@EzekielRaiden This is almost uncanny. Reading your writing feels very much like something I might very well have written myself if having been exposed to slightly different experiences. I am providing detailed replies to your main sections below, but I think all of them boil down to being examples of one single main point.
I do have certain strong autistic traits. This has included a frustration over social maneuvering, people being prone to not just saying things plainly and honestly, and extreme aversion for social gatherings and contexts I don't see the point of. Games was a safe haven. It was and is a social arena where it was clear what was going on. I should be as averse to unwritten rules as any. Still for some reason TTRPGs have always provided sufficient structure for me to feel comfortable with it - even in it's most freeform of iterations.
I think one of the reasons is that at some point I just
got what was the
purpose of the unwritten rules of TTRPGing, and why they stay unwritten (I can't claim actually having gotten all of the rules themselves though). I might still have frustration over this, ref my complaints in this thread regarding the absence of a good uncontroversial way to express and describe play preference (something that would be very useful to navigate the now unexpressed and unwritten expectations players enter a game with). But I do not press this matter hard, as I recognize it is not
necessary to get a
reasonably good experience
most of the time. I would in my own words say I have over time come to terms with a pragmatic approach to the "problem" of rules (both written and unwritten). You might perhaps be more inclined to say I have grown cynical.
Nevertheless here comes some glimpses into my thinking around why it might be best to just accept unwritten rules as a pragmatic necessity for good play.
<snip>
Whereas that's nothing like how I've actually seen unwritten rules applied. Different people come to radically different understandings, but they don't realize this until it's too late to back out, we have to have a long, drawn-out, frustrating conversation where we nail down every single word and detail and tiny little nuance.
There are typically no word in unwritten rules? The process of trying to turn unwritten rules into (something like) written rules is insanely hard. If that is your go to approach to resolve diverging expectations on the meta plane I can definitely see how you might have bad experiences!!
Indeed it might in this case explain how a dislike for unwritten rules can become a self fueling self fulfilling prophecy. If your reaction to encountering challenges with some unwritten rule is to try to make them no longer unwritten, I would expect that to produce a much worse experience than applying techniques that operate on a social-relational level. (Active listening; showing understanding for the various concerns; social pledges to take various preferences into account; vote regarding incident without necessarily creating precedent etc.)
For evidence, I present you this entire thread, from first to last.
Exactly. This thread is what happens when you try to bring the complexity of individuals' understanding of gaming into words. Doing this can be a highly engaging, enlightening, and a few times practical experience. But it is hardly a quick and easy process to consensus. This is why resorting to letting the unwritten rules stay unwritten is most often the
pragmatic choice if trying to interact in a playful way.
Anyone who is so strongly opinionated about rules that they cannot, even in principle, ever accept someone else's interpretation isn't someone who should be participating in a game. Period. Doesn't matter what game it is. Anyone who simply cannot accept that they personally are wrong and someone else (whether or not it's someone at the table) is right, is a person who cannot play games.
Possibly. That is a completely unrelated topic tough. It is clearly possible to be opiniated, even strongly so, without getting to this extreme.
They will be no less a problem with unwritten rules
I guess, but again are we really discussing these?
--and I argue they'll be much more of a problem,
Even more than "cannot play games" :O
because when the rule is unwritten, they have a dramatically stronger position to argue that their interpretation is right--because there is no evidence, no public knowledge to draw upon.
I have encountered rules lawyers that can really milk a game text, internet opinions, and other written sources to argue their interpretation. I have a hard time understanding how someone with no evidence whatsoever can be considered in a
stronger position? You might argue that it is harder to argue
against them given you have no access to any counter evidence. But this assuming that evidence and knowledge is the right level for this argument at all. Rather I would say that as is at it's core a social disagreement, there are a host of completely different techniques that is effective for resolving such arguments.
I just don't understand how rules no one can see makes conversation any easier. If the rules can't be seen, if they're genuinely invisible to us ("invisible rulebooks" being an FKR staple phrase, very much equivalent to the staple phrases of PbtA that so many in this thread love to hate on), two different people can have radically different interpretations and both have equal claim to being right. Worse, they can believe they actually do agree on critical elements when they simply do not...and thus get into far more acrimonious arguments because they misinterpret one another's intentions by thinking that when each of them says "A", person 1 means <X> and person 2 means <Y>, where X and Y can be almost anything--even diametric opposites. Purely dumping all of that into unspoken, and in many cases unspeakable, restrictions might smooth away small disagreements when the details aren't too important. But hey will magnify disagreements when the details matter immensely. If any group on God's green Earth is maximally obsessed with the nitty-gritty details, it's RPG players.
The unwritten rules don't make conversation
about them easier. But they are still there to make conversation and other interaction between humans easier. This is best seen if two individual or groups from different cultures with differing unwritten rules meet. Their interaction tend to be significantly hampered by the absence of a common set of unwritten rules. Efforts to write down and agree on a common set of written rules are generally not considered the best way of resolving cultural clashes. We are rather typically prescribed dialogue with a mindset of achieving a mutual understanding and acceptance. This new understanding and acceptance can abstractly be understood as a new set of unwritten rules governing the interaction between members of these two cultures.
And finally
I say that rather than "TTRPG" because I'm including MMO players. A famous--perhaps notorious--joke amongst both D&D and MMO players is, if you want correct information online, don't ask a question because you'll be ignored. Instead, post something which is confidently incorrect. Within minutes you'll have a swarm of angry commenters correcting you with extensive, and often shockingly accurate, information. (Or, if you're familiar with the online war-simulation games "War Thunder" and "World of Tanks", they have become notorious for having players that leak classified military documents in order to "prove" that the developers of said games have falsely depicted the characteristics of some particular vehicle.)
Yes, I know those stories, but I have never heard that advice before. Good stuff! Hope I never need to apply it
