Aldarc
Legend
Is this you?Semantic arguments are boring.
As I predicted; sounds like rule creation/fiat exercise to me.
Is this you?Semantic arguments are boring.
As I predicted; sounds like rule creation/fiat exercise to me.
For me the metaphor reminds that the capacity to form and modify rules is preexisting. Applying Occam’s Razor one shouldn't be too willing to conclude Thor on the evidence of storms alone. Why not stop at - there are storms? Likewise rule zero from the preexisting capacity.Semantic arguments are boring. What's the substantive difference underlying this analogy? Apparently you believe that it's important whether "that which causes storms" is called "Thor" or "Zeus". Why, and what actual point are you trying to make about game rules?
Yes.Is this you?
Thanks. I think you're saying that the term "rule zero" adds nothing to discourse about any particular game and might as well be dropped. I wish I knew if that was the point Aldarc was trying to make.For me the metaphor reminds that the capacity to form and modify rules is preexisting. Applying Occam’s Razor one shouldn't be too willing to conclude Thor on the evidence of storms alone. Why not stop at - there are storms? Likewise rule zero from the preexisting capacity.
This gets firmly in mind the question of what if anything changes with rather than without a rule zero? While that depends on how I'm defining rule zero, the least requirement is that it should be doing something additional to forming and modifying rules. It needs to say something other than that.
There are ways to play where secrets simply do not exist; anything unknown is solved by an alternate mode...The only role which absolutely needs to go on the GM is Manager of Still-Secret Information, which is a subset of (Adjudication + Cast) which excludes rule adjudication and onscreen dialogue/actions. This is because it's impossible to un-know things that you already know, and difficult to pretend not to know them well enough to roleplay not knowing them. (If you know for a fact that Door A leads to certain doom and Door B leads to freedom, any clues given about A and B are meaningless! You already know what not to believe.)
Honestly, that seems significantly different from the way many are discussing it in this thread.
Ah, the Gygaxian viewpoint... at least, a view expressed in the AD&D 1E DMG at certain points.The purpose of rules is to confuse and frustrate the players in order to push them towards lateral thinking, free form improv, and thinking solely in the context of the fiction.
Per the designer, the point is to make interesting only that which should be interesting in genre...In DW the rules are clear: if you do it, you do it - and a player-side move is resolved - and otherwise the GM makes a move, soft unless the conditions for a hard move are satisfied.
The function of custom moves in DW, AW and similar games is not to "allow for things the rules don't explicitly allow", because there is no action that is feasible within the fiction that the rules don't explicitly allow.
Burning Wheel and derivatives Rule 0 is "Don't be a dick."I don't have my 3E books on hand (recently moved) but yes, that seems very different from what is meant in this thread and what rule zero is generally taken to mean in most uses online.
Method 2 is interesting and not something I'd ever thought of before. Obviously there are limitations to both modes but it's thought-provoking! Thanks for sharing.There are ways to play where secrets simply do not exist; anything unknown is solved by an alternate mode...
Method 1: formulate a question, preferably in Yes/No, and apply randomization to decide if it's true or false.
Method 2: when it becomes important to answer a secret, randomize who decides.
Mode 1 is used in a number of GM-less games
Mode 2 is used by several games by John Wick. Most notably Houses of the Blooded. Blood and Honor is the same core mechanics as HotBlooded, but adapted for samurai.
Both modes are advocated for in Bruce Murray's Diaspora.
Mythic GM Emulator is mode 1.
Using both modes, even mysteries can be played, with no secrets.
Not really. 99.99% of the time, it's just taking an existing move and adapting it. For example, one of my players "upgraded" from tiefling to full on cambion (magically made effectively half-devil) during play. That, to me, meant he should gain new powers, and devils had been established to have teleportation abilities. So I came up with a move that I felt worked with that. I built it using the "pick N from this list, or (N minus 1 or 2) on partial success." This is a standard form used by lots of moves, so it's not really "creating" a rule. That is, here is my Teleport move:I haven't played Dungeon World, but if you're using "sufficient" the way I think you are, meaning "no creativity or rule interpolation/creation" is required, I find that claim hard to believe. I hear dungeon worlders talking about making up "custom moves," with defined prerequisites and effects, and that sounds like rule creation to me.
Teleportation
When you pass through the nether realms to teleport somewhere you can physically see, roll+CHA.
On a 10+, choose 2.
On a 7-9, choose 1.
On a miss, you still teleport, but it is seriously disorienting, or even dangerous. The DM will tell you how.
- You go exactly where you want to.
- Your motion goes unseen in either world.
- Your motion is effectively instant.
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+STR.
✴ On a 10+, choose 3.
✴ On a 7-9 choose 2.
- It doesn’t take a very long time
- Nothing of value is damaged
- It doesn’t make an inordinate amount of noise
- You can fix the thing again without a lot of effort
The problem with your question is that you presume that all rules can only take one form: discrete, individual chunks that explicitly approve of, define, or delimit single acts. And, if that assumption is granted, you are quite correct that no system could ever even hope to be comprehensive, because you would need infinitely many narrow, specific rules to cover even a small range of situations, let alone the dizzying variety of unexpected things players might want to do.It's unavoidable. Players will always want to occasionally try sometime the rules don't explicitly allow, and you'll have to make up a reasonable result or system for producing results. Have I misunderstood you or do you genuinely think that Dungeon World has rules and outcomes defined already for every conceivable player action from plunging a toilet to digging mile-long tunnel?
And if the answer is "99.9% of the time you just use an existing extensible framework rule, and the other 0.1% you take an existing rule template and apply it to the current situation," where would that fall? Because that doesn't read to me as being "GM fiat," at least not in any sense of the phrase that I'm familiar with.I suspect you're going to come back with something that says the GM or the player will make something appropriate up, in which case I'm going to say "that's just GM fiat, a.k.a. Rule Zero, extended to be shared with the players." That wouldn't count as an absence of fiat.
That would fall into the camp of being just like every other RPG I'm aware of: needing a GM or GM substitute (like player consensus) to fill in gaps. It's sometime that can only be done by a human, not a CRPG, and to bring us back on topic, it's the primary purpose of GM fiat/Rule Zero/whatever you want to call it. I'm contradicting maxperson's claim that filling in gaps is not what Rule Zero is primarily for (bearing in mind that Rule Zero is just a Internet name for the GM's authority to contradict or extend the rules, not an actual rule in most games). I'm saying that the extending function is used more often than the contradiction function, IME.And if the answer is "99.9% of the time you just use an existing extensible framework rule, and the other 0.1% you take an existing rule template and apply it to the current situation," where would that fall? Because that doesn't read to me as being "GM fiat," at least not in any sense of the phrase that I'm familiar with.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.