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The Origins of ‘Rule Zero’
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<blockquote data-quote="Jaeger" data-source="post: 8175346" data-attributes="member: 27996"><p>Yes, because in general people buying OSR games don't need to have rule zero spelled out for them in print.</p><p></p><p>Because this:</p><p></p><p></p><p></p><p>The only reason any kind of "Rule Zero" is spelled out in D&D is because it is the gateway drug into the hobby. And new people may have little to no cultural assumptions about the RPG hobby.</p><p></p><p></p><p></p><p></p><p></p><p>I disagree.</p><p></p><p>In dungeon world a Battleaxe and a Longsword do damage according to your classes base damage. There are no meaningful mechanical differences. (If you are a fighter you can select enhancements to your signature weapon, but another fighter can easily choose the same enhancements for his as well. My "Axe", my "Sword" - It's all just flavor.</p><p></p><p>"Half-swording" and "pulling down a shield" are just attack descriptions. Not specific rules options.</p><p></p><p>The PC describes what they are doing , the GM makes a ruling on it and says "Ok, roll <em>x</em>" - Done.</p><p></p><p>Someone with an Axe could easily say "I shorten my grip to use my axe in close so I can ram the tip of my axe-head through the chink in his armor." Someone with a Longsword can easily say "I swing with all my might to knock the ork's shield aside so that the Elf can shoot them." Same effect, different descriptions. All subject to the GM's rulings.</p><p></p><p>AW games are all about the GM making constant rulings /judgement calls because of their relatively rules light structure. They just provide good framework and guidelines for GM's to use when making those rulings.</p><p></p><p>In fact chapter 19 in Dungeon World is all about how a GM can change the game to suit their fancy. You can easily interpret pgs. 343-357, As one big "Rule Zero" exposition.</p><p></p><p></p><p></p><p></p><p>It's the #1 RPG. Ease of finding a game rules the day.</p><p></p><p></p><p></p><p>Yes. This.</p><p></p><p>D&D got this brand loyalty by being <em>First.</em></p><p></p><p>And by its rules being <em>Good Enough.</em></p><p></p><p>Especially with the common B/X sets that made D&D early on they were easy to pick up and play for newbs because they hit certain RPG design points that worked really well together:</p><p></p><p>1: Easy PC creation.</p><p>2: Graspable Rules complexity.</p><p>3: Easily grasped Default play mode.</p><p>4: Easily understood setting.</p><p>5: Straight-forward reward mechanism.</p><p></p><p>But being <em>First </em>and <em>Good Enough</em> are very big trumps. Once you have established market dominance it can be very hard for any competitors to mount a real challenge without "help" from the market leader in the form of mistakes.</p><p></p><p>As we can see in places Like Japan with Sword World, and Germany with The Dark Eye...</p><p></p><p>If someone hit all/most of those design points in their respective native languages <em>First</em>; they were able to shut D&D out of the top spot of fantasy RPG's in their respective countries.</p><p></p><p>Where 4e failed against Pathfinder 1e was that a lot of D&D players felt that the 4e rulesets was no longer <em>Good Enough</em> for the way that they wanted to play and experience D&D. </p><p></p><p>In hindsight lots of things about 4e were WOTC Own goals of epic proportions.</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8175346, member: 27996"] Yes, because in general people buying OSR games don't need to have rule zero spelled out for them in print. Because this: The only reason any kind of "Rule Zero" is spelled out in D&D is because it is the gateway drug into the hobby. And new people may have little to no cultural assumptions about the RPG hobby. I disagree. In dungeon world a Battleaxe and a Longsword do damage according to your classes base damage. There are no meaningful mechanical differences. (If you are a fighter you can select enhancements to your signature weapon, but another fighter can easily choose the same enhancements for his as well. My "Axe", my "Sword" - It's all just flavor. "Half-swording" and "pulling down a shield" are just attack descriptions. Not specific rules options. The PC describes what they are doing , the GM makes a ruling on it and says "Ok, roll [I]x[/I]" - Done. Someone with an Axe could easily say "I shorten my grip to use my axe in close so I can ram the tip of my axe-head through the chink in his armor." Someone with a Longsword can easily say "I swing with all my might to knock the ork's shield aside so that the Elf can shoot them." Same effect, different descriptions. All subject to the GM's rulings. AW games are all about the GM making constant rulings /judgement calls because of their relatively rules light structure. They just provide good framework and guidelines for GM's to use when making those rulings. In fact chapter 19 in Dungeon World is all about how a GM can change the game to suit their fancy. You can easily interpret pgs. 343-357, As one big "Rule Zero" exposition. It's the #1 RPG. Ease of finding a game rules the day. Yes. This. D&D got this brand loyalty by being [I]First.[/I] And by its rules being [I]Good Enough.[/I] Especially with the common B/X sets that made D&D early on they were easy to pick up and play for newbs because they hit certain RPG design points that worked really well together: 1: Easy PC creation. 2: Graspable Rules complexity. 3: Easily grasped Default play mode. 4: Easily understood setting. 5: Straight-forward reward mechanism. But being [I]First [/I]and [I]Good Enough[/I] are very big trumps. Once you have established market dominance it can be very hard for any competitors to mount a real challenge without "help" from the market leader in the form of mistakes. As we can see in places Like Japan with Sword World, and Germany with The Dark Eye... If someone hit all/most of those design points in their respective native languages [I]First[/I]; they were able to shut D&D out of the top spot of fantasy RPG's in their respective countries. Where 4e failed against Pathfinder 1e was that a lot of D&D players felt that the 4e rulesets was no longer [I]Good Enough[/I] for the way that they wanted to play and experience D&D. In hindsight lots of things about 4e were WOTC Own goals of epic proportions. . [/QUOTE]
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