Thomas Shey
Legend
Regardless of which side you choose, all rules require interpretation, and you can't have rulings without rules.
Freeform gaming would seem to disagree with your latter part at least.
Regardless of which side you choose, all rules require interpretation, and you can't have rulings without rules.
I think freeform gaming still has one or two kinds of rules.Freeform gaming would seem to disagree with your latter part at least.
My opinion that the general case is that you can't have rulings without a reference. You can make rulings without a system as long as you have a setting for the campaign. You even make rulings without resorting to the use of dice.you can't have rulings without rules.
I think freeform gaming still has one or two kinds of rules.
Firstly, and always, it has all the exogenous rules the group brings with them into their circle of play. Such as who decides, when an outcome is in doubt. These form a basis for rulings, even if they are not written down. One could argue that this basis is one of norms or dispositions, rather than statable axioms. Whether or not that is true, it rests upon a presupposition that rules must be "statable axioms" or something of that ilk. Must they be? An additional, and difficult to sustain, presupposition about consistency may also come into play here. (See the quaddition versus addition argument.)
Secondly, much gaming called freeform uses ultra-lightweight rulesets. "Messerspiel" inspired by BitD, is one example. Players also tend to develop a character sheet over time, incorporating elements that imply rules. (Such as "Jo Freeform can set burnable stuff alight with a thought.")
I like your general idea. To my reading, much thinking on rules assumes that there will be some other quality that sustains the rule. However, that does run into a regress, like thisMy opinion that the general case is that you can't have rulings without a reference. You can make rulings without a system as long as you have a setting for the campaign. You even make rulings without resorting to the use of dice.
Where I am coming is that in my view what makes a RPG an RPG is the below.I like your general idea. To my reading, much thinking on rules assumes that there will be some other quality that sustains the rule. However, that does run into a regress, like this
(snip good stuff)
Probably, there are various kinds of justifications for rulings; "having a reference" might be one of them without being mandatory or exclusive.
There are RPGs that don't fall under this description - especially (1), (3) and (4).Where I am coming is that in my view what makes a RPG an RPG is the below.
- I describe to you a setting
- You (and others participating) describe to me what characters you want to play within that setting.
- I describe any additional information your character would know about the setting.
- I start the campaign by describing the initial circumstances that the character and the group find themselves in.
- You and the other participants describe what it is they try to do as their characters in response.
- I adjudicate the result and describe the result and the changed circumstances
- We repeat #5 and #6 throughout the campaign whether it is a single session or multiple sessions.
There are many types of RPGs. If there is a point based on that fact, one that is relevant to this thread or that I have been talking about in regard to "rules as law, rules as guidelines" then make it.There are RPGs that don't fall under this description - especially (1), (3) and (4).
To comment narrowly in this regard, following my rubric one might say that if my purposes include to play in a given setting S, then I can justify my rulings by how well they serve that purpose (of facilitating play in S.)Hence why I made my point about you don't need a system as a reference as a setting will do just fine.
I believe that more or less restates what I have been saying: your rules and rulings are justified in view of your purpose of "characters having adventures in interesting settings".My view is that everything that the RPG Industry produces is just an aid to make the above 7 steps happen. That the point of RPGs should be about characters having adventures in interesting settings not on playing particular games with particular rules.
My view is that everything that the RPG Industry produces is just an aid to make the above 7 steps happen. That the point of RPGs should be about characters having adventures in interesting settings not on playing particular games with particular rules.
I guess one point would be that, given that there are RPGs that don't follow your 7 steps, then what you say here isn't true in general:There are many types of RPGs. If there is a point based on that fact, one that is relevant to this thread or that I have been talking about in regard to "rules as law, rules as guidelines" then make it.
If there is no "setting for the campaign* because the RPG is one of those which does not follow your 7 steps, then adjudication is not just extrapolation of the setting.You can make rulings without a system as long as you have a setting for the campaign.