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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: 8177818" data-attributes="member: 6879661"><p>I reject some of them. DW does not have a monopoly on bringing Monsters and NPCs to life or embracing the fantastic. Or indeed any of the ‘principles’ you mention. Most of these are good for any roleplaying game if that’s the style you like.</p><p></p><p>It reads like it. When a player says I’m going to the desert to find the tombs that are there (without indication that there is a desert nearby or indeed any tombs) thats Pass the Story.</p><p></p><p>I can ask the players, how did you get to this place? Have you been to this city before? What do you feel about this organization? Why are you willing to work with these other people? Why are the [X organisation] looking for you? The answers are use. I’m not talking about character generation here.</p><p></p><p>I play a lot of adventures in Cities and the wilderness... they are almost all blanks. If the PCs need a healer, or an expert metal worker, or a sewer access, or a manor house to buy (that will have a ghost) then there will be one when there needs to be one. I have a lot of locations that can be dropped into a campaign as required. It’s one of the reasons I particularly like a book like Tomb of Annihilation because of the multiple locations it provides.</p><p></p><p></p><p>It’s been in every edition of D&D and White Wolf, and Warhammer and plenty of other rule books. If you wiki rule zero you’ll get all the relevant quotes and references.</p><p></p><p></p><p>Good for you. Other people may feel they need express permission. Particularly if they’ve come from board games and/or are new to the game. It’s very odd that you object to a rule that you claim to follow anyway.</p><p></p><p>My player says I want to charge at the ogre, flip the table and hide behind it, throw a fireball at the giants, run over to Alaric and check his wounds. That then gets translated into attack rolls, cover saves, saving throws, heal checks. I then respond with “your sword draws a red line across the ogres chest”, “the arrow thunks into the wood of the table”, “the fireball explodes, crisping scorching the giant’s hair and clothing and leaving their skin a mass of blisters”, “Alaric is still breathing shallow, you bind his wounds and stop the bleeding, he seems to be stable”.</p><p></p><p>The mix of rules and fiction is one of the things that makes D&D satisfying and feel real.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8177818, member: 6879661"] I reject some of them. DW does not have a monopoly on bringing Monsters and NPCs to life or embracing the fantastic. Or indeed any of the ‘principles’ you mention. Most of these are good for any roleplaying game if that’s the style you like. It reads like it. When a player says I’m going to the desert to find the tombs that are there (without indication that there is a desert nearby or indeed any tombs) thats Pass the Story. I can ask the players, how did you get to this place? Have you been to this city before? What do you feel about this organization? Why are you willing to work with these other people? Why are the [X organisation] looking for you? The answers are use. I’m not talking about character generation here. I play a lot of adventures in Cities and the wilderness... they are almost all blanks. If the PCs need a healer, or an expert metal worker, or a sewer access, or a manor house to buy (that will have a ghost) then there will be one when there needs to be one. I have a lot of locations that can be dropped into a campaign as required. It’s one of the reasons I particularly like a book like Tomb of Annihilation because of the multiple locations it provides. It’s been in every edition of D&D and White Wolf, and Warhammer and plenty of other rule books. If you wiki rule zero you’ll get all the relevant quotes and references. Good for you. Other people may feel they need express permission. Particularly if they’ve come from board games and/or are new to the game. It’s very odd that you object to a rule that you claim to follow anyway. My player says I want to charge at the ogre, flip the table and hide behind it, throw a fireball at the giants, run over to Alaric and check his wounds. That then gets translated into attack rolls, cover saves, saving throws, heal checks. I then respond with “your sword draws a red line across the ogres chest”, “the arrow thunks into the wood of the table”, “the fireball explodes, crisping scorching the giant’s hair and clothing and leaving their skin a mass of blisters”, “Alaric is still breathing shallow, you bind his wounds and stop the bleeding, he seems to be stable”. The mix of rules and fiction is one of the things that makes D&D satisfying and feel real. [/QUOTE]
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