Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Rules Aren't Important
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawkeyefan" data-source="post: 8843246" data-attributes="member: 6785785"><p>Can the players just do whatever they want? </p><p></p><p>No. Generally, no they can't. They may be able to try anything within the capabilities of their characters and the bounds of the fiction, but they can't just do anything. What can they do? What can't they do? Same questions for the GM. </p><p></p><p>There's an imbalance of authority in most RPGs. Intentionally so. The rules of the game tell us who gets to determine what and when.</p><p></p><p>The rules are also there to help make sure that the greater authority granted to the GM is used effectively and consistently. This is why I think having clearly defined GM principles is a great thing.... it helps set proper expectations. I don't need to spend many sessions to have a good idea of the GM's reasoning, I will know the principles that guide him right from the start.</p><p></p><p></p><p></p><p>Not at all. The rules tell me as a player how I am allowed to collaborate. The rules tell me what the GM can deny or what he must allow or what is determined with dice or some other method. Given the asymmetric authority among participants, rules are absolutely vital to play. </p><p></p><p>What say do I have as a player? We only know this because of the rules. </p><p></p><p></p><p></p><p>Not exactly. I think most rules do point out that things can be changed to suit, but almost always when there is a specific purpose to do so, and not just at the GM's whim. </p><p></p><p>You've said your goal is immersion, but I don't see how that can be when the GM can just change things on the fly on a whim. </p><p></p><p>This is why, absent a specific reason to make such a change, this kind of "we don't need rules" attitude is a red flag. </p><p></p><p></p><p></p><p>The rules say you can do X. The referee says you cannot. Which is offering more freedom?</p><p></p><p>It's not much of a point, either way. </p><p></p><p>Now, if you wanted to make an argument that a game doesn't need an abundance of rules, or that complex rules don't always make a better game, or that too many game mechanics can interfere with what you find important in play... then I think you'd have more of a point. </p><p></p><p>But stated as broadly as you have here, that rules are unimportant... I think it's way off base.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8843246, member: 6785785"] Can the players just do whatever they want? No. Generally, no they can't. They may be able to try anything within the capabilities of their characters and the bounds of the fiction, but they can't just do anything. What can they do? What can't they do? Same questions for the GM. There's an imbalance of authority in most RPGs. Intentionally so. The rules of the game tell us who gets to determine what and when. The rules are also there to help make sure that the greater authority granted to the GM is used effectively and consistently. This is why I think having clearly defined GM principles is a great thing.... it helps set proper expectations. I don't need to spend many sessions to have a good idea of the GM's reasoning, I will know the principles that guide him right from the start. Not at all. The rules tell me as a player how I am allowed to collaborate. The rules tell me what the GM can deny or what he must allow or what is determined with dice or some other method. Given the asymmetric authority among participants, rules are absolutely vital to play. What say do I have as a player? We only know this because of the rules. Not exactly. I think most rules do point out that things can be changed to suit, but almost always when there is a specific purpose to do so, and not just at the GM's whim. You've said your goal is immersion, but I don't see how that can be when the GM can just change things on the fly on a whim. This is why, absent a specific reason to make such a change, this kind of "we don't need rules" attitude is a red flag. The rules say you can do X. The referee says you cannot. Which is offering more freedom? It's not much of a point, either way. Now, if you wanted to make an argument that a game doesn't need an abundance of rules, or that complex rules don't always make a better game, or that too many game mechanics can interfere with what you find important in play... then I think you'd have more of a point. But stated as broadly as you have here, that rules are unimportant... I think it's way off base. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rules Aren't Important
Top