'A' and means <Y>" situations arise. If strongly-held opinions
cannot, even in principle, be reconciled--if person 2 will never, under any circumstance,
ever accept that 'A' should mean <X> and not <Y> even under limitations--then person 2 is unwilling to cooperate with others. The only result they'll ever accept is total capitulation to their opinions. That's an insoluble situation, and thus, such people absolutely should not be playing any game, TTRPG or not.
I guess, but again are we really discussing these?
Even more than "cannot play games" :O
Certainly more than "cannot play games". They'll almost certainly struggle with all parts of socializing in our world. There's a joke I'm tempted to crack here but it might run afoul of bringing IRL topics into game discussion.
I have encountered rules lawyers that can really milk a game text, internet opinions, and other written sources to argue their interpretation. I have a hard time understanding how someone with no evidence whatsoever can be considered in a stronger position? You might argue that it is harder to argue against them given you have no access to any counter evidence. But this assuming that evidence and knowledge is the right level for this argument at all. Rather I would say that as is at it's core a social disagreement, there are a host of completely different techniques that is effective for resolving such arguments.
They're in a stronger position because how can you tell them they're
wrong when there's no information to base that on?
It's stronger by way of being almost totally immune to refutation.
The unwritten rules don't make conversation about them easier. But they are still there to make conversation and other interaction between humans easier. This is best seen if two individual or groups from different cultures with differing unwritten rules meet. Their interaction tend to be significantly hampered by the absence of a common set of unwritten rules. Efforts to write down and agree on a common set of written rules are generally not considered the best way of resolving cultural clashes. We are rather typically prescribed dialogue with a mindset of achieving a mutual understanding and acceptance. This new understanding and acceptance can abstractly be understood as a new set of unwritten rules governing the interaction between members of these two cultures.
I mean, maybe they do, but general conversation isn't what is most relevant here, is it? It's how we resolve ambiguous situations. That's what gaming is....kind of about? If we could just declare resolutions to ambiguities, we'd truly be doing pure improv theater (or freeform roleplay, more or less the same thing). Relying on unwritten, unspoken, invisible rules in order to resolve ambiguities is extremely likely to, sooner or later, produce an ambiguity where critical parts of what
make it ambiguous are obscured behind the things we have no words for because they've been offloaded into the "invisible rulebooks". That's when the nightmare begins.
And finally
Yes, I know those stories, but I have never heard that advice before. Good stuff! Hope I never need to apply it
It frankly generalizes to other things too but it's most
effective in gaming circles and other computer-related fields. It's risky (in that people may be very mean), but shockingly effective. People driven by righteous indignation to correct others' errors are truly a very
driven bunch.