Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 7656259" data-attributes="member: 6696971"><p>That is a fine autobiographical fact about your table. I'm very glad for you that your players are mostly or wholly apathetic about the refereeing component of your game. But this is so deeply an outlier as to how anyone plays games (RPGs or otherwise) that I don't even know why you bring it up in a conversation about the greater gaming culture or the impact that refereeing subjective rules language has on a game. </p><p></p><p>I would have much rather that you addressed the meat of my post (which you abridged). The process for action declaration and resolution is pretty simple (and has an analogue to every aspect of life):</p><p></p><p>1) Players and GM engage in a conversation where the sensory input that the PCs ingest is conveyed.</p><p></p><p>2) At that point, the player can orient themselves properly (through their characters) with respect to the dimensional and dramatic components of the situation at hand.</p><p></p><p>3) Using those observations and orientation, they will then consider the possible actions they can declare. Doing this requires an understanding of the proxy by which the players and characters interface. This proxy, of course, is the collective of the PC build rules, the resolution mechanics, and their best understanding of how all these things intersect to spit out the probability of various outcomes. They then make a decision, declare an action, and resolve it.</p><p></p><p>If any part of 1-3 is made fuzzy (be it by opacity of rules language, poor GM<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />layer communication, or a disconnect between GM/player inference/intuition/understanding on areas where rule subsystems intersect), a player will lose confidence in their ability to intuitively (and thus quickly - your pacing...of which I also share considerable concern) execute 1-3...eg declare an action and then resolve it and find out what happens. In essence, they're disoriented and making wobbly decisions where they can't reasonably infer the probability of outcomes within a margin-of-error they're comfortable with. Play slows down, at the very least, at the GM<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />C conversation stage where the player attempts to haggle more and more information out of the GM to reduce that disorientation and attendant, uncomfortable margin-of-error.</p><p></p><p>That isn't egoism. That isn't immaturity. That isn't being a me-first, poor sport. I've always had great sympathy with (good faith) players when this has happened because I know that either I've done a poorer job than I would have liked or the ruleset itself is problematic.</p><p></p><p>[HR][/HR]</p><p></p><p>How about a (in my opinion) very relevant, real-life analogue to the impact (on play, on the culture of fans, on participants, and on referees themselves) of refereeing games in a landscape of (intentionally) subjective rules language that requires interpretation.</p><p></p><p>NFL</p><p></p><p>* The new "hit on a defenseless player" rules language and all of the areas of that rule that intersect (targets, location on field, posture of players moment to moment, target area). Fans hate how damaging the vagaries of these rules are onto the competitive legitimacy of a singular game and the cross-season impact. Defensive players utterly abhor them because they demand the physically impossible. Referees do not want this kind of impact on games to be in their subjective hands as the margin-of-error and impact on a misapplication is enormous. Oddsmakers and gamblers hate it. WR and TE are liking the rule less and less as target areas are becoming knees and thighs, leading more devastating knee and ankle injuries. The only people that like these rules are (1) NFL execs who are terrified of the continuing threat of class-action lawsuits for head injuries (and are doing everything they can - including destroying the competitive integrity of the game - to protect the brand) and (2) QBs (who find themselves in the unenviable position of hating them when their team is on defense and they're screwed by a terrible, game-altering call).</p><p></p><p>NBA</p><p></p><p>* The evolving incoherence and lack of uniform application (and the negative fallout on play - including the increasing propensity for flopping and making a mockery of play) of the block/charge call.</p><p></p><p>NHL</p><p></p><p>* The new goaltender interference rules versus the old, clear, unmistakable rules-language of "any player being in the crease at the time of the goal."</p><p></p><p></p><p>There are plenty more than that, but those are three areas where there is pretty much universal disdain for the impact of these subjective rules, and the poor/inconsistent refereeing that stems from them, on the integrity of play.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7656259, member: 6696971"] That is a fine autobiographical fact about your table. I'm very glad for you that your players are mostly or wholly apathetic about the refereeing component of your game. But this is so deeply an outlier as to how anyone plays games (RPGs or otherwise) that I don't even know why you bring it up in a conversation about the greater gaming culture or the impact that refereeing subjective rules language has on a game. I would have much rather that you addressed the meat of my post (which you abridged). The process for action declaration and resolution is pretty simple (and has an analogue to every aspect of life): 1) Players and GM engage in a conversation where the sensory input that the PCs ingest is conveyed. 2) At that point, the player can orient themselves properly (through their characters) with respect to the dimensional and dramatic components of the situation at hand. 3) Using those observations and orientation, they will then consider the possible actions they can declare. Doing this requires an understanding of the proxy by which the players and characters interface. This proxy, of course, is the collective of the PC build rules, the resolution mechanics, and their best understanding of how all these things intersect to spit out the probability of various outcomes. They then make a decision, declare an action, and resolve it. If any part of 1-3 is made fuzzy (be it by opacity of rules language, poor GM:player communication, or a disconnect between GM/player inference/intuition/understanding on areas where rule subsystems intersect), a player will lose confidence in their ability to intuitively (and thus quickly - your pacing...of which I also share considerable concern) execute 1-3...eg declare an action and then resolve it and find out what happens. In essence, they're disoriented and making wobbly decisions where they can't reasonably infer the probability of outcomes within a margin-of-error they're comfortable with. Play slows down, at the very least, at the GM:PC conversation stage where the player attempts to haggle more and more information out of the GM to reduce that disorientation and attendant, uncomfortable margin-of-error. That isn't egoism. That isn't immaturity. That isn't being a me-first, poor sport. I've always had great sympathy with (good faith) players when this has happened because I know that either I've done a poorer job than I would have liked or the ruleset itself is problematic. [HR][/HR] How about a (in my opinion) very relevant, real-life analogue to the impact (on play, on the culture of fans, on participants, and on referees themselves) of refereeing games in a landscape of (intentionally) subjective rules language that requires interpretation. NFL * The new "hit on a defenseless player" rules language and all of the areas of that rule that intersect (targets, location on field, posture of players moment to moment, target area). Fans hate how damaging the vagaries of these rules are onto the competitive legitimacy of a singular game and the cross-season impact. Defensive players utterly abhor them because they demand the physically impossible. Referees do not want this kind of impact on games to be in their subjective hands as the margin-of-error and impact on a misapplication is enormous. Oddsmakers and gamblers hate it. WR and TE are liking the rule less and less as target areas are becoming knees and thighs, leading more devastating knee and ankle injuries. The only people that like these rules are (1) NFL execs who are terrified of the continuing threat of class-action lawsuits for head injuries (and are doing everything they can - including destroying the competitive integrity of the game - to protect the brand) and (2) QBs (who find themselves in the unenviable position of hating them when their team is on defense and they're screwed by a terrible, game-altering call). NBA * The evolving incoherence and lack of uniform application (and the negative fallout on play - including the increasing propensity for flopping and making a mockery of play) of the block/charge call. NHL * The new goaltender interference rules versus the old, clear, unmistakable rules-language of "any player being in the crease at the time of the goal." There are plenty more than that, but those are three areas where there is pretty much universal disdain for the impact of these subjective rules, and the poor/inconsistent refereeing that stems from them, on the integrity of play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
Top