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General Tabletop Discussion
*TTRPGs General
The Origins of ‘Rule Zero’
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<blockquote data-quote="TheSword" data-source="post: 8177099" data-attributes="member: 6879661"><p>Rule zero absolutely can be about inventing new rules if that makes the game more fun.</p><p></p><p>Some applications of rule zero I can think of off the top of my head.</p><p></p><ul> <li data-xf-list-type="ul">giving characters an extra feat at first level (not uncommon as far as I can tell)</li> <li data-xf-list-type="ul">Increasing starting hit points.</li> <li data-xf-list-type="ul">Creating extra skills proficiencies for a specific campaign that required them.</li> <li data-xf-list-type="ul">Creating a new special ability for a monster that isn’t featured in the DMG. Perhaps porting it over from Pathfinder or another edition.</li> <li data-xf-list-type="ul">Adjudicating outcomes that don’t fall within the the rules of the game. For instance making a deal with a warlocks patron to un petrify a colleague in exchange for a dark deal.</li> <li data-xf-list-type="ul">Allowing Gestalt PCs where they can carry abilities over from two classes. Particularly where there are only one or two players in a campaign.</li> <li data-xf-list-type="ul">Adding kingdom building elements to the campaign such a Pathfinders Campaign Guides, or Birthrights domain management.</li> </ul><p></p><p>All these are examples of Rule Zero creating rules that aren’t in the game. I’ve used all these at some point in 5e, with the exception of the petrification which came from the Nerdarchy blog on Rule Zero. <a href="https://nerdarchy.com/rule-zero-video-post/" target="_blank">Rule Zero is RPG Storytellers’ Best Friend</a></p><p></p><p>As has been said, Players vest authority to use rule zero when they nominate/accept a DM. Players can register dissent on a variety of levels with applications of rule zero: simple protest; after game conversation; group discussion; player quits the campaign; group says they don’t want to play that campaign anymore.</p><p></p><p>In reality the players can exercise greater control as a collective to check the ‘unlimited’ power of a rogue DM. A DM can do anything in the game, but they can’t force players to sit there and take it. This balance is there because the ultimate driving need for the DM is to keep the game fun, because their existence depends upon it.</p><p></p><p>[USER=7027139]@loverdrive[/USER] quoted a list of principals and agendas for a DM in the game being described. I would say that that list can equally be used for D&D if you replace rule related principals with their equivalents. They are just advice for a way of playing any rpg.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8177099, member: 6879661"] Rule zero absolutely can be about inventing new rules if that makes the game more fun. Some applications of rule zero I can think of off the top of my head. [LIST] [*]giving characters an extra feat at first level (not uncommon as far as I can tell) [*]Increasing starting hit points. [*]Creating extra skills proficiencies for a specific campaign that required them. [*]Creating a new special ability for a monster that isn’t featured in the DMG. Perhaps porting it over from Pathfinder or another edition. [*]Adjudicating outcomes that don’t fall within the the rules of the game. For instance making a deal with a warlocks patron to un petrify a colleague in exchange for a dark deal. [*]Allowing Gestalt PCs where they can carry abilities over from two classes. Particularly where there are only one or two players in a campaign. [*]Adding kingdom building elements to the campaign such a Pathfinders Campaign Guides, or Birthrights domain management. [/LIST] All these are examples of Rule Zero creating rules that aren’t in the game. I’ve used all these at some point in 5e, with the exception of the petrification which came from the Nerdarchy blog on Rule Zero. [URL="https://nerdarchy.com/rule-zero-video-post/"]Rule Zero is RPG Storytellers’ Best Friend[/URL] As has been said, Players vest authority to use rule zero when they nominate/accept a DM. Players can register dissent on a variety of levels with applications of rule zero: simple protest; after game conversation; group discussion; player quits the campaign; group says they don’t want to play that campaign anymore. In reality the players can exercise greater control as a collective to check the ‘unlimited’ power of a rogue DM. A DM can do anything in the game, but they can’t force players to sit there and take it. This balance is there because the ultimate driving need for the DM is to keep the game fun, because their existence depends upon it. [USER=7027139]@loverdrive[/USER] quoted a list of principals and agendas for a DM in the game being described. I would say that that list can equally be used for D&D if you replace rule related principals with their equivalents. They are just advice for a way of playing any rpg. [/QUOTE]
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