What are the rules for?

Basically, a lot of this sort of thing will be covered or not depending on the designer(s) view of whether it'll impact the gameplay loop in some significant (and probably frequent) way; in some cases said designer may be a GM who is using a system in a slightly or greatly unusual way.
 

log in or register to remove this ad

I was also disagreeing with the suggestion that the core concerns of RPG rules are presenting the setting and mediating players having their PCs interact with the setting.
I would be very interested to know what you think RPGs are doing if not those two specific things. Those are precisely the things I am quite convinced that RPGs are doing. What an interesting difference of opinion.
Well, I am from the Vincent Baker school: the essential function of the rules in a RPG is to assist the participants in agreeing on what to imagine together.

Where there is a fairly traditional player/GM split, then sometimes that will be related to the GM presenting the setting (eg the GM is not allowed to say <xyz> about the setting unless a certain rule permission or requirement is triggered); and sometimes the rules will mediate the players having their PCs interact with the setting.

But there can be all sorts of other concerns with, or aspects of, the fiction that the rules are dealing with. Sometimes PCs interact with one another. Sometimes the rules establishes some "meta"-context of the fiction (eg the Doom Pool in MHRP). Sometimes the rules govern situation in some fashion - eg the rules for Circles in Burning Wheel.

There's also the issue of what is setting? I think it can be quite misleading - in the sense of giving a mistaken impression of the way play unfolds and of the sorts of things that matter in the shared fiction - to characterise everything outside the PCs as setting. For instance, in may RPGs there is a greater focus on situation than on setting - some context of strife or tension or opportunity or opposition that the PCs are caught up in. Rules that deal with that aren't generally about presenting the setting, or about PC interactions with the setting. The setting is typically just a backdrop to what the fiction - and hence the rules - is actually concerned with.
 

Recent & Upcoming Releases

Remove ads

Top