Jon Peterson discusses the origins of Rule Zero on his blog. It featured as early as 1978 in Alarums & Excursions #38.
If you are honestly arguing that D&D's success is indebted to Rule Zero, then I'm afraid that such an extraordinary claim would require compelling extraordinary evidence to support it.That doesn’t change the fact D&D is improved with such a rule.
Perhaps board game enthusiasts aren’t understanding why Monopoly is successful then.Monopoly is almost universally recognized (if not reviled) by board game enthusiasts as a crappy game, but it's still probably one of the best selling board games out there. Nostalgia, price point, nearly ubiquitous market availability, and mass familiarity all play strong contributing factors into that continued success of an otherwise crappy game. I'm not saying that D&D is the Monopoly of TTRPGs, but I am saying that argument ad populum isn't an inherent indicator of a game's quality.
What an odd logical step. How is being improved by something equating to being successful because of something.If you are honestly arguing that D&D's success is indebted to Rule Zero, then I'm afraid that such an extraordinary claim would require compelling extraordinary evidence to support it.
When I play a RPG I don't think of myself as an actor speaking someone else's script. To the extent that "rule zero" in its modern interpretation adopts that sort of perspective, that's another reason for me to be sceptical about it!They speak to the DM and make the suggestion and they decide. Just like an actor making a suggestion to the director in a play. You wouldn’t expect the actor to go changing the script without getting it approved.
After all, we don’t want to go encouraging That Guy.
There are three reasons I believe rule zero is useful and important.
So you mean "useful and important" for D&D?That doesn’t change the fact D&D is improved with such a rule.
And that doesn't change the fact that rule 0 itself is an ad-hoc patch (and each application of it is an ad-hoc patch too) either.That doesn’t change the fact D&D is improved with such a rule.
Y'know if that was the case, the most popular RPG out there would be GURPS. Or Riddle of Steel. Or Phoenix Command.D&D is successful because people like the rules. If people didn’t like the rules, it wouldn’t be successful. Rule zero supports and facilitates a complex game like D&D - that people like.
Or perhaps you are vastly underestimating the role that nostalgia, price point, nearly ubiquitous market availability, and mass familiarity play in popularity and sales. IME, Monopoly is rarely, if ever, considered a "fun game." Games of Monopoly are rarely finished: they are endured until someone (or everyone) decides to quit. Again IME, it's more often than not the used, banged-up game with missing pieces that people have sitting covered in dust on their shelves for lack of better alternatives that is then forgotten once people are exposed to other games. But I doubt that there is anything I can do to stop you from making fallacious ad populum arguments: I guess there must be something you find fun about those arguments too that I don't understand.Perhaps board game enthusiasts aren’t understanding why Monopoly is successful then.
I think you are doing Monopoly a disservice if you think price, nostalgia and familiarity are the reason it was successful. Guess what... it’s fun. People enjoy holding property, counting cash and charging their parents rent!
You mean the game that was publicly advertising itself as a continuation of 3.5 D&D rule set and created by the publishers of Dungeon & Dragon magazines and published concurrently against the most controversial edition of D&D? Yeah, talk about a real zero to hero story there.In contrast, for a fair old time Pathfinder was the number one selling TTRPG in the world, with a brand name that no one had ever heard of before. If you googled Pathfinder you got several pages on an obscure action film. The price point was equal to D&D. Surprise surprise... it was also fun.
Sorry that I bothered putting your assertion in context with an earlier insinuation you made regarding why people choose D&D:What an odd logical step. How is being improved by something equating to being successful because of something.
The implication here based on what you are replying to pemerton about niche games lacking a Rule Zero seems to be that D&D's popularity is a result of Rule Zero. I'm not sure what other conclusion I am meant to draw from it.But there’s obviously something there that makes people choose d&d, I don’t believe that is Brand name... or Critical Role.
You keep making a leap of logic (added for emphasis in bold) that you don't really support or substantiate. That's the problem.D&D is successful because people like the rules. If people didn’t like the rules, it wouldn’t be successful. [LOGICAL LEAP] Rule zero supports and facilitates a complex game like D&D - that people like.
Thank you for letting me in on that secret, TheSword. In return, I'll let you in on one of my own: Rule Zero is not necessary in the slightest to enable what you are describing and there is likewise NO NEED to get so sensitive about people criticizing Rule Zero in D&D.I’ll let you into a secret. Most people like rules, they give you a framework of expectations. in a group game, if a person can do anything they want, any time they like then generally the group gets paralyzed by options or ends up going on wild tangents.
The DM is allowed in reasonable circumstances to interpret, bend, and break these rules in certain circumstances... where there is a block in the flow of the game, where it is more appropriate for their style of DMing, and where it improves the game and keeps people coming back for more. The social contract and the voluntary nature of DM-Player relationship is the oversight of this