The Hidden Rules

What do you think the effect on player choice is in this scenario?

In my experience, 'open' rules sets actually end up constraining player choice.

The trap a player tends to get in is this. They start roleplaying by reading the rules. Very quickly, they have a full understanding of the system. Because of this understanding of the system, they implicitly believe that every legal proposition under the rules is specified by the rules. Armed with this understanding, they couch every proposition - every action that they wish their character to try to perform - that they make to the game referee in terms of the rules. They select actions based on the anticipated rules outcome, and to make sure that they get that outcome they couch their proposition in as open and legalistic of a fashion as they can so that there can be no misunderstanding about the rules result they are trying to achieve.

In doing so, they become a slave to the rules. They don't even notice that they have become rules blind. They don't even realize that there are more non-rules propositions that they can try in a given situation than there are rules propositions. They self-limit themselves down to a tiny fraction of their possible choices and they end up in my opinion completely unable to roleplay.

For example, just because the game depends on a '5 foot step', doesn't mean that the game world is actually a 5' grid. I've seen players utterly baffled by a world where things don't occupy neat little 5' squares. They treat 2' diameter pillars as occupying the whole square. They never make a 3 foot step. In short, when you see the world as being completely defined by the rules, you end up believing that the only things you can do are what the rules say you can do.

For me as a DM, it's a very frustrating habit for the player to develop because usually players that develop this habit end up not only developing strongly antagonistic traits, but they also end up being unimaginative, uncreative, and ultimately have difficulty with anything that they can't understand in terms of the rules. They slow play down, become frustrated when they aren't prompted with game information, and end up rules lawyering and argumentative.

By contrast, a player that learns to role play before they know the system rules is forced to coach their propositions in real world language. They end up unconstrained by the rules. They attempt things that aren't covered by the rules. They make propositions based on what they think a character of their abilities could perform in the real world, and they are goal orriented not by specific rules outcomes but by general results. They learn to role play. They begin to treat role playing - interacting with the game world in an expressive way - as their primary problem solving tool. The solve problems by interacting with the game space, not by looking up rules or arguing with the DM.

What I've discovered is that new players are often better role players than experienced ones. New players dig up childhood memories of playing house, cops and robbers, and whatever they role played as a child and they apply those skills. Veteren players tend to just try to use the rules.

In my opinion a 'good' rules set has the following attributes:

1) It provides a reasonably congruent set of outcomes to common sense propositions. A person with legitimate real world experience has a fairly good sense of how a proposition relates to the outcome. Where the game system departs from common sense, it makes it fairly clear how it departs.
2) It provides a lot of tools for the game referee to translate a non-rules proposition into some sort of fortune mechanic. In short, it lets the DM say 'Yes' quickly and easily.

"In order to make meaningful decisions you need to have some information... could you go so far as to say that the game is about getting to know the DM's worldview?"

I would say that that is an attribute of most rules light systems that have a simulationist or gamist mind set, but I wouldn't say that its necessarily an attribute of 'closed' game systems.

Most of the time, what you hear about on this topic are the horror stories of DM's who have met a particular non-rules proposition by the player with a wholly unexpected and highly adverse outcome. An argument over what is 'realistic' ensues, often with one side or the other (usually the DM) taking some stance on what is realistic that is based on dubious second or third hand information about how the world works and then punishing the player for doing something the DM thinks is ludicrous but which seemed reasonable to the player.

I'm sure such things happen. I don't however think that they are the whole story, and in any event, I think the question of what is 'realistic' misses the larger point here. Virtually every argument in role-playing games can be prevented (assuming non-adversarial players, otherwise all bets are off) if whenever the player makes a highly risky proposition the DM pauses for a moment and acts as the voice of the character's common sense and experience to make sure the player understands he's making a risky proposition. In D&D for me, this usually involves some sort of wisdom or knowledge check based on my understanding that the character would know something about the universe that the player does not.

For example, if in my game world Centaurs are brutal berserker cannibals and I relate the in game experience of Centaurs approaching, its my job as a DM to inform the player of what their character would know about Centaurs. In particular, if the player makes a proposition that indicates they are basing their action on the players understanding of how Centaurs work in Harry Potter or Narnia or something, its my job to explain that the character - who lives in a wholly different world where Centaurs have a bad reputation - knows things that the player doesn't. Trying to ambush players with missing character knowledge that there is no way that the player could know, but which would probably be the equivalent of reading, writing, and 'rithmatic in the game world is really bad DMing.

A heavy codified ruleset known to all participants provides a huge common ground of basic assumptions which are shared. A great deal of this knowledge can be considered metagame knowledge for the benefit of the player. Player decisions can then be largely driven by this knowledge.

But no ruleset is actually very extensive. All the information that has ever been published for a setting constitutes a very tiny fraction of all the information that exists in the game world. No heavily codified ruleset even begins to cover all the possible actions that can be taken in a game world. If you treat it as is if it did, you end up DMing from a 'say no' stance (because it's not in the rules). Worse, you end up as a player playing from a 'say no' stance because if it's not in the rules you assume its impossible. You self limit to the limited space of 300 pages or so, rather than a whole world of possibilities.

Open rules heavy sets are actually worse about this than rules light ones. Light rules sets have their own problems, but they are far less confining to DM and player choice.

Depending on the rules used, such knowledge may conflict greatly with logic and/or the decision that would be chosen by a character in a given situation in which the metagame knowledge was unknown.

Yes, but that's the DM's job - not the system's job. Regardless of the system, it's the DM's job to help the player with the internal logic of the game. Certainly, that doesn't mean that the DM should reveal every mystery to the DM, because there are some things that are legitimate mysteries in the game world. But it does mean that the DM acts as the players body of common knowledge and experienced. In that way, it doesn't matter if the player knows or understands the rules. What matters is that the player can use his imagination to interact with the game world via the DM to learn about the situation they (in the role of the character) find themselves in.

This type of rules structure can lead to a very binary and unimaginative game. With the rules clearly laid out and optimal choices readily apparent, the trap of optimal decision making patterns is easy to fall into making one game so very much like another that the differences are immaterial. The DM unless he/she alters the shared known rules openly is bound to reward those same optimal decisions again and again if running a fair game.

It's not just a matter of 'optimal decisions'. The core problem is the players perception that their is a list of legal propositions codified by the rules that is complete and that as a player they must at each decision making oppurtunity select from this list. Essentially, the player begins to play the PnP game as if it was a computer game or board game with a rules set limited to what was written, and not to the imaginations of the participants. That problem can arise in a rules light system even, and when it does, it's even more stultifying because a rules light system generally presents a smaller set of rules options.

With all options and their respective success chances laid out beforehand most decisions can be made on autopilot. How is this somehow meaningful?

I think we are basically on the same page, but don't agree on the descriptive language to describe the problem. Rules propositions are IMO still perfectly meaningful and even valid choices. Sometimes making a propostion in open metagame language in order to avoid ambiguity in the player's intention is the right choice. And regardless of whether a proposition is coached in metagame or cinematic language, the choice is still meaningful if it has a meaningful impact on the future course of the game.

A lot of the conflict I have seen in games between DM's and players has come from DM's running a heavy complex rules set and expecting players to make decisions as if the rules (and thus the optimal choices) were invisible. If the decisions made by the players are to be based in common sense and logic then the rules (hidden or not) need to based on such principles.

Again, I think the basic cause of all table arguments comes down to just a few things usually acting in combination: lack of player trust of the referee (player takes an antagonist stance), lack of referee trust of the players (referee takes an antagonist stance), and lack of communication.
 

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I think a good balance can be struck when hidden rules come into play. In the example of shooting the lock the GM should know that the player's intent is to get through the door. At the very least when the player tells the GM that he wants to shoot the lock the GM should warn the player that his expert character might want to rethink that action before he allows a result to occur that doesn't even cause the acting player to suffer but another player's character or have the bullet ricochet harmlessly into a wall.

A better balancing point, IMO, would be to use the knowledge of the character's desired result and what it would take to accomplish that in the eyes of the GM and make it happen. It may not be the way the GM expected the players to get through the locked door, but on the fly you can adjust for the downsides of the method they chose.
 

A grease fire breaks out in the kitchen of a seventh floor apartment in a game of Hero Games (3rd or 4th edition). Is it more sensible for a normal human character to (A) jump out of the window and fall to the parking lot below or (B) try to put it out? If you said (B), you're likely rolling up a new character if the fire is played straight from the book. If you said (A), the character is very likely to dust himself off and carry on as if he'd been punched hard once. Common sense rarely informs a player about the relative appropriateness of actions compared to one another inside the game universe. How is the player to reach the point where he even thinks of (A) as an option? "Common sense" would suggest grease fires, while dangerous, are better than falling six storeys.

Which is why, at my table, your decision based on the rules is likely to run into an immediate house rule. As soon as I recognized the implication of the rules (a fall of 70 or 80 feet is not particularly hazardous to a normal human), I would immediately consider the rule poorly thought out and even unworkable and it would immediately be tossed out. The same thing would happen if I realized that a fall of 70 or 80 feet was inevitably lethal to a normal human. In my mind, clearly both cases are examples of unusuable rules. In my opinion, a player whose character is a 'normal human', contemplating a fall of seven stories should have the common sense understanding, "If I fall here, I will almost certainly die, and if I don't, then I'll be severely injured", and that common sense understanding should be borne out by the rules. If that understanding is not borne out by the rules, then in my opinion they are bad rules.

Likewise, I think a player faced with a spreading fire in an apartment should have the common sense understanding, "I have maybe two minutes to live, and maybe 30 or 40 seconds to get out of this situation or I might no longer have the option to do so because of smoke, flames, etc." See any number of simulated house files on youtube.
 

In my experience, 'open' rules sets actually end up constraining player choice.

For me as a DM, it's a very frustrating habit for the player to develop because usually players that develop this habit end up not only developing strongly antagonistic traits, but they also end up being unimaginative, uncreative, and ultimately have difficulty with anything that they can't understand in terms of the rules. They slow play down, become frustrated when they aren't prompted with game information, and end up rules lawyering and argumentative.

I definitely have seen this happen with some players and it is extremely frustrating as DM. I have found ways to work with these players though. I encourage use of non-rules-codified actions and I link those actions to familiar rules. It helps me adjudicate more consistently and makes this type of player feel more comfortable. Players who haven't fallen into this typeof behaior don't even notice the difference between adjudicating this way vs. a more ad hoc ruling.
 

IMHO, a good rpg should allow anything appropriate to happen, and making this possible requires hidden rules/rulings/things made up on the fly.

For example, it is entirely in keeping with movie/TV tropes that a bullet can ricochet and harm someone in the room. This shouldn't be such a regular occurance, though, that a general rule needs to be devised for it....unless, of course, the goal is that "PCs shouldn't use guns" (in which case letting the players know the rule is wiser). It could potentially occur as part of a game, though, because the GM thought it appropriate. And there should (generally) be a chance to avoid ill effects. Like Han Solo firing his blaster in the trash compactor.

In D&D, say, I might be writing a section of caves. If part of the floor is thin, I feel justified in saying that there is an X% chance of it collapsing when someone walks on it, or that it will collapse when Y pounds are placed on it, and that the consequences are Z. I will use the existing rules as a guideline, but I have no reason to assume that the general case must always be true. Likewise, that X% of collapse in this chamber doesn't mean that the floor of the next chamber must have the same chance of collapse.

Adventure designers and GMs can get caught by rules-blindness, just as much as players can, and probably with more damaging consequences.


RC
 

So, you expect realism in Champions??? Somehow, I doubt that.

If you really do, though, then the sensible response (from my perspective) is to say, "Those numbers are messed up -- so let's plug in these ones instead!"

Which comes first? Does our imagined world (whether governed by "comic book physics" or by some other set) get modeled in adjudication, or does someone else's cobbled-together "game system" dictate our imagined world?

What I see in those examples is poor communication, likely only to get worse if the participants cleave to such an attitude about playing together. The frequency with which that comes up these days boggles my mind, leading me to wonder how people are choosing their company. Maybe RPGs are not the thing for such fractious folks.
 

If what you really want is to play a game of manipulating known values, with only expected results, then just say so! Ditto if you want to play some other kind of game. What the hell is the profit in getting all passive-aggressive about it?

The catch is that you've got to be honest with yourself first. You can't have discovery without mystery, or attain success "against the odds" without risk of failure, or be a skilled player without some mechanism that actually puts skill to the test (and thereby reveals lack of skill).
 

In my experience, 'open' rules sets actually end up constraining player choice.

The trap a player tends to get in is this. They start roleplaying by reading the rules. Very quickly, they have a full understanding of the system. Because of this understanding of the system, they implicitly believe that every legal proposition under the rules is specified by the rules. Armed with this understanding, they couch every proposition - every action that they wish their character to try to perform - that they make to the game referee in terms of the rules. They select actions based on the anticipated rules outcome, and to make sure that they get that outcome they couch their proposition in as open and legalistic of a fashion as they can so that there can be no misunderstanding about the rules result they are trying to achieve.

With a 'closed' ruleset, I often fall into the game of "What does the DM/rule designer like?" Once I work out that the designer is a fan of say, Japanese weaponry, I stop thinking about using English broadswords.

Another problem is once I have taken the risk to find a particular working solution, I am adverse to take a separate risk to test if a different tactic is also workable for a similar situation. I will continue to use a previously winning tactic unless it becomes obvious that the situation is sufficiently different enough to warrant a new set of risks.

In doing so, they become a slave to the rules. They don't even notice that they have become rules blind. They don't even realize that there are more non-rules propositions that they can try in a given situation than there are rules propositions. They self-limit themselves down to a tiny fraction of their possible choices and they end up in my opinion completely unable to roleplay.

For me, roleplay is making decisions as the character would. Having the rules known means I can make those decisions more transparently and thus increase my character's chance of success. A closed system means I have two sets of worry: what should I do in this situation and how will the rules interpret my desire? With an open system, the second concern evaporates.

For example, just because the game depends on a '5 foot step', doesn't mean that the game world is actually a 5' grid. I've seen players utterly baffled by a world where things don't occupy neat little 5' squares. They treat 2' diameter pillars as occupying the whole square. They never make a 3 foot step. In short, when you see the world as being completely defined by the rules, you end up believing that the only things you can do are what the rules say you can do.

For me as a DM, it's a very frustrating habit for the player to develop because usually players that develop this habit end up not only developing strongly antagonistic traits, but they also end up being unimaginative, uncreative, and ultimately have difficulty with anything that they can't understand in terms of the rules. They slow play down, become frustrated when they aren't prompted with game information, and end up rules lawyering and argumentative.

That's more of an argument against games with arbitrary gamist artefacts than an open system. Stepping into the pillar is certainly possible in a game of 5' squares, but often has a combat penalty (i.e. squeezing). A game without the gamsit 5' artefact is much more likely to have players hugging furniture.

By contrast, a player that learns to role play before they know the system rules is forced to coach their propositions in real world language. They end up unconstrained by the rules. They attempt things that aren't covered by the rules. They make propositions based on what they think a character of their abilities could perform in the real world, and they are goal orriented not by specific rules outcomes but by general results. They learn to role play. They begin to treat role playing - interacting with the game world in an expressive way - as their primary problem solving tool. The solve problems by interacting with the game space, not by looking up rules or arguing with the DM.

What I've discovered is that new players are often better role players than experienced ones. New players dig up childhood memories of playing house, cops and robbers, and whatever they role played as a child and they apply those skills. Veteren players tend to just try to use the rules.

In my opinion a 'good' rules set has the following attributes:

1) It provides a reasonably congruent set of outcomes to common sense propositions. A person with legitimate real world experience has a fairly good sense of how a proposition relates to the outcome. Where the game system departs from common sense, it makes it fairly clear how it departs.
2) It provides a lot of tools for the game referee to translate a non-rules proposition into some sort of fortune mechanic. In short, it lets the DM say 'Yes' quickly and easily.

I note that your points are good points for both open and closed systems. The one change I would make is the first point: 1) It provides a reasonably congruent set of outcomes to common sense propositions inside the genre emulated .


<snip lots more good stuff>


Again, I think the basic cause of all table arguments comes down to just a few things usually acting in combination: lack of player trust of the referee (player takes an antagonist stance), lack of referee trust of the players (referee takes an antagonist stance), and lack of communication.

I think you missed one and that is a GM/player disconnect as to the game/genre expectations. If the players are playing a comedic superhero game but the GM expects a gritty superhero game, there will be trouble. You could throw that into the lack of communication bucket, but it is a generally large set onto itself.
 

If what you really want is to play a game of manipulating known values, with only expected results, then just say so! Ditto if you want to play some other kind of game. What the hell is the profit in getting all passive-aggressive about it?

The catch is that you've got to be honest with yourself first. You can't have discovery without mystery, or attain success "against the odds" without risk of failure, or be a skilled player without some mechanism that actually puts skill to the test (and thereby reveals lack of skill).


The question of hidden versus open rules often comes down to how much discovery the player must endure to decipher the system sufficiently to intelligently determine a course of action.

By intelligently, I mean able to make conscious decision between options with understood outcomes to best meet the player goals.

A hidden system places more emphasis on the ruleset meshing with player expectation and the GM interpreting player intent into game actions. These extra levels of translation add little value for my playstyle.

I find the kindly GM approach of making sure the player understands ramifications of their decisions gets hard in the heat of play. I prefer to have the majority of the ruleset/campaign world available to the players so that the onus is on the player making the decision as opposed to on the GM second-guessing the player's knowledge and undestanding. That's not to say a GM shouldn't ask for clarification or prompt the player with campaign information if the player seems to have forgotten, but it should reduce the need for such sanity checks.
 

So, you expect realism in Champions??? Somehow, I doubt that.

If you really do, though, then the sensible response (from my perspective) is to say, "Those numbers are messed up -- so let's plug in these ones instead!"

Which comes first? Does our imagined world (whether governed by "comic book physics" or by some other set) get modeled in adjudication, or does someone else's cobbled-together "game system" dictate our imagined world?

What I see in those examples is poor communication, likely only to get worse if the participants cleave to such an attitude about playing together. The frequency with which that comes up these days boggles my mind, leading me to wonder how people are choosing their company. Maybe RPGs are not the thing for such fractious folks.

In my case, I pick a genre and world context then I look for a game that emulates that most closely to my taste. Once I pick the system that hits the genre, tropes, and themes for the campaign, I run that system. So the system dictates the world but the system was chosen to emulate the world I want to have run.
 

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