Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Context Switching Paralysis, or Why we Will Always Have the Thief Debate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 8748231" data-attributes="member: 4937"><p>For all your taking issue and disagreeing, you just described the process of rules codification that I just described. I mean you outlined a set of steps that described how rulings become rules and never really tried to defend your claim of the potential difference. </p><p></p><p>I mean literally the same process can happen with a rule. A fair and impartial DM might look at to the rules that explicitly cover a table situation and then say, "You know, I know what the RAW say, but I don't think this is really fair. Let's use the rules like this for now and move on, and then revisit it when we have time to think it through in more detail beyond this specific instance". Then later when the rules are returned to between sessions, the table and the DM can decide if they can think of a ruling that might be better, or if the "good enough for now" RAW will stay in place until further examples come in.</p><p></p><p>That has everything to do with increasing codification of the game whether you have as a starting point in rules or rulings.</p><p></p><p>Whim or tyranny doesn't come into play in that because you basically described the sort of process I'm thinking of. Whim or tyranny comes into play when the GM issues a ruling on how a situation will be handled (using Rule Zero), then proceeds to overrule himself when the situation comes up (again, using Rule Zero), without consulting the rest of the table (which admittedly he has the right to do), and with no apparent rhyme or reason to his rulings so that the table couldn't predict the next time the situation comes up what the rules will be. </p><p></p><p>No of course there is a difference between a rule and a ruling in that you can know the rule before it happens but not the ruling, but my point is that once you have a rule it becomes a known rule because you've experienced it. The fact that you had the DM explain that the ruling was temporary and conditional <em>is itself part of the ruling so that the player knows what the rule is likely to be in the future</em>. You DM is actually like putting a marker here on the ruling to say, "I need a rule. I don't know if this is it. Please don't be upset if I change the ruling.", precisely because the hypothetical DM understands at some level what I've just outlined.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8748231, member: 4937"] For all your taking issue and disagreeing, you just described the process of rules codification that I just described. I mean you outlined a set of steps that described how rulings become rules and never really tried to defend your claim of the potential difference. I mean literally the same process can happen with a rule. A fair and impartial DM might look at to the rules that explicitly cover a table situation and then say, "You know, I know what the RAW say, but I don't think this is really fair. Let's use the rules like this for now and move on, and then revisit it when we have time to think it through in more detail beyond this specific instance". Then later when the rules are returned to between sessions, the table and the DM can decide if they can think of a ruling that might be better, or if the "good enough for now" RAW will stay in place until further examples come in. That has everything to do with increasing codification of the game whether you have as a starting point in rules or rulings. Whim or tyranny doesn't come into play in that because you basically described the sort of process I'm thinking of. Whim or tyranny comes into play when the GM issues a ruling on how a situation will be handled (using Rule Zero), then proceeds to overrule himself when the situation comes up (again, using Rule Zero), without consulting the rest of the table (which admittedly he has the right to do), and with no apparent rhyme or reason to his rulings so that the table couldn't predict the next time the situation comes up what the rules will be. No of course there is a difference between a rule and a ruling in that you can know the rule before it happens but not the ruling, but my point is that once you have a rule it becomes a known rule because you've experienced it. The fact that you had the DM explain that the ruling was temporary and conditional [i]is itself part of the ruling so that the player knows what the rule is likely to be in the future[/i]. You DM is actually like putting a marker here on the ruling to say, "I need a rule. I don't know if this is it. Please don't be upset if I change the ruling.", precisely because the hypothetical DM understands at some level what I've just outlined. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Context Switching Paralysis, or Why we Will Always Have the Thief Debate
Top