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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="Pedantic" data-source="post: 9357743" data-attributes="member: 6690965"><p>Without getting into the weeds of precisely how/why because that is easily it's own thread, rule zero has to imply more than a group level ability to alter the game rules. That's something that already exists without being named by any group of people playing any game, as anyone who's ever gotten money for landing on free parking can attest.</p><p></p><p>Rule zero as a concept specific to the TTRPG is implying more, either that the design is incomplete (some others would say <em>necessarily</em> incomplete) and will be iterated on during play, or that the rules aren't as binding as they are in other house-rulable games and should be given less consideration before being changed.</p><p></p><p>It's those secondary considerations that come with calling out rule zero or possibly even just by assuming it's a norm of TTRPGs that it's being suggested are likely to be put aside in neotrad designs.</p><p></p><p>Personally, I actually think that whole question is a bit orthogonal, in that the reason for it in neotrad seems to be almost entirely about the division of authority. Rule zero as a concept could be embraced, elided or specifically discarded in a lot of different play cultures for a lot of different reasons. I think it's honestly too broad to say going after it is somehow tied into neotrad explicitly.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9357743, member: 6690965"] Without getting into the weeds of precisely how/why because that is easily it's own thread, rule zero has to imply more than a group level ability to alter the game rules. That's something that already exists without being named by any group of people playing any game, as anyone who's ever gotten money for landing on free parking can attest. Rule zero as a concept specific to the TTRPG is implying more, either that the design is incomplete (some others would say [I]necessarily[/I] incomplete) and will be iterated on during play, or that the rules aren't as binding as they are in other house-rulable games and should be given less consideration before being changed. It's those secondary considerations that come with calling out rule zero or possibly even just by assuming it's a norm of TTRPGs that it's being suggested are likely to be put aside in neotrad designs. Personally, I actually think that whole question is a bit orthogonal, in that the reason for it in neotrad seems to be almost entirely about the division of authority. Rule zero as a concept could be embraced, elided or specifically discarded in a lot of different play cultures for a lot of different reasons. I think it's honestly too broad to say going after it is somehow tied into neotrad explicitly. [/QUOTE]
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