Game rules are not the physics of the game world

Kamikaze Midget said:
I dunno, I don't think it's too much to ask that all the players (including the DM) follow the rules of the game. And I think those specific examples above would shatter my suspension of disbelief about my character and the game world, and make me feel like I was just along for the DM's ride.

And what if something comes up that's not in the rules? Or the DM thinks of a cool monster with a special ability not in the rules? Neither the players nor the DM can do anything, by your standards.

I don't give a damn about the examples above. You can think of an example to prove any point; it's meaningless. I could come up with a dozen good examples of breaking the rules for wider gameplay benefit. As a player I want a GM who'll run with some crazy scheme I cook up that's not covered by the rules. As a player I want to face some new beast the GM cooked up. As a player I want the world to appear more complicated and nuanced than the abstract, simplified rules establish, because I want the world to be interesting.

You said "Along for the DM's ride" again. You're equating railroading with rule-bending/breaking/modifying/ignoring. Which is wrong.

That's what happens when the DM violates the trust of the players: it no longer feels like a collaborative game, and it instead feels like the DM's story that the players are just along for the ride for. People will have different breaking points for that. Mine comes at about the point that the DM is killing high-level knights with accidental falls from horses. It jerks me out of heroic fantasy very roughly, and I become very suspicious of such blatant manipulation of the world.

I don't give a good god-damn about some straw man BS about a PC knight breaking his neck on a horse. What I take issue with is the idea that it's all the same- if I let a PC do something not in the rules, I've violated their trust. That's nonsense.

In an ideal situation, sure. But DMs are not infalliable, and a DM who would pull almost any of the tricks mentioned in the OP would be ruining my fun right quick, and obviously not taking into consideration the fact that some people's fun comes from playing a game, not watching the DM describe events that are out of my control, as a player.

You continue to equate things that do not equate, or at least do not always equate. False dichotomy all over the place, here.

Let's look at the four examples, because I'm too lazy to come up with more examples that better fit my point. The first- the neck breaking, is obviously bad DMing if it happens to a PC. But to an NPC, off-screen? I can't see the problem. Presumably some knights break their necks, after all.

The second- the accidental summoning of something more powerful than the summoner. "Do not call up what you cannot put down." This is a classic plot device for starting stories. If you said to me, the DM, that "That can not have happened, this story hook you've offered is illegitimate" then I'd tell you to get out of my house.

The third- are you really saying that the DM can't even establish the economics of the game world? Seriously?

The fourth- really? "Trained by a Master" is a pretty common story device. Think of it like a permanent magical enchantment if you have to.

The examples in the OP don't make the game any more fun for me, though. So if you were to do those, you'd be failling your job as a DM, because it wouldn't be fun for me.

Yes, but again, your fun is bad for me, for every other player I have. If I have to choose between bad gaming and just kicking you out, I'll kick you out. What you're advocating is bad gaming. It's dull gaming. It's gaming without soul or creativity.

The rules are the shared common ground of the game. If you're not going to use them, I'm not sure I should, either, as a player. Perhaps I should just choose the outcome that I think is the most adventurous. There are many systems that agree with this sentiment. D&D is not one of them.

Maybe I'll use them sometimes, though. Maybe I'll use them most of the time. Maybe I'll break them only occasionally. Maybe I'll break some a lot and use the other rigorously.

The word "continuum" should crop up somewhere here.

EDIT: The rules are a fine shared starting point. But as a game goes on, it should look more and more unique.
 

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Kamikaze Midget said:
In both cases, such things happening in the game reek strongly of DM Fiat. And if there's no way the PC's can interact with such a thing (using the rules), then it really is largley equivalent in feeling to saying "Rocks fall, everyone dies." The DM just took a big ol' broom and swept away any feeling like I, as a player, have any true influence over the world. After all, if the DM decides, I could just fall off a horse and die. So if it's all in the DM's hand, why bother having rules at all? Why bother having a game? The DM can just sit and tell us his story, because he gets to dictate what happens without rules anyway.


Sure it does. I don't know of once in all the tales of epic heroes where someone fell off their horse and died. That's not heroic fantasy at all. That's the cold, hard, jagged stone of unnecessary realism cutting to ribbons my little fantasy world where heroes make flying leaps from falling dragons and land on the backs of their trusty steeds.

A one-in-a-million chance doesn't, effectively, from the POV of the table, ever, really, truly exist. And if the DM calls it in, it blows my suspension of disbelief right out of the water, because no longer does my character adhere to the heroic archetype I thought she was. Now, she's as vulnerable as a peasant just, out of the kindness of the DM's heart, lucky.

Here's the thing, and the reason I put this in the 4E forum.

The DM does not get to do this to your character. (At least, not without discussion and consent around the gaming table.) Your character gets to operate within the assumptions of the rules that simulate reality.

NPCs/monsters do not need to be treated that way. 4E seems to acknowledge that even more openly than 3E.

An NPC fighter can fall out of his saddle and die if the story calls for it.
 

And what if something comes up that's not in the rules? Or the DM thinks of a cool monster with a special ability not in the rules? Neither the players nor the DM can do anything, by your standards.

Actually, the DMG includes rules for building new monster abilities. And for adjudicating things that the rules cannot cover. So, you know, rules for when the rules fail. And there's the ever-popular Rule 0 as well. All of these have a good reason for existing, and I'd expect a DM to adhere to them, too.

Note that the DMG doesn't really include rules for arbitrarily killing a high-level knight for falling off of a horse. That's because there are many people who would have their games fairly well ruined by such an experience.

As a player I want a GM who'll run with some crazy scheme I cook up that's not covered by the rules. As a player I want to face some new beast the GM cooked up. As a player I want the world to appear more complicated and nuanced than the abstract, simplified rules establish, because I want the world to be interesting.

Sure, sounds like fun. It's a good thing the DMG gives guidelines for setting DC's and making monsters and covering situations that aren't covered by the rules. Pretty good ones, IIRC. It's great when a DM plays by the rules.

You said "Along for the DM's ride" again. You're equating railroading with rule-bending/breaking/modifying/ignoring. Which is wrong.

I don't see how you're breaking/bending/modifying/igoring the rules with crazy schemes and new monsters, though. The rules pretty much expressly state that there are circumstances they won't cover, and they give the DM ways to handle it. That's entirely within the rules.

Furthermore, I'm merely mentioning that when a DM takes a heavy-handed tactic like many of the OP's examples, without accounting for it in the rules, just to achieve some expidited narrative end, I get the feeling that this whole game is just an excuse for the DM to achieve his own expidited narrative end, and get the distinct feeling that my participation has no effect. Which is largely true, since the rules are the mechanism by which my character has an effect on the game world. If the DM doesn't use the rules, I can't affect the process, and my character is impotent.

It's not an accuastion of being railroady. It's an accusation of making the player impotent. Which is actually a much deeper, more pointed criticism.

What I take issue with is the idea that it's all the same- if I let a PC do something not in the rules, I've violated their trust. That's nonsense.

If the game just becomes round after round of the DM just saying "Yes" or "No" to my PC requests, it's not a game I particularly am interested in playing. Similarly, if the game just becomes the DM doing whatever they want without my character being able to affect it, it's very dull to me. In both instances, I feel like my character has no effect on the world other than that which the DM allows it to have. Which, again, is a feeling of impotence.

The first- the neck breaking, is obviously bad DMing if it happens to a PC. But to an NPC, off-screen? I can't see the problem. Presumably some knights break their necks, after all.

Depends. If the knight was some NPC classed 1st level aristocrat nobody or something, maybe, sure, because falling of a horse does deal damage, and nobody 1st level NPC's aren't particularly known for their reslience. This doesn't break much suspension of disbelief. He was just "some knight," breakig his neck isn't a big deal. The rules allow for such a thing to happen.

But if that knight was the 20th level epic hero of the realm who slew the great red wyrm Galhadrarix and consorts with the gods nightly on Mount Maia, simply falling off an old nag in the country doesn't make sense. The rules don't really permit such a thing to happen. And because it sets off those flags, it has one of two possibilities: either there's more going on (warlock curses and the like), or the DM is beating my sense of believability with a mallet.

One of these is okay. The other is not.

the accidental summoning of something more powerful than the summoner. "Do not call up what you cannot put down." This is a classic plot device for starting stories.

And the rules allow for it to happen, in a few different ways. And if the DM created rules that allowed for it to happen in broader contexts, I think that would be a great contribution to the game.

But if the DM just 'made it happen,' without an in-game explanation, I'd feel robbed and impotent as a player. "Oh. Well, I make it happen where I kill him. Game over!"

The fourth- really? "Trained by a Master" is a pretty common story device. Think of it like a permanent magical enchantment if you have to.

Permenant magical enchantments are part of the rules, as are rules that allow you to be better at a specific weapon. If the DM uses those, I'm fine. If he doesn't, my sense of believability is bludgeoned. Oh, so your pet NPC can get something that no one else can? How wonderful for him.

What you're advocating is bad gaming. It's dull gaming. It's gaming without soul or creativity.

Meaning what?

Specifically?

The word "continuum" should crop up somewhere here.

Hey, as long as we all share in the ability to violate the rules enough to basically dictate our actions, I guess it's fair. If you can arbitrarily decide some knight breaks his neck, and I can arbitrarily decide some good dragon gives me his horde as a birthday present because he really doesn't need it anymore, I suppose we're even. :D
 

The DM does not get to do this to your character. (At least, not without discussion and consent around the gaming table.) Your character gets to operate within the assumptions of the rules that simulate reality.

NPCs/monsters do not need to be treated that way. 4E seems to acknowledge that even more openly than 3E.

An NPC fighter can fall out of his saddle and die if the story calls for it.

Actually, how NPCs/monsters should be treated in the context of an RPG has been a hot topic of discussion all throughout 4e's announcements, and I doubt you'll find consensus as to how they need to be treated.

Furthermore, 4e's mosnters seem to operate within the assumptions of the rules that simulate reality (they make attack rolls, they make saving throws, they roll damage, etc.), so I don't know where you're getting the idea that they don't from.

And finally, an NPC fighter falling out of his saddle and dying depends on a lot more, from a believability stance, than simple narrative convenience.

Heck, I'd even have problems in a BOOK if the Hero of the Realm fell off an old nag in the country and died simply because the author wanted him dead. I'd stand by the message that it's lazy and lacks creativity firmly here, too.
 

Imban said:
That's certainly true. However, as Kamikaze Midget replied, there are those of us who reject the first, second, and fourth "failures" you mentioned, because the rules of the RPG *directly* say it isn't so.

Yeah, that's what I was wondering about -- for those things to happen, one must ignore the RAW, which seems to indicate that the rules do reflect the physics of the game world. That is, unless one ignores the RAW, a very strong fighter with a boatload of Hit Points can't break his neck by falling off of a horse. In order for that to happen in a D&D setting, the DM must ignore some very explicit rules.
 

Kamikaze Midget said:
Actually, the DMG includes rules for building new monster abilities. And for adjudicating things that the rules cannot cover. So, you know, rules for when the rules fail. And there's the ever-popular Rule 0 as well. All of these have a good reason for existing, and I'd expect a DM to adhere to them, too.

And if I can't get the ability I want from those rules? What then?

Note that the DMG doesn't really include rules for arbitrarily killing a high-level knight for falling off of a horse. That's because there are many people who would have their games fairly well ruined by such an experience.

The high-level knight is only a high-level knight when there's high-level knighting to do. Otherwise, off-screen he's just some dude on a horse. Likewise, if a player retires his PC and later says that he's killed in a pointless bar fight, despite actually being capable of single-handedly wiping out whole kingdoms, that's fine too.

Sure, sounds like fun. It's a good thing the DMG gives guidelines for setting DC's and making monsters and covering situations that aren't covered by the rules. Pretty good ones, IIRC. It's great when a DM plays by the rules.

Oooh, ooh, what about when the rules cover a situation, but we don't want to apply them because it would be extremely tedious?

Take the following. Team Good (the PCs) and Team Evil (the enemy) are both going up a mountain to find the Temple of the Plot Device. It's a tall mountain. According to the Climb skill rules, they're only for an individual wall, or section of mountain, or cliffside. But instead of making six hundred and forty one climb checks for each side...

DM (me): "You all have Climb?"
PCs: "Yeah. Except for Dave."
DM (me): "Whoever's got it highest roll it, with the others Aiding him, and Dave giving a penatly of, oh, say -3, 'cause you got to help him climb. If you beat Team Evil, you get there first. If you don't, you get their after they do."

No falling off the mountain, because we don't care. No tedious mountain climbing, because all anyone wants to do is go fight team evil. All that matters is whether they get there first, and so can set up an ambush, or get there second, and walk into an ambush. But this breaks the rules for the Climb skill, doesn't it?

And yes, before you start yammering about how the players have no input here, if they had some other idea, I'd certainly listen and probably say yes. (Like, "Can we try to intercept Team Evil before the Temple? or, "Can we trigger an avalanche..." or "Can we bribe this nearby dragon to just fly us up..." and so on.)

I don't see how you're breaking/bending/modifying/igoring the rules with crazy schemes and new monsters, though. The rules pretty much expressly state that there are circumstances they won't cover, and they give the DM ways to handle it. That's entirely within the rules.

(emphasis mine) And if I want to handle it some other way? Besides, you already established that changing the price of a magic item is a heavy-handed rules change that implies an abusive GM castrating his players, so clearly your threshold for "circumstances not in the rules" is pretty low.

Furthermore, I'm merely mentioning that when a DM takes a heavy-handed tactic like many of the OP's examples, without accounting for it in the rules, just to achieve some expidited narrative end, I get the feeling that this whole game is just an excuse for the DM to achieve his own expidited narrative end, and get the distinct feeling that my participation has no effect. Which is largely true, since the rules are the mechanism by which my character has an effect on the game world. If the DM doesn't use the rules, I can't affect the process, and my character is impotent.

The rules are one way you have an affect on the game world, but not the only way. But keep in mind, just as I expedite a particular narrative effect, so can the players.

And, again, the goal is an emergent narrative- you don't have the story prepared ahead of times, it grows from play in a mutual, cooperative fashion between DM and players.

It's not an accuastion of being railroady. It's an accusation of making the player impotent. Which is actually a much deeper, more pointed criticism.

This doesn't make the player impotent. Roleplaying games are not zero sum, they are collaborative. It makes the players more potent, because they're range of power over the setting is not found just in the rules, but with some discussion with the GM, can extend to the game world itself.

If the game just becomes round after round of the DM just saying "Yes" or "No" to my PC requests, it's not a game I particularly am interested in playing. Similarly, if the game just becomes the DM doing whatever they want without my character being able to affect it, it's very dull to me. In both instances, I feel like my character has no effect on the world other than that which the DM allows it to have. Which, again, is a feeling of impotence.

That's ridiculous. There is a huge in-between area. There is no reason to think your character cannot affect the world if NPC knights can break their necks.

But if that knight was the 20th level epic hero of the realm who slew the great red wyrm Galhadrarix and consorts with the gods nightly on Mount Maia, simply falling off an old nag in the country doesn't make sense. The rules don't really permit such a thing to happen. And because it sets off those flags, it has one of two possibilities: either there's more going on (warlock curses and the like), or the DM is beating my sense of believability with a mallet.

The rules don't apply. He's off-screen. He's an NPC. He's not facing down the dragon, he's just some dude on a horse. The rules are a provisionally applied abstraction, designed for certain circumstances. NPCs don't follow the rules when the PCs aren't around- the whole world operates exactly how the DM imagines it does...until the PCs change things. The rules are there for the players, not the DM.

But if the DM just 'made it happen,' without an in-game explanation, I'd feel robbed and impotent as a player. "Oh. Well, I make it happen where I kill him. Game over!"

What are you even talking about with this "game over" business?

Take another example. The PCs at some point in the past fought alongside Archbishop Preacher McGodly, the 15th level Fist of the Sun God or somesuch. He's the high priest of a city the PCs have left. Later, they learn via messanger that the archbishop has died under scandalous circumstances- a prostitute stabbed him whilst he secretly visited a brothel!

But wait! He's 15th level, isn't he? He can't die from a stab wound! Yes, yes he can. He can die from the flu. He can get run over by a cart crossing the street. He's only a 15th level Cleric when there is 15th level Clericing to do.

They return to the city. The players might expect it to have been dopplegangers or some 15th level threat- but no, it is all mundane. Just an old man indulging his vice and paying the consequences. Maybe I'm setting up a fall from grace themed story, or I expect the PCs to take over the church in the wake of the scandal, or are granted in the Archbishop's will some terrible knowledge of a dire threat that he wanted them to face if he were unable. Whatever.

Permenant magical enchantments are part of the rules, as are rules that allow you to be better at a specific weapon. If the DM uses those, I'm fine. If he doesn't, my sense of believability is bludgeoned. Oh, so your pet NPC can get something that no one else can? How wonderful for him.

Unless, of course, you go find that same master and get the same training...Or maybe the master is long dead. Too bad! The world might be full of those little exceptions. Some might be available to the PCs, some not.


Meaning what?

Specifically?

I can attest from personal experience- I am loose with rules. I handwave. I fiat. I fudge. I ignore. I break. I bend. I modify. And yet my players are powerful actors within the setting and the driving force behind the narrative. And we still get good use out of the rules very regularly.

Hey, as long as we all share in the ability to violate the rules enough to basically dictate our actions, I guess it's fair. If you can arbitrarily decide some knight breaks his neck, and I can arbitrarily decide some good dragon gives me his horde as a birthday present because he really doesn't need it anymore, I suppose we're even. :D

You known what? You are being disingenous. This is not honest discussion. I might as well ask you, "OH yeah? Well if the rules are so important, why even have a GM?"

It's ridiculous.

EDIT: Also note that I can use or not use the rules for different reasons. For storytelling purposes, I might run a scene as a rules-less roleplaying bit between players and NPCs, adjudicating NPC reactions based on how I think they would react.

At some other time, because I want an element of gamist challenge, I might do a full on combat scene with all the rules at work.

Or, maybe I run the combat as a narrative excercise, and the conversation with all the rules. Different tools for different purposes.
 
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Why does one start from the assumption that it should be possible for a high-level knight to die of a broken neck? There is nothing in the D&D rules that suggests it should be possible; as reality does not have people who can survive brief immersion in lava, we can't cite real-world precedents for how a Ftr12 should interact with the environment, any more than we should cite wing ratios and unladen velocities for dragonflight.

You want to change the rules so that it is possible for a Ftr12 to die from falling from a horse? Change the rules for fighter12s, or damage, or falling, or horses. If you can't countenance wrapping rules around an effect (and then watching a horde of powergamers attempt to gain wealth and slay enemies via the forceful invocation of said rules), you should find another way to achieve your dramatic effect. Perhaps the fighter was merely the greatest warrior in the lands, and not a proper high-level fighter (that is to say, only level 4 or 5), and he relied heavily on his armor and shield, having rolled poorly for hitpoints, and took a few extra d6s of damage on account of the high speed, and landed squarely on his head (another d6 or two), and rolled max damage. Perhaps the apprentice stumbled upon a spell-completion bit of wonderous architecture his master had produced, invoked the command word on accident, and Called the efreeti that way. Perhaps there is a buyer who is willing to pay extra for a magical item right now, regardless of the fact that magical items are fungible goods and he could get a better deal if he was willing to wait. Maybe the skilled apprentice doesn't need weapon specialization to represent his training with his mentor.
 

robertliguori said:
Why does one start from the assumption that it should be possible for a high-level knight to die of a broken neck? There is nothing in the D&D rules that suggests it should be possible

Because we're not starting with the assumption that you can derive the rules of the world from the rules of the game.

Remember, it is a game. The rules are there for game play. They're designed for ease of use, fun, and all that good stuff.

Real universes- even fictional ones, even ones with genres- are not designed for fun, or balance. They're designed for stories to be told within them. I derive my worlds from the kind of stories I want to tell with the world. I derive my game from the rules. Mixing the two takes a little careful attention and cooperation with the players, but it's not all that hard.
 

Professor Phobos said:
Because we're not starting with the assumption that you can derive the rules of the world from the rules of the game.

Remember, it is a game. The rules are there for game play. They're designed for ease of use, fun, and all that good stuff.

Real universes- even fictional ones, even ones with genres- are not designed for fun, or balance. They're designed for stories to be told within them. I derive my worlds from the kind of stories I want to tell with the world. I derive my game from the rules. Mixing the two takes a little careful attention and cooperation with the players, but it's not all that hard.

You mean that, as a GM, you want to tell stories to the players ?
 

I have to agree with the OP.

The game rules are a useful, simulative abstraction within the context of playing a game and constructing a narrative. At the point at which you decide they represent the "physics of the game world," you're on the verge of creating a game that has Order of the Stick style silliness.

In the context of the game, we want the results to be mostly predictable, with a degree of randomness that it makes for an exciting gameplay experience.

Real world physics equations are far too complex for a game, so D&D (and every other RPG) instead creates a playable abstraction that has nothing to do with simulating real probability and everything to do with simulating narrative probability. We don't need to know all the potential outcomes, just have a way of deciding between the ones that we've decided are acceptable in a story sense.

But just 'cuz we've decided it's bad for the game if "Kenjo the PC fighter" dies from falling off a horse doesn't mean that it's impossible for a character to die from falling off a horse.

In the real world, people break bones. They lose limbs to serious injuries. Their eyes get put out or they go blind, sometimes by something as simple as getting kicked in the head. They get cancer. They can die if they slip in the bathtub and crack their skull or if they get an arrow in the eye. They get scars from injuries. And they can even get struck by lightning. D&D has no rules to cover the probability of any of these things. Does this mean that nobody in a D&D world ever breaks a bone, loses a limb or an eye, is scarred, gets cancer, or gets struck by lightning?

Of course not. Suggesting such a thing is patently absurd. So why don't the rules cover it?

Because for the most part, things like this just don't happen to the main characters in a narrative. Put another way, it isn't "fun" for the fighter's player if his character slips in the shower and breaks his neck, or falls off his horse and gets paralyzed on his way to town, or whatever. So that gets left out of the rules because in our game, we don't want the player to lose his PC to an ignominious death.

But if the local king, who's a mighty warrior, dies because he gets an arrow in his eye, or his heir dies from falling off a horse, either of those events can be the beginning of a great story arc, which is "fun" for the PCs, and the game.

Clearly, no DM rolls for every little thing that happens to every NPC in his gameworld. He usually just decides their fate, unless they're interacting with the PCs, in which case their fate is covered by the rules, because it's tied to the fate of the PCs.

That's what the game rules are for. And that's all the game rules are for.

Deciding they mean anything about how the actual physics (or "rules of reality") of the game world differ from "real life" is just flat-out silly.
 
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