What are the rules for?


log in or register to remove this ad


The rules, as their core concern, determine how the characters interact with the setting and how the setting functions.

I think this is pretty controversial. Unless I've wildly misunderstood, I can think of plenty of RPGs where this is not true.
That's far more to GM style than actual rules writing, save for the most non-simulationist of games.

Even in strongly narrativist games, I usually rely upon rules to define how the setting functions... even when the setting is contradictory twixt rules and fluff.

In Sentinel Comics and Marvel Heroic RP - both fairly narrativist with an unreal genre that they both emulate mechanically... The world responds to the nature of the players luck... If the GM has a large doom pool, the world just gets harder on the heroes, period.
Meanwhile, Sentinel Comics, the difference between minions and lieutenants is obvious pretty quickly... and difficulty ramps only with opposition. It's a flat difficulty world - and that's my biggest complaint about it. But I run it as a flat difficulty world... so only active opposition makes it harder, and only preparation or help can make it easier (by using the boost move)...
The mechanics do tell me how hard things are, what kinds of characters exist (Heroes, Villains, Allies/Lieutenants, Minions, bystanders) and how fragile those are... normal people (aka bystanders) die or are KO'd by any hit. Minions are either up or gone; Lieutenants either are damaged or not by a hit dying only when reduced below D4... PCs and Villains are superbly tough, but steadily degraded, while big (d10/d12) Lieutenants can, if lucky, survive more... And all those in that world know the score... tho not all know which they are.

Even Burning Wheel informs a lot - if you understand the lifepaths. (I confirmed with Luke Crane back in about 2008 that indeed the setting info is intentionally encoded into the lifepaths - it's not accident. It's setting as rules.) So even BW in its character generation defines setting... in a game that otherwise seems to avoid setting tropes. (Key word: Seems. Luke has noted in the past that there's setting encoded in other elements, too - the weapons list. The damage system. The Circles rules.)

The few that don't encode setting into mechanics are rare - Risus, TWERPS... those very specifically are so light that there's little to encode. But even TWERPS does mechanical encoding in some worldbooks... eg TWERPS TWEK.

I am prone to simulationism, and I find setting in mechanics easily. Sometimes they're intended; sometimes they're encoded without intent to do so, and some times, they just pop up out of synergies from carelessness.

If one looks, one can find a lot of setting in most midweight or heavier rulesets.
 

I'
Agreed. I've GMed a lot of RPGs that include warhorses. I can't recall when, if ever, the question arose of how much a warhorse weighs!
I've had that occur often enough... My first Pendragon campaign was set on the Isle of Wight... so ship travel was a constant issue. Was also an issue in a few other games where they were loading animals.
 


That's far more to GM style than actual rules writing, save for the most non-simulationist of games.

Even in strongly narrativist games, I usually rely upon rules to define how the setting functions... even when the setting is contradictory twixt rules and fluff.

In Sentinel Comics and Marvel Heroic RP - both fairly narrativist with an unreal genre that they both emulate mechanically... The world responds to the nature of the players luck... If the GM has a large doom pool, the world just gets harder on the heroes, period.
Meanwhile, Sentinel Comics, the difference between minions and lieutenants is obvious pretty quickly... and difficulty ramps only with opposition. It's a flat difficulty world - and that's my biggest complaint about it. But I run it as a flat difficulty world... so only active opposition makes it harder, and only preparation or help can make it easier (by using the boost move)...
The mechanics do tell me how hard things are, what kinds of characters exist (Heroes, Villains, Allies/Lieutenants, Minions, bystanders) and how fragile those are... normal people (aka bystanders) die or are KO'd by any hit. Minions are either up or gone; Lieutenants either are damaged or not by a hit dying only when reduced below D4... PCs and Villains are superbly tough, but steadily degraded, while big (d10/d12) Lieutenants can, if lucky, survive more... And all those in that world know the score... tho not all know which they are.

Even Burning Wheel informs a lot - if you understand the lifepaths. (I confirmed with Luke Crane back in about 2008 that indeed the setting info is intentionally encoded into the lifepaths - it's not accident. It's setting as rules.) So even BW in its character generation defines setting... in a game that otherwise seems to avoid setting tropes. (Key word: Seems. Luke has noted in the past that there's setting encoded in other elements, too - the weapons list. The damage system. The Circles rules.)

The few that don't encode setting into mechanics are rare - Risus, TWERPS... those very specifically are so light that there's little to encode. But even TWERPS does mechanical encoding in some worldbooks... eg TWERPS TWEK.

I am prone to simulationism, and I find setting in mechanics easily. Sometimes they're intended; sometimes they're encoded without intent to do so, and some times, they just pop up out of synergies from carelessness.

If one looks, one can find a lot of setting in most midweight or heavier rulesets.

I think you may be conflating rules that evoke a setting with rules that simulate a setting.

The NPCs in Burning Wheel do not actually follow the lifepaths in their own lives and know how they work. The non-powered NPCs in superhero comics do not find that karma, doom pools, minions etc are real things that affect them.
 

Recent & Upcoming Releases

Remove ads

Top