clearstream
(He, Him)
Here we might have to agree to disagree. There's a wealth of evidence that the game being played at each table differs. In this thread we have had multiple examples of different ways to play various games. My intuition is that we're approaching this at two different levels of zoom, and on the level we are thinking of, we are each right.The strictest possible view is, in my view, not a plausible view.
It's true that what counts as regulatory and what counts as constitutive can be ambiguous. My own view is that certain and a sufficiency of regulatory rules can have a constitutive effect. "If you do it, you do it" is in that set. There is an antecedent activity that can be done without the rule in place (a group deciding that a player's description of what they do is necessary and sufficient to invoke a mechanic is something I have seen from even the very earliest years of play) and the rule casts it as a regulation. On the other hand, that regulation goes on to have a constitutive effect.I sketched my view in the post you replied to: some rules are constitutive, some are not, there may be borderline cases. In AW, "If you do it, you do it" is I think constitutive. That is what drives play and gives the game its distinctive character. It is the absence of that from @Manbearcat's Not-AW that, most fundamentally, makes it Not-AW.
EDIT The distinction continues to matter because there are differences in how players grasp regulatory versus constitutive rules based on specifics of their construction. An example that you might recall was over the implications of a PHB rule on Ability Checks in light of a DMG rule on Ability Checks. The risk with a regulatory rule is that because it doesn't constitute the activity (there is an antecedent activity that it regulates) it is hard to test for completeness. Further components of the regulatory rule in other places are hard to anticipate. (Whereas if it constitutes the activity, it is normally obvious if the activity has been constituted, i.e. by the doing of it.) In the case of "to do it, do it" there could be additional components of the rule in other places that adjust its consequences. Ideally there are not, making it a well-fomed regulatory rule.
It's true that we generally see evolution rather than entirely novel origination. I will reflect further on this point, because from a design perspective I am seeing included in game texts accurately articulated principles and agenda that formerly would have been in a preface or sidebar and typically rather muddled. Game designers I have spoken with say that they are more conscious of the value of spelling out the principles they want players to approach play with, They see those as a component of their game text - conceived to operate together with the mechanics - rather than as side advice. They may also provide side advice.Gygax and Moldvay spelled out principles in RPG texts in the 1970s and early 1980s. Marc Miller came pretty close in 1977 too.
So I don't see it as a new development.
The subjects of an RPG game design now often consciously include the principles of its play. Better answering the question of how the game designer procures that their game text in the hands of players delivers their envisioned play. Thinking about the discussion above, that helps bring instances of play nearer together. In the past, principles were discussed to my reading more as observation and testimony, or wise words, not as intentional design. Or it might be better to caveat, not as widely approached by game designers as a proper subject of intentional design. YMMV.
Yes. It's valuable for the game designer to spell out what they intend to make their game distinct.What I think changed in the 1980s was that different principles from Gygax's and Moldvay's were promulgated (To players: stick to your characterisation, which should be consistent with your stats; to GMs: make sure the story occurs) but the techniques and systems in widespread use weren't suitable to serve those principles, and so meta-principles like the so-called rule zero or Golden Rule became widely adopted and advocated. It's very common, today, to encounter people who assert that those sorts of conferrals of power on the GM are part-and-parcel of RPGing. And what is distinctive to me about a game like Burning Wheel or Apocalypse World or MHRP, in spelling out its principles, is that one thing the principles do is to state that "rule zero" or the "Golden Rule" is not part of the game.
You joined an ongoing conversation. The possibility of massively inept play shows that rules have no inherent binding power, else how would it be possible to not follow them, or to follow them not as intended? We're able to see that there is a rule, and see that a player has not found that rule to be inherently binding (through their failure to follow it).I don't understand what the force of this point is supposed to be.
One option that has been discussed in game studies is to deny that a genuine instance of play has occurred at all. So that - tautologically - only when all the rules happen to be binding in the right way is a bona-fide instance of the game being played. That runs into some problems, such as failure to follow rules that don't arise in play (en-passant in chess is an example.) Another is how to define cheating, seeing as one may now be saying that disapplication of a rule means the game isn't played at all. To my reading, it can be shown that one eventually has so caveated what counts as play as to exclude instances of play that are normally counted as genuine (see abundant testimony on enworld as to differences as to what rules are applied or disapplied at different tables, without resulting in cross-accusations that the game in question has not been played.)
Yes! You outline here some reasons why rules can turn out not to be binding. It is with those sorts of reasons (and more) in mind that I say rules are not inherently binding. That agreement to a rule is never located in that rule. This is not to lessen the importance of rules, even while avoiding overstating any freedom entailed in rule zero, which perforce operates in the context of the attitudes and motives that lead people to put rules in force for themselves.Every day people all over the world cop parking fines not because they deliberately set out to park illegally, but because they failed to notice the signs, or they misread them. People make errors in filling in forms, and reporting earnings or expenses, and the like, not because they are tax cheats or insurance cheats but because they get confused or forget something or the rule isn't clear to them.
So it's no surprise that some people - especially if they have strongly internalised the idea of "rule zero"/"the Golden Rule" - might play AW in a way that doesn't conform to its principles. Even if they've read the principles and a sincerely trying to implement them! That doesn't show anything about a lack of power in the principles; it just shows the fallibility of human cognition and intention.
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