Game rules are not the physics of the game world

JohnSnow said:
Perhaps it's time we bring this discussion to a close?

Of all the perilous turns this thread has made, this to me is the most dangerous.

I'm going to refrain from replying to that in the way I think it deserves.

The posters in this thread so far have successfully managed to avoid taking anything personally. Let's not meta-discuss the discussion and risk blowing that.

Secondly, I've managed to branch off from my original thesis in the past few posts.

Yes, in as much as I think 'consistant standards' are a hallmark of a well refereed game, I think that 'my way' is objectively better than the alternatives. The alternatives are more likely to confuse the players, whose expectations must unavoidably be in no small part created by the rules (specifically, the rules that they've experienced). The only way to get around this IMO is to creatively signal that off stage events aren't really part of the game, and I think that blows emersion all to heck. But this is, I admit, purely an argument over opinion and not something I think I can prove beyond any reasonable argument.

But my actual thesis doesn't depend on my way being better. My actual thesis, that the game rules are the physics of the game world is not currently being challenged. In particular, in arguing whether or not my way is objectively better, the people on the other side of the debate are increasingly arguing for a game system which has as its formal resolution system two action resolution systems - one for PC's and one for non-PC's - and in effect, PC's move around in a pocket universe in which one set of physics apply, and NPC's outside of thier radius operate under a different set of rules. But this set up, whether it is incongrous or whether it is ideal, is still a universe where the physics have been described by the rules. The rule exempting the area outside of the PC's pocket universe is still one of the rules of the game, and the action-resolution system outside of the PC's pocket unverse (bad as I think it is) is still one that can be described. No one has as yet advocated playing in a game universe wear my assertion that the game rules are always the physics of the game world doesn't apply. I described one such universe, and so far there have been no takers that think that is a good thing.
 

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pemerton said:
You don't have any view on the kobolds example, which was my principal point?

Kobolds can have class levels. Kobolds can learn and become more powerful for it. If a well-known dragon-killer was taken out by kobolds, I (as my character) would say "Man.. I've fought them before. Some were tougher than others, but nothing all that bad. Somewhere there's a legendary hero of the kobolds running around. I think I should find out more. He needs to be stopped."
 

Celebrim said:
But this set up, whether it is incongrous or whether it is ideal, is still a universe where the physics have been described by the rules. The rule exempting the area outside of the PC's pocket universe is still one of the rules of the game, and the action-resolution system outside of the PC's pocket unverse (bad as I think it is) is still one that can be described.

Wow. So you are, in effect, redefining "rules of the game" in such a way that your thesis is true by definition. Tautology is a wonderful thing, isn't it?

So you're saying that a DM who decides that, in his game, the fates of NPCs are not governed by the RAW has, in fact, changed the "rules of the game" and therefore the physics of his world are still governed by those rules.

You are correct. By your self-created definition, your thesis is correct. You win. Happy now?

Is this thread actually going anywhere?
 

Celebrim said:
But my actual thesis doesn't depend on my way being better. My actual thesis, that the game rules are the physics of the game world is not currently being challenged.

What is your definition of physics?
 

JohnSnow said:
Wow. So you are, in effect, redefining "rules of the game" in such a way that your thesis is true by definition.

No, I'm point out that the definition of rules is such that my thesis is true by definition. I don't think I've had anyone disagree vigorously with how I've defined 'rules of the game'.

The wonderful thing about systems of meaning is that various things in them can be 'true by definition'. In fact, if they are provably true then they are true by definition at some level. The axioms are provably not themselves provable. However, just because this is true doesn't mean that everything that is true by definition is obviously true by definition. Sometimes it turns out that things which are true are quite surprisingly true.

So you're saying that a DM who decides that, in his game, the fates of NPCs are not governed by the RAW has, in fact, changed the "rules of the game" and therefore the physics of his world are still governed by those rules.

Exactly. And this is true once you think about it, even if it is not immediately obvious that it is true.

You are correct. By your self-created definition, your thesis is correct. You win. Happy now?

Well, yes, since you ask. Although, I deny that I created the definition of rules.

Is this thread actually going anywhere?

Well, it just did. :D
 

Celebrim said:
Of all the perilous turns this thread has made, this to me is the most dangerous.

I'm going to refrain from replying to that in the way I think it deserves.

The posters in this thread so far have successfully managed to avoid taking anything personally. Let's not meta-discuss the discussion and risk blowing that.

Secondly, I've managed to branch off from my original thesis in the past few posts.

Yes, in as much as I think 'consistant standards' are a hallmark of a well refereed game, I think that 'my way' is objectively better than the alternatives. The alternatives are more likely to confuse the players, whose expectations must unavoidably be in no small part created by the rules (specifically, the rules that they've experienced). The only way to get around this IMO is to creatively signal that off stage events aren't really part of the game, and I think that blows emersion all to heck. But this is, I admit, purely an argument over opinion and not something I think I can prove beyond any reasonable argument.

But my actual thesis doesn't depend on my way being better. My actual thesis, that the game rules are the physics of the game world is not currently being challenged. In particular, in arguing whether or not my way is objectively better, the people on the other side of the debate are increasingly arguing for a game system which has as its formal resolution system two action resolution systems - one for PC's and one for non-PC's - and in effect, PC's move around in a pocket universe in which one set of physics apply, and NPC's outside of thier radius operate under a different set of rules. But this set up, whether it is incongrous or whether it is ideal, is still a universe where the physics have been described by the rules. The rule exempting the area outside of the PC's pocket universe is still one of the rules of the game, and the action-resolution system outside of the PC's pocket unverse (bad as I think it is) is still one that can be described. No one has as yet advocated playing in a game universe wear my assertion that the game rules are always the physics of the game world doesn't apply. I described one such universe, and so far there have been no takers that think that is a good thing.

Celebrim, I think that the narrativists claim that there aren't physics to the universe; if the DM declares "The world is such." then the world is such (hopefully in accordance with the wishes of the the players and the development of the story). There are no physics, and consistency is not needed nor required. Characters do not make plans or decisions based on their in-world expectations of the universe in this model; all characters (including the PCs) base their actions entirely upon their shared understanding of the narrative. The universe is something like that of Kidd Rad's meta-game universe; each character is in essence programmed by the narrative moment by moment, and if we see a longsword tend do deal 1d8 damage to various characters in the world, it's only because it was dramatically appropriate to happen at that time to that character.

Heck, I even agree with this view; however, the only narrative I will expect from it is "What the dice and rules say.", and conflicting with this narrative will produce frustration and resentment. Moreover, I have an extremely low tolerance for having characters simply ignore glaring inconsistency in the game world; if it is possible for falls to be dire in a way that being stabbed by monsters isn't, then the rules should reflect this, and if high-level characters should be vulnerable to single sudden injuries, the rules should reflect this as well. I want a persistent world, in which causes and effects don't spontaneously warp solely because the GM thinks it was a good idea. In fact, I cheerfully submit (especially given the examples already presented) that, if you have players who care about the rules, there is no reason to use the examples presented. You've established a character as having certain properties? You want to have something in-game interact with him to produce a particular effect? Then you look at what exists in-game that can have that effect, and choose from that set, or, if there is nothing (or the rules of the game fail to simulate what you're trying to do completely).

D&D is not a world simulator. It is a heroism simulator; there are clear, explicit, unambiguous rules as to what heroes are and what they can accomplish. I, by and large, like these assumptions; mucking with them in pursuit of greater realism does not generally result in a superior play experience for me. Altering the rules to produce a different-but-better consistent universe? Good. Making rulings in violation of rules to the contrary to acheive a narrative effect of questionable desirability? Bad.

And, I'll add, nonrealistic. When presented with a set of dice that keep rolling fives and sixes, the reasonable explanation is not that they are lucky dice, but they are weighted. If my character engages in battles that a human has a slim chance of survival and keeps surviving, then at some point, it's more reasonable to assume that I'm not human than that the odds just keep lining up like that.
 

LostSoul said:
What is your definition of physics?

Am I a respected lexicographist such that I'm such an authority on the meanings of words that you don't need a dictionary?

Are you suggesting that like Humpty Dumpty I'm reserving the right for each word to mean exactly what I intend it to mean?

When I finally figured what was bugging me about the OP's thesis, I used a dictionary to check the definition of physics before I set down my thesis. I would expect if you did, that you'd read something along these lines:

"1. The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics.
2. Physical properties, interactions, processes, or laws: the physics of supersonic flight.
3. The study of the natural or material world and phenomena; natural philosophy."

I'm using the term in the sense of definition #2 and similar definitions like it - the laws and properties which govern the interaction and movement of matter. In the case of 'game physics' I mean the laws and properties which govern the conceptually existing objects in the game universe.

I spent the whole first section of my argument demonstrating that the 'rules of the game' weren't merely the 'rules as written'. It didn't cause that much stir back then. Pretty much everyone seemed to agree that the 'rules of the game' includes more things than just the rules which have been written down.
 

Celebrim said:
Yes, in as much as I think 'consistant standards' are a hallmark of a well refereed game, I think that 'my way' is objectively better than the alternatives.
You wouldn't be you if you didn't :)

But I object --a little-- to your use of objectively; what are your criteria? I imagine we could go anecdote for anecdote like wordy sluggers and end up demonstrating that the various people we've DM'ed for enjoyed our different approaches.

The alternatives are more likely to confuse the players, whose expectations must unavoidably be in no small part created by the rules (specifically, the rules that they've experienced).
Try this on for size; while player expectations are informed by the rules, it's better to see them as an on-going series of negotiations, one a many that make up the game.

The only way to get around this IMO is to creatively signal that off stage events aren't really part of the game, and I think that blows emersion all to heck.
On the opposite side of the spectrum are players who think that settings in which the "rules = physics" are patently absurd and therefore not worthy of investment; places where dragons are real but scarification/limb loss, momentum and market forces are complete make believe. Attempting to derive the mechanics that drive an entire fictional world from the D&D rule set results in cartoon logic, like Python's Camelot, a very silly place. As it should, seeing as the rules were never supposed to do that.

In particular, in arguing whether or not my way is objectively better, the people on the other side of the debate are increasingly arguing for a game system which has as its formal resolution system two action resolution systems - one for PC's and one for non-PC's - and in effect, PC's move around in a pocket universe in which one set of physics apply, and NPC's outside of thier radius operate under a different set of rules.
That's actually not my contention. I don't see two rules systems so much as one intentionally and neccessarily incomplete one.
 

robertliguori: I think we are mostly in agreement.

robertliguori said:
Celebrim, I think that the narrativists claim that there aren't physics to the universe; if the DM declares "The world is such." then the world is such (hopefully in accordance with the wishes of the the players and the development of the story). There are no physics, and consistency is not needed nor required.

I understand what they are claiming, but I think that they need to do a bit more reflection on that claim and realize that even though they aren't achieving consistancy in the same way as simulationist leaning rules sets they still need and require consistancy.

I've been using the metaphor of the difference between constitutional and common law. Both are supposed to achieve consistancy so that people know what the law is and can act on it. However, they go about achieving that consistancy in a different way. Constitutional law is analogous to a formal set of rules governing action and resolution, in as much as the framer intends to foresee the sorts of situations that will arise, defines them, and then defines the appropriate resolution in the system. Common law by contrast doesn't handle what is foreseen, but what isn't foreseen. That doesn't mean however that common law is intended to be completely inconsistant in its application. Rather, judges are intended to rely on existing precendent when deciding how to deal with the situation. If the situation is similar to a preexisting situation, then it is expected to be resolved in the same way. In this way, actors in the system (the citizens) can examine the body of common law and predict whether thier actions are lawful.

We could imagine a system where the judge used no standard but random whim to resolve disputes, but in this case actors in the system could never foresee the consequences of thier actions nor would we say that such a system really had 'laws' or 'rules' as such.

Characters do not make plans or decisions based on their in-world expectations of the universe in this model; all characters (including the PCs) base their actions entirely upon their shared understanding of the narrative.

My point is, "Where is this shared understanding of the narrative coming from?" It's all well and good to postulate that it exists, but it had to come from some place. That someplace it comes from is I think provably, the rules of the game. Even if you claim that the understanding of the shared narrative comes from a shared understanding of how actions tend to be resolved in the real world, then all you are really saying is that one of the underlying rules of the game is, "Whereever the rules are silent, you may assume that the narrative universe works very much like the real universe."
 

Celebrim said:
My point is, "Where is this shared understanding of the narrative coming from?" It's all well and good to postulate that it exists, but it had to come from some place.
Well, that understanding could come from the players/DM talking about the narrative. That would be the most direct approach...
 

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