Jon Peterson discusses the origins of Rule Zero on his blog. It featured as early as 1978 in Alarums & Excursions #38.
Since forever, I'd say.Since when did house rules fall under Rule 0?
When everything is Rule Zero, then nothing is.It is when you're trying to limit the definition of Rule 0 to one specific subset of what it covers; and if you want to call that "shallow" and "superficial" then sorry, that's on you.
"Conflating" kit-bashing with Rule 0 is only a problem in your eyes due to your limited definition of what Rule 0 covers.
System-level kitbashing, house rules, on-the-fly rulings to covers things not hit by the rules - all of these are part of Rule 0, which in itself boils down to "make the game your own".
The Silver Rule is a different principle.OK, so Fate just hides its version of Rule 0 under a different name. Got it.
Since its inception. Rule 0 is just the ability to add, subtract or change rules as the DM sees fit.Since when did house rules fall under Rule 0?
Good thing RAW is part of everything, then.When everything is Rule Zero, then nothing is.
My impression is that much or even most D&D play, of 5e at least, is AP-based and hence is not playing to find out what happens.You don’t believe these principles can apply to D&D?
You don’t think D&D can play this way? I’m surprised because most of my campaigns run this way.
- Portray a fantastic world
- Fill the characters’ lives with adventure
- Play to find out what happens
- Draw maps, leave blanks
- Address the characters, not the players
- Embrace the fantastic
- Describe actions not rules
- Give every monster life
- Name every person
- Ask questions and use the answers
- Be a fan of the characters
- Think dangerous
- Begin and end with the fiction
- Think offscreen, too
Could you explain how this is not possible?
There's no way that you can know what happens. You MUST play to find out what happens. Even if the goal is save the princess, you don't know if it will be a success or the path that will take them there, or even if they will go another direction and leave her to rot.My impression is that much or even most D&D play, of 5e at least, is AP-based and hence is not playing to find out what happens.
If everything was Rule 0 both my bookshelves and my hard drive would be a whole lot emptier.When everything is Rule Zero, then nothing is.
Okay so...since it's a lot easier to respond to this than pick apart the full posts etc. from earlier...Since forever, I'd say.
I mean, I don't really see how that isn't what you're saying....If everything was Rule 0 both my bookshelves and my hard drive would be a whole lot emptier.
That is not what play to find out what happens means when stated as a principle for Dungeon World. As the rulebook makes clear. (Have you read it?)There's no way that you can know what happens. You MUST play to find out what happens. Even if the goal is save the princess, you don't know if it will be a success or the path that will take them there, or even if they will go another direction and leave her to rot.
Okay, but how does that square with running an adventure path that has a defined sequence of events? Paizo and our own ENWorld have made bank on them. If you truly never know whether things can go in any new direction, adventure paths and first-to-max campaigns don't work.There's no way that you can know what happens. You MUST play to find out what happens. Even if the goal is save the princess, you don't know if it will be a success or the path that will take them there, or even if they will go another direction and leave her to rot.