So the first thing a new group needs to do is conduct trust fall exercises? I'll be sure to do that!
Well, for some groups ... the trust fall might be both the first AND the last thing they do!

So the first thing a new group needs to do is conduct trust fall exercises? I'll be sure to do that!
Why?
It's all imagination and supposition.
And ... this might surprise you, but someone, somewhere, had to come up with Jhenn Kaa in the Land of Dreaming Dragons. The "rules" are nothing more than that person's decisions. Why is that person in a better position to make decisions than the people at your table?
Further, the lack of rules for adjudication is not the same as a lack of knowledge; regarding your earlier post, imagine the following two TTRPGs:
Game A has detailed rules, including rules for riding dragons.
Game B is FK game, but has a detailed setting, including information about how there are dragon riders in the world.
Both games have clear indications that dragons can be ridden, right?
Yes, but also no.
I do think those games are different.
However, I think that a goblin empire and dragons can make sense and be understood if the underlying foundations of how the world generally works are things which people can understand.
If a fantasy world works in a way which is different than the world with which we're familiar, I think that the rules (or perhaps the DM) should indicate what those differences are. I'm inclined to believe that defining those differences is a smoother process when they can be contrasted with a point of reference which the audience (players in this case) can understand.
Do the goblins behave similar to bees? Mole rats? (I'm inclined to lean toward mole rats because of their breeding habits and mole rats being one of the few eusocial mammals.) Can my experience at dealing with a hive mind species in Stellaris help me out at all? Do they devour resources like locusts? There are lot of things which can serve as points of reference.
Pious humans aren't difficult to understand. History is full of those examples.
So, perhaps the eusocial goblin empire spreads across the land like a cross between the Mongol Horde and a swam of bees, but with mole rat breeding habits. So, there's one primary colony at the upper echelon of the hierarchy, but then there are various sub-empires lorded over by breading pairs at each new "hive."
At the same time, the pious humans are dealing with resources being consumed by this ever-growing menace. Perhaps some are terrified because the encroaching goblins are seen as some sort of divine omen that they have sinned in some way (much like some Europeans viewed the approaching Mongol Horde).
So, are the goblins the bad guys?
That depends upon what story you're trying to tell. There are a lot of ways you could deal with it. The goblins could be anything from a slightly more-intelligent version of zombies (or the Flood from Halo) to a thinly-veiled lesson about pollution to a misunderstood culture which is struggling with their own problems (which the PCs discover).
In any of those cases, I would be taking one or two bullet points which I can understand and then extrapolating more information from it.
From a player perspective, nothing included in what I wrote above would grossly violate anything I could understand. War and religion are both things I can understand. Packs of animals or hives of insects are also things I can understand. I may not have a perfect understanding, but that's not necessary. I simply need to understand the general ballpark of the idea.
Mentally, I just need to be able to get my foot through the door of understanding. Once I'm into the game, whatever I don't know will be filled in by the game, the story, and the DM. If something seems jarring or difficult for me to understand, I'll ask questions.
It goes beyond that, to designers uncovering effective means to deal with common situations, and recording those for future use. So it's like a judge confronted with a puzzling situation, that other expert judges have encountered before. Luckily, some of those earlier judges recorded an effective way to deal with it. Before they did, various judges were trying all kinds of ad-hoc rulings- some succeeding, some horrible.This is true! It really gets to a fundamental issue with TTRPGs (or any system that relies on humans as decision makers)- what level of trust do you have for the individual making decisions?
That's really what almost all the rest of it boils down to. Once you clear away the cruft of other issues, the core issue that we keep returning to is this-
To what extent do we look to the rules to bind the decision-maker?
To make a brief analogy- in the US world of criminal law, there has been a push and a pull regarding judges and their authority to sentence criminal defendants. At the core are two competing impulses-
First, that we want there to be rules that the judges have to follow. That two people who are convicted of the same crime serve the same sentence.
Second, we understand that different cases can be different, and we want someone with experience to be able to make proper decisions that accurately reflect the specific circumstances of a crime and the individual being sentenced.
And this is a constant battle! Sometimes going overboard in one way with rules that constrain judges that provoke outrage (such as mandatory minimums regardless of individual facts) and sometimes the other way (some judge gives out a sentence that is too heavy or too light and the public is outraged). Obviously, this is more serious than mere TTRPGs, but it's the same general concept.
Do you trust the decision make to use their experience to make proper decisions? Or are you more concerned that decision-makers will abuse their authority?
I don't think that there is a right answer on this- I do think that it is an interesting question to ask in relation to preferences.
This is true! It really gets to a fundamental issue with TTRPGs (or any system that relies on humans as decision makers)- what level of trust do you have for the individual making decisions?
That's really what almost all the rest of it boils down to. Once you clear away the cruft of other issues, the core issue that we keep returning to is this-
To what extent do we look to the rules to bind the decision-maker?
To make a brief analogy- in the US world of criminal law, there has been a push and a pull regarding judges and their authority to sentence criminal defendants. At the core are two competing impulses-
First, that we want there to be rules that the judges have to follow. That two people who are convicted of the same crime serve the same sentence.
Second, we understand that different cases can be different, and we want someone with experience to be able to make proper decisions that accurately reflect the specific circumstances of a crime and the individual being sentenced.
And this is a constant battle! Sometimes going overboard in one way with rules that constrain judges that provoke outrage (such as mandatory minimums regardless of individual facts) and sometimes the other way (some judge gives out a sentence that is too heavy or too light and the public is outraged). Obviously, this is more serious than mere TTRPGs, but it's the same general concept.
Do you trust the decision make to use their experience to make proper decisions? Or are you more concerned that decision-makers will abuse their authority?
I don't think that there is a right answer on this- I do think that it is an interesting question to ask in relation to preferences.
This. Constraints are required for a game, and the nature of the constraints determines the nature of the game. Of course, there seems to be quite a lot of not noting things as actual constraints -- this comes from never stepping outside the familiar to realize that you do have constraints you're just so used to them they don't register.I question the fact that we always talk about the rules "binding", "chaining" or "limiting" the decision maker. It is this constant refrain that the rules are getting in the way of your all-powerful, supremely brilliant imagination... but I wouldn't have thought of psychic mushroom people. An entire scene I am working on right now via a play-by-post between a PC and a Myconid trying to fool them would never have happened if there were no rules for myconids and their spores.
Rules aren't just "binding" or "limiting" people. They are also a scaffolding that supports people. The rules can give us insights and lead us in directions we would not have considered. I just don't understand the attitude that all rules are bad, and it is a question of how much of this necessary evil you can stomach.
I think though that viewing it as a "battle" is the wrong take. Because that assumes one side is likely to find victory. And actually, the legal world is based upon precedent. That is the deciding factor 90% or more of the time, what is the precedent of the law. The question of "is it legal to do X" is not something that is decided in the moment by a decision maker, be it judge or cop. It is decided by the previous decisions, and the rules that we call laws.
Even sentencing is more complex than you are presenting here, as I'm sure you know. A Judge recieves a brief from the lawyers recommending a certain sentencing, which the judge takes under advisement. And even if the judge sentences, there are multiple appeal courts where other judges may review that sentence and change it. And many prosecutors and other officers of the law can reduce that sentence for a variety of reasons. And even without that, there is the presidential pardon.
So, the sentencing of a person is far from an decision made solely by the single judge in the courtroom. There is a vastly complex web involved to provide checks and balances. And yes, sometimes something happens that tilts one way or the other way and we don't like how it turns out, but that doesn't mean there is not a system in place.
I don't think it follows that rules arise from things we don't have a good reference for.This is something that I don't have a good point of reference for, and so rules from a system could help. That is the value in codifying rules, instead of trying to always relate back to an IRL thing that might be similar.
Not that I disagree with the rest of your point at all, you are 100% right about that style of approach, I'm just trying to demonstrate that that approach is not always effective, and from that arises when we have rules.
Rules arise from both, right? The rules of D&D define a world different from our own, and in some cases theyChainmail has magic and unreal monsters. But that is all an optional supplementary part of it, the majority of the game's rules are for skirmish wargaming with fairly understood real world historical military style conflicts. The rules are there to model the situation and throw in reasonable probabilities, so that the players can engage each other in a game of skill and chance with consistent defined parameters at a certain level of abstraction. Not to define things we do not have a reference for.
While as you say, rules can also model facets of our real world. There aren't myconids in our world, so rules for them direct our emergent narrative toward a difference. There is chainmail armour in our world, so rules for that help us consistently represent it in our narrative.can give us insights and lead us in directions we would not have considered.
I am certain you wrote that conscious of the irony!Rulings not rules for those lucky enough to have good gaming groups.