And "agree to disagree" is useful when we are, for example, talking on a forum. (Though I fail to see how that is at all comparable to an "invisible rulebook" type thing? That's an explicit statement of, or request for, action.) "Agree to disagree" doesn't work when we are playing a game, because the game-state requires that we be on the same page about all of the salient details. If I think my character is conscious and wounded and you think my character is unconscious and dying, that cannot be smoothed over in this way.
As stated, I don't choose to play at tables that feature this kind of "traditional GM" role, so I don't personally have very many lived-through examples of this kind of disagreement when it comes to D&D. I do, however, have some examples when it comes to playing other games, even with friends. For example, a former friend and I played a lot of strategy games. Unfortunately, they had (presumably still have) very different ideas about what that meant, so despite our "gentleman's agreement" about various things, we ended up having some problem disagreements that required a lengthy conversation to resolve. Or a different group of friends, with whom I played some other games, where we had three different ideas of what those games were "for", and because of it, we almost had a major falling out until we finally dragged all of it into the light and actually TALKED about what we wanted rather than just presuming everyone understood us.
Invisible rulebooks, presumption of common thinking, "going with the flow" while suppressing your own interests, has consistently been a cause of problems in my life. Conversely, open, forthright, specific communication has never led me astray--and by having rules that we can actually read, and thus see and ask about, all those conversations happen well in advance of a disagreement occurring. Instead of suffering in silence or getting upset when a contradiction rears its ugly head, we actually develop real understanding of one another, not the hollow presumption of understanding.
See above. I see this as "bandaid after bandaid" until finally something happens that rips all the wounds wide open, and now we've got a giant festering gash where before we had thirteen paper-cuts we could've just treated by actually talking.
Ok. I agree you shouldn't let problems fester. You seem to agree that problems
can be patched up until after session. I guess we are in full agreement here?
Howso? There are only finitely many rules. That's the nature of games. I am, of course, quite partial to rules that exploit the utility of abstraction to cover a broader swathe, but that's a separate thing. If the rules are written out, and we actually do read them, that does double duty, clearly specifying what is known, and providing opportunity to ask about things that weren't specified already. That might result in new rules, or it might result in explicit agreement rather than presumed tacit agreement, but either way, it promotes, rather than degrades, the ability to achieve a real understanding of where each of us stands.
Silence doesn't communicate. Communication does. And written communication lasts.
And yet we have the entire field of law trying to cover all the
really ugly conflicts humans might get into with limited success. My point was that trying to avoid all kinds of interpersonal trouble through up front rules is seemingly a fools errand. You have to accept to some times have to do the dirty work of resolving your own interpersonal challenges.
No. Because the words of "A" don't actually communicate what they're saying. It's all bound up in the presumptions that go unsaid.
I never said that rules couldn't be of bad quality. Obviously they can! But if they're of bad quality, we can actually SEE it. How can we see that an invisible thing is badly-formed? It's not possible for us to look at it until it goes wrong.
Strong opinions built on the false assumption of tacit agreement are one of the greatest sources of conflict in human relationships.
If you want to talk about false assumptions rather than actual unwritten rules of a community we are having a completely different conversation. False assumptions is everywhere, and indeed something I think everyone agree is awful and would be nice to have good ways to limit.
And how to seperate (assumed) unwritten rules from false assumptions you ask? Good question! This is a framing I would realy like to see for a deep conversation.
How can that be so when everyone has a complete lack of evidence?
But that's not what I said. I said there is a lack of evidence showing that they are wrong. That's quite a bit different from saying there's no evidence that they might, possibly, be right.
You claimed they were impossible to refute. I commented I didn't see how they could be harder to refute than someone with loads of evidence. You replied that they couldn't be refuted trough providing a stronger counter claim. My reply to that was meant to point out that coming with a stronger counter claim is but one way of doing a refutation. You might not be able to show they are wrong, but you are able to reasonably dismiss their truth claim from further consideration in terms of whatever conflict you try to resolve.
Really? I don't think that's the case at all--at least if we're understanding "relevant ambiguity" the same. A relevant ambiguity is, at least as I understand it, something where (a) we care about what it resolves to, (b) any particular result will do something interesting (e.g. in DW terms, both success and failure are interesting), and (c) there is meaningful impact. I draw a distinction between (a) and (c) here because the former is about whether the players are interested in it, while the latter is about whether it affects the game or not. There are plenty of things that are ambiguous that we'd like to resolve...but which won't actually affect the game one way or another, and thus don't need rules, even if some groups might opt to use them. (Naturally, it is possible for something to not matter for a while and then begin to matter later, but that's just the nature of the beast.)
I agree to your a and c, and b if the "interesting thing" can be simply that the other thing that would be interesting didn't happen. Actually I did write a paragraph acknowledging c spesifically for my previous post, but that didn't make the cut. So this is an unstated assumption I had in my previous post.
However if you use this as a
definition for game relevant ambiguity then I think "what is in the next room?" is a game relevant ambiguity that is in very many games resolved trough simply "participant declares". The key exceptions I can see is map and key and in flight random generation. I don't think I have seen you argue heavily for those techniques? (Of course "participant declares" is a hard, written rule that resolves the ambiguity, but I got the impression that was not sufficient to satisfy your desire to avoid unwritten rules)
(Edit: I had a caveat further down I edited out, but realised I should re-add here. This is assuming there is no unstated assumptions about the meaning of "care about" or "interesting" that do some heavy lifting. For instance i do not
particularly care about or find interesting the outcome of a roll in snakes and ladders, but I certanly consider the ambiguity of where the piece will end up after the turn game relevant)
Keep in mind, as mentioned above, I prefer rules that exploit the utility of abstraction: namely, that the same resolution structure can be applied in whole classes of situations, not just singular ones. Games that strive to have an individual, specific rule for every instance will inevitably fail in their endeavor (and become massively over-bloated as a result; one of 3rd edition's weakest characteristics was that it tried for encyclopedic coverage.) Of course, excessive abstraction is also a risk, and thus we shouldn't abstract willy-nilly--but we shouldn't hate or fear abstraction simply because it is abstract. It's a tool to be used.
Armed with what I call "extensible framework rules"--e.g. things like group checks, skill challenges, my proposed/hypothetical "skirmish" concept (read: "lite" combat; "skirmishes" are to full combats more-or-less as group checks are to skill challenges), etc.--we can use a relatively small number of rules to cover vast swathes of gameplay, or if you prefer, all or nearly all classes of relevant ambiguity for a given game. I recognize that there might still be very rare, limited edge cases, but I'm confident that they would be rare enough to not be a significant concern.
Ref the above - "Player declares all ambiguities regarding their character's actions. GM declares all other ambiguities." Is a structure that covers all situations in just two simple written rules. An absolute triumph of abstraction? Or, I guess that gets i to your excessive abstraction bucket. This is indeed a delicate balancing act. Almost as if design was a complex art with no right answers.
Certainly not. Ironsworn, at the very least, is a TTRPG I've played that doesn't. It has rules for pure GM-less play where the rules tell you how to resolve ambiguities, including answering questions. If you aren't sure what to do, you "Ask the Oracle"--you consult an extensive series of tables with various questions, which may be yes-or-no, or rolling off a list. The one and only element of player judgment involved is, for some of the yes-or-no questions, you should determine how likely or unlikely a "yes" answer would be on that question....and if you aren't sure of that, either, you can just take the basic 50/50, or you can roll to determine what likelihood "yes" should have (and thus, obviously, what likelihood "no" has, since those are the only options).
Again, Ironsworn neatly rejects this claim. There is no need for a GM, the rules themselves handily address that. In truth, the one and only component of judgment that must be exercised by the players is whether they, collectively, feel a given state of affairs (or a given change to the current state of affairs) is reasonable. That's....it, really. Everything else is, in fact, handled by the rules. It was a pretty cool way of doing things and I'm honestly kinda looking forward to continuing with it someday.
My abstract notion was that there are game relevant ambiguities that must be resolved trough participant declaration. I gave an example where the ambiguity happened
after a hard rules resolution. Ironsworn is an example where these ambiguities are resolved
before the hard rules resolution. More spesifically for ironsworn's case: What question to ask?
You keep painting this as "limitation". I don't see it as such--or, at least, I don't see "limitation" as this terrible bugbear you're presnting it to be. I have criticized others in the past who use the inaccurate platitude, "Limitation breeds creativity." The correct statement is, "Good limitations breed creativity." Naturally, it is quite possible to create bad limitations; one can usually come up with trivial examples without much effort, e.g. my example of spontaneously replacing D&D's initiative rules with "whoever can stand on one foot the longest goes first". But with a reasonable amount of design effort, there's nothing preventing one from achieving really quite good limitations.
One of the first precepts for creating good limitations is to avoid things that seem like choices, but aren't--which excludes both the extreme of bad-by-uniformity faux-"balance" that is simply "everything is the same", and the extreme of bad-by-broken faux-"choice" that is simply "oh there are options, but you can calculate the correct answer". Between the two, you have asymmetrical balance: truly distinct choices, where calculation cannot determine greater value, and thus the players must use qualitative, not quantitative, reasoning to make their choices. Testing is needed to make sure you don't accidentally fall to one side or the other, of course, but it's not some impossible unachievable thing.
Wich limitation are you refering to? I acknowledged I can like TTRPGs that provide limitations ref even really enjoying a lot of board games. That is hardly painting limiting rules as a terrible bugbear.
I also tried to say something about how you appear to be limiting yourself. And this might also be completely fine - you'll never get me on board an open air adult roller caster
(This is the reverse side of why the whole "tactical infinity" concept leaves me cold. If you actually did achieve tactical infinity, then there would necessarily be one objectively correct answer to any given situation--one answer which actually does produce the best results. That deadens, not enlivens, choice. The obverse side is that I don't believe any GM actually does achieve tactical infinity to begin with. Human minds aren't that supple. We can't confine them in a singular, universal box, but that doesn't mean they're infinite.)
(What are you talking about? What sort of optimum are guaranteed to exist in tactical infinity that do not also exist in finite space selection? I am not aware of any theorem indicating the need for there to be a pareto optimal solution in infinite space for instance? And multiple points with the same utility for a given utility function can exist just as much in infinite space as in finite space..
And the clarification "limited only by imagination" is the well known answer to pedantic notions regarding infinity)