• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Design Philosophy of 5e

My personal answer is that rules are communication. They are what tell the players how the game world works. If players have no clue how the game world works, they cease to be making meaningful decisions for their characters - they are just taking a punt and hoping for the best. That takes away a very large part of the raison d'etre of playing RPGs for many people.

If the players have no clue how the world works, it must be a free-form game with a GM that's told them nothing about it. Even rules light games give one a pretty good idea how the world works. The "meaningful decision" argument is a good one theoretically, but I've not come across it in any game I've played.

The problem, from my point of view, for rules heavy games is that they aren't fun for me to GM. Two things about rules heavy: 1) more rules rewards rules memorization and mastery. So, no need to be creative when it comes to interacting with the mechanics, instead I get to use rote memorization. Fun. 2) It implies that the GM can't be trusted to be fair, so as more rules are added, more GM neutrality is a given. GMs should be impartial, but that shouldn't require walls. If the players don't trust the GM to run a good game, there's problems beyond the rules.

So, as we approach more rules from less rules, rules mastery and impartiality are rewarded. So, what's the pinnacle GM in regards to rules mastery and impartiality? A computer! So, basically, when running a rules heavy game, when I interact with the mechanics, I should do my best to emulate an AI. If that's the case, I'd rather an actual AI take the job. Being the intermediary between the book and players isn't my idea of a good time. Making decisions, as opposed to rules regurgitation, is the best part of GMing, if you ask me. Mileage may vary on this front, of course.

All that said, that's just an argument against the chunky rules system, not the abolishment of all rules. It's not a game without rules.
 

log in or register to remove this ad


My current D&D game of choice is 4e (although I far prefer Dungeon World). There are things to learn from other games, and I think I understand RPGs as a whole better from playing them
I definitely agree there's a lot to learn from other games.

I am soon to start playing in an online DW game.
 


If the players have no clue how the world works, it must be a free-form game with a GM that's told them nothing about it. Even rules light games give one a pretty good idea how the world works. The "meaningful decision" argument is a good one theoretically, but I've not come across it in any game I've played.
Having "no clue" of course requires "no rules" and, as you say yourself, this is generally not the case even at game start. Lack of rules still leads to lack of knowledge, however - and I have come accross it quite a bit. Usually, it happens when players try to get "creative" with their plans, and it manifests as the players believing that a plan is realistic (in the sense that it has a good chance to work, more than that it would work out the way described in the real world - but both are factors) when the GM has (effectively) decided that it's a dud.

The problem, from my point of view, for rules heavy games is that they aren't fun for me to GM. Two things about rules heavy: 1) more rules rewards rules memorization and mastery. So, no need to be creative when it comes to interacting with the mechanics, instead I get to use rote memorization. Fun.
With rules that are just "weighty" that's an issue, I agree. Which is why I think the epitome of "good rules" aims for elegance - which is covering lots of ground with short, clear and eloquent rules. I think 4E does this well, but I would also recommend Primetime Adventures as a (totally different) game that does it exceptionally well, too. Dungeon world seems to have some merit, judging by what I read of it, but I have yet to sit down and read it (I only just got it).

2) It implies that the GM can't be trusted to be fair, so as more rules are added, more GM neutrality is a given. GMs should be impartial, but that shouldn't require walls. If the players don't trust the GM to run a good game, there's problems beyond the rules.
For some it may be a trust thing, but I don't think that's the core of it. It's a world-model thing. Some people just have beliefs about how stuff works that are radically different to the way I think stuff works. That doesn't mean either of us is wrong (though, obviously, I think they are, otherwise my beliefs would be different!), it just means that what each of us thinks will be the result of a situation will differ - which is a problem if one of us gets to dictate what happens without the other of us knowing what the "model" is in advance. Rules avoid this by encoding the model in a set of dice relations (or whatever) that we can both read and understand. The fact that, for example, you think that raising your greataxe high above your head prior to a strike will increase your damage while I think it will just give an opening for your opponent to kill you will not matter if the rules state (in some way) what the outcome of such a move will be. Often, I find it works best to say that the move makes no difference to the standard combat system process, and just allow players to describe/explain/rationalise the outcomes however they wish. Otherwise Thrud the Barbarian would be a dead bunny in all my games...

So, as we approach more rules from less rules, rules mastery and impartiality are rewarded. So, what's the pinnacle GM in regards to rules mastery and impartiality? A computer! So, basically, when running a rules heavy game, when I interact with the mechanics, I should do my best to emulate an AI. If that's the case, I'd rather an actual AI take the job. Being the intermediary between the book and players isn't my idea of a good time. Making decisions, as opposed to rules regurgitation, is the best part of GMing, if you ask me. Mileage may vary on this front, of course.
Rules application the computer does very well indeed, but long experience tells me that tactical play of combat opponents, character play of NPCs and strategic planning are things the "AI" does exceedingly poorly most of the time. My idea of the ideal game is a computer (or equivalent through steamlined, elegant rules known to all the players) handling the interactions in detailed time and a human (or near-human) GM (or other players) handling the plotting and planning.

All that said, that's just an argument against the chunky rules system, not the abolishment of all rules. It's not a game without rules.
Right - hence the absence of "total cluelessness", earlier. But the players are clueless to the extent that the rules don't cover the interaction between their character and the rest of the world. Hence it should be covered as far as possible. The rules don't need to be "heavy" - this is not a plea for rules that are "realistic" or cover every possible factor that someone imagines will be pertinent in "real life". The rules just need to be rules - not vague models that get overruled the instant some individual thinks that they "obviously don't apply". "Obviously don't apply" is in the eye of the beholder, and if I'm relying on the rule being a rule for my character's action it sucks to find out that the (game) world actually works differently than a person who has grown up there thinks it does.
 

The problem this causes is that you have virtually irreconcilable groups, each group prefers a game that literally invalidates the others. Their design goal was to put a bunch of stuff into the books and let people argue at the table over which type of game they're going to play, effectively moving the edition wars to the tables.

My daughter plays ice hockey for the local youth ice hockey association. She prefers to spend most of her time on the ice playing informal "pond hockey" where the goals are closer together, there are only 4-6 skaters on a team with 2 or 3 playing at a time (less time in the car or on the bench, more time playing and in the play). It's hockey in that there is a puck and sticks and a goal but nothing at all like the full ice version that many nutty hockey parents insist their kids play. She also plays the more formal game, often travelling long distances to play at highly competitive levels, street hockey, pond hockey on an actual pond with no goalie (and only a small box for a goal), etc. I play in the local adult "B" league that is more like a full ice version of pond hockey. There is an "A" league that is more formal where stats are kept and there are official rosters and a championship and is meant for current and former collegiate level players. All these different versions don't "invalidate" the other. That some people are playing by a slightly (or greatly) different rules set with differing levels of complexity and formality does not change that each group are in fact playing hockey and having a good time doing it. Many people (usually the best players) play multiple varieties because their skill and love of the game allow them to be successful (and variety makes them improve more) and enjoy themselves...as long as there are sticks and pucks and goals....

That players at my D&D table really don't care how the minotaurs captured the npc dwarf they are about to eat should not matter to a group where the players want to know that the DM adjudicated the capture of the dwarf using the same rules the PCs are subject to or whatever else it is we're arguing about. That both types of games can exist is all that matters.
 

Hey, if you're gonna go onto the field as Lew Zeland, you get what you ask for :)
Heh... funny enough I never made that connection*.

Now of course I have to make that character for the next Boffer LARP I play in.





* The throwing fish was part of the "We were interrupted in the midst of dinner" combat set my ex and I made: Turkey leg 'dagger', beer stein 'shield', frying pan 'club', etc. We were amused enough we made other things, throwing pig and throwing sheep for "giants" to lob about, etc.

When we split I got the throwing pig, throwing rabbit, and throwing fish.
 


* The throwing fish was part of the "We were interrupted in the midst of dinner" combat set my ex and I made

Sounds like the "tea party gone horribly awry" set I worked with. Teapot, cups, plates... table.. chairs. Engineering chairs that could be sat upon and used as weapons was interesting.
 

Having "no clue" of course requires "no rules" and, as you say yourself, this is generally not the case even at game start. Lack of rules still leads to lack of knowledge, however - and I have come accross it quite a bit. Usually, it happens when players try to get "creative" with their plans, and it manifests as the players believing that a plan is realistic (in the sense that it has a good chance to work, more than that it would work out the way described in the real world - but both are factors) when the GM has (effectively) decided that it's a dud.

Ah, I see allowing player creativity a feature, not a bug, but that just stems from different playstyles, I guess. If the players come up with something creative, saying no makes me feel like Scrooge.

I do see this, I guess, with setting expectations (can I buy a an uzi in D&D or a smartphone in Star Wars?), but that's a different ball of yarn.


With rules that are just "weighty" that's an issue, I agree. Which is why I think the epitome of "good rules" aims for elegance - which is covering lots of ground with short, clear and eloquent rules. I think 4E does this well, but I would also recommend Primetime Adventures as a (totally different) game that does it exceptionally well, too. Dungeon world seems to have some merit, judging by what I read of it, but I have yet to sit down and read it (I only just got it).

I would put PA and DW in the rules light category, myself. And while 4e places the rules exceptions in front of you as power blocks or stat blocks, but it just feels regimented. Like "A + B = C", where I prefer "I wonder what would happen if I put A and B together...?"


For some it may be a trust thing, but I don't think that's the core of it. It's a world-model thing. Some people just have beliefs about how stuff works that are radically different to the way I think stuff works.

Fair enough. As I stated above, just a difference in play style. I like it when the players get creative and make me think, and assuming it's not asburd, ("I'm going to chop this tree down with a dead herring"), I'm more than willing to go with it.


Rules application the computer does very well indeed, but long experience tells me that tactical play of combat opponents, character play of NPCs and strategic planning are things the "AI" does exceedingly poorly most of the time. My idea of the ideal game is a computer (or equivalent through steamlined, elegant rules known to all the players) handling the interactions in detailed time and a human (or near-human) GM (or other players) handling the plotting and planning.

I once dreamed of this too, but it's very clunky in action. I used to use a laptop while GMing but stopped, as it was more of detriment then help (mind you, that's also when I stopped playing 3.x...I would need my laptop again if I ran that). Maybe some day they'll get this right, and the rules under the hood can be as complex as needed.


Right - hence the absence of "total cluelessness", earlier. But the players are clueless to the extent that the rules don't cover the interaction between their character and the rest of the world. Hence it should be covered as far as possible. The rules don't need to be "heavy" - this is not a plea for rules that are "realistic" or cover every possible factor that someone imagines will be pertinent in "real life". The rules just need to be rules - not vague models that get overruled the instant some individual thinks that they "obviously don't apply". "Obviously don't apply" is in the eye of the beholder, and if I'm relying on the rule being a rule for my character's action it sucks to find out that the (game) world actually works differently than a person who has grown up there thinks it does.

This is the crux. That line of where the rules need to be covered to is strictly a matter of opinion. Some people do want extremely detailed and realistic rules. Some people want barely any at all. Most of us are somewhere else in between. D&D floats back and forth on where that line is with each edition. Mearls and Co believe they found the sweet spot for the base game. While I agree, it's impossible to think everyone would.
 

Into the Woods

Remove ads

Top