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The Origins of ‘Rule Zero’
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<blockquote data-quote="loverdrive" data-source="post: 8175486" data-attributes="member: 7027139"><p>But they aren't supposed to be on the same footing in the fiction -- someone wielding a lance properly is going to have an edge over a dude struggling to operate two lances.</p><p></p><p></p><p></p><p>There are rules and guidelines, and that's precisely why rule 0 is not necessary.</p><p></p><p>In the case of a dude with two lances <em>(mechanical stuff is in parenthesis and italicized)</em>:</p><p><strong>Ronald the Madman</strong>: I mount my mighty steed and grab two lances, readying for battle. <em>(the players looks at the GM to find out what happens)</em></p><p><strong>GM</strong>: That's very unwieldy and you ain't gonna use either of them with normal deadly precision. <em>(GM makes a soft move, in this case: Show a downside to their class, race, or equipment).</em></p><p><strong>Ronald the Madman</strong>: I'm going to charge into enemy lines anyway! <em>(the player ignores the soft move, which is a Golden Opportunity to make a move as hard as the GM wishes)</em></p><p><strong>GM</strong>: So, you charge and you crush a couple of orcs <em>(the GM may ask for a damage roll if they want to, but that's not important to the point)</em>, but because you were wielding two lances, you couldn't command your mount good enough to retreat in time. Orcs surround you and pull you from the saddle and deliver some nasty blows, take 14 damage. So, what ya gonna do? <em>(GM makes a soft move: Separate them, and a hard move: Deal damage to boot).</em></p><p></p><p></p><p>Well, no rule can enforce itself, obviously.</p><p></p><p>They deal the same damage, yes, but weapon doesn't boil down to damage. What the character needs to do in order to deal said damage? How the damage actually manifests within fiction?</p><p></p><p>Yes, the group can ignore the differences, if they don't care about medieval weaponry or don't know anything about it.</p><p></p><p>Good framework and guidelines is... exactly what I'm talking about.</p><p></p><p>"You gonna make a great deal of judgement calls, and here's how to make them good" is very different from "here are rigid rules that don't require judgement calls, but you can change everything you want, but we won't tell you how to make changes good", just as "here are rules on character creation" is different from "here are your pregens, but you can come up with another character if you want to, figure it out".</p><p></p><p>I'm not arguing that we should strip the rule 0 from existing rigidly-structured games or people shouldn't be allowed to change things (lol) or something, I'm arguing that good design removes the need for an implied asterixis "*you can change this if you want" after every rule.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8175486, member: 7027139"] But they aren't supposed to be on the same footing in the fiction -- someone wielding a lance properly is going to have an edge over a dude struggling to operate two lances. There are rules and guidelines, and that's precisely why rule 0 is not necessary. In the case of a dude with two lances [I](mechanical stuff is in parenthesis and italicized)[/I]: [B]Ronald the Madman[/B]: I mount my mighty steed and grab two lances, readying for battle. [I](the players looks at the GM to find out what happens)[/I] [B]GM[/B]: That's very unwieldy and you ain't gonna use either of them with normal deadly precision. [I](GM makes a soft move, in this case: Show a downside to their class, race, or equipment).[/I] [B]Ronald the Madman[/B]: I'm going to charge into enemy lines anyway! [I](the player ignores the soft move, which is a Golden Opportunity to make a move as hard as the GM wishes)[/I] [B]GM[/B]: So, you charge and you crush a couple of orcs [I](the GM may ask for a damage roll if they want to, but that's not important to the point)[/I], but because you were wielding two lances, you couldn't command your mount good enough to retreat in time. Orcs surround you and pull you from the saddle and deliver some nasty blows, take 14 damage. So, what ya gonna do? [I](GM makes a soft move: Separate them, and a hard move: Deal damage to boot).[/I] Well, no rule can enforce itself, obviously. They deal the same damage, yes, but weapon doesn't boil down to damage. What the character needs to do in order to deal said damage? How the damage actually manifests within fiction? Yes, the group can ignore the differences, if they don't care about medieval weaponry or don't know anything about it. Good framework and guidelines is... exactly what I'm talking about. "You gonna make a great deal of judgement calls, and here's how to make them good" is very different from "here are rigid rules that don't require judgement calls, but you can change everything you want, but we won't tell you how to make changes good", just as "here are rules on character creation" is different from "here are your pregens, but you can come up with another character if you want to, figure it out". I'm not arguing that we should strip the rule 0 from existing rigidly-structured games or people shouldn't be allowed to change things (lol) or something, I'm arguing that good design removes the need for an implied asterixis "*you can change this if you want" after every rule. [/QUOTE]
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