Why do RPGs have rules?

Commonality of use. @clearstream themselves said they got it from a specific article, and hadn't seen it outside of that. This is why jargon can very easily obscure as much as it can clarify, so I try to avoid it unless I'm reasonably sure anyone likely to get involved in the discussion knows what I'm talking about.
I will occasionally introduce jargon to avoid ambiguity. E.g. if people are having a semantic argument about whether sandboxes are good, and it appears to be that much of the disagreement is not substantive but rather an argument over what the term "sandbox" refers to, I might prefer to define a jargon term like "fnorb: an gameworld environment with hooks and scenarios for the players to choose to engage with, but which has no social contract requiring the players to engage with the available scenarios in any particular order, or to avoid generating their own. There may be a bounty board in a fnorb, but the GM will not get upset if you decide to explore the sewers for a while instead."

Then I can have a nice discussion about the pros and cons of fnorbs with anyone interested in them, instead of a tiresome discussion about whether fnorbs count as sandboxes.

It doesn't work though (doesn't improve the quality of discourse) unless you can point to a clear definition of fnorb that nobody in the conversation disagrees with.
 
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It just get frustrating when 100% of the quotes in the books go one way and 0% the other way, but people argue that it's the way of 0%. If the best you(general you) can argue is that if you squint sideways, twist things a bit that you can make those passages not quite read as absolute, then perhaps your(general you) position isn't very strong.

I get that they want the game to be that way, and I personally run my game that way 99.99% of the time. I go over house rules with my group and almost always we go with the majority of what the players want with me breaking ties since we have 4 players. That's my choice, though. The game gives me the authority to just put house rules into place without asking the players for input, even though the books advise DMs to talk them over with the players before making a decision.
100% of the quotes you provided. Not 100% of the text. I'm not saying there are contradictory quotes to be found, but let's have some perspective.

The reality is that as hawkeyefan demonstrated, the quotes you provided do not clearly state what this rule zero authority actually looks like or how it works. At best the quotes sort of allude to what you say they say.

Note again that you are conflating 'the DM can add house rules' with 'the DM can ignore or lie about the rules at any time with no constraints'.
 

Yeah, it was a mistake to claim @pemerton wasn't literally correct. What I meant was I very much value worldbuilding for its own sake as well as in play, and felt that it was being disrespected, since the literal fact being stated was, well, literal.
See, I think worldbuilding on its own, as a pastime is cool. I did a lot of it when I was younger, and I still often use that material when I want some 'myth'. But if it is done outside of the purview of any particular game, with no specific intent to use it as gaming material, I don't think that any commentary by anyone about world building WITH such an intent is even relevant. Like I don't think any of this discussion even matters. I've seen various world building threads, and I'm sure they're interesting in that 'abstract world builder' sense. I certainly would think it would be offensive for someone to threadcrap there about it, but I don't think the concept itself is being 'disrespected' here.
 

100% of the quotes you provided. Not 100% of the text. I'm not saying there are contradictory quotes to be found, but let's have some perspective.
I think you know what I meant and didn't seriously believe that I was saying that 100% of the text supported me.
The reality is that as hawkeyefan demonstrated, the quotes you provided do not clearly state what this rule zero authority actually looks like or how it works. At best the quotes sort of allude to what you say they say.
And nothing the other way that I have seen or has been provided by anyone on that side. That's pretty telling about how 5e views it.
Note again that you are conflating 'the DM can add house rules' with 'the DM can ignore or lie about the rules at any time with no constraints'.
First, there is no "lie." The DM can add house rules and add, remove or alter existing rules as he sees fit, "They serve him not the other way around." That means that the DM can change a rule from round to round if he wants and it won't be a "lie," but rather a change to the rules. As for ignore, the DM can ignore a rule as a change or house rule from round to round if he wants. It's not a conflation. It's Rule 0.
 

So the answer is no, you can't show me anything that gives the players authority like those passages give to the DM. You provided not one quote. Hell, you can't even overcome the one single passage in the PHB.

First, I was commenting on the passages you shared and I explained why I disagreed with your interpretation of those passages. The larger context of most of the passages sheds more light about the intention of the parts you cherry-picked. Some of the passages you quoted actually help support my interpretation, so I explained that.

Second, I did quote the book on a few occasions. That you’ve chosen to ignore those bits and claim I didn’t quote the book seems, to me, like further evidence of selective reading on your part.

I’ll repost the first bit here, as I feel it’s relevant.

It also mentions that the DM is meant to "create a campaign world that revolves around their (the players) actions and decisions, and to keep your players coming back for more."

I mean, we can just as easily interpret the DM as having failed if he does not keep his players coming back for more. So if a DM says "no elves in this game" and a player says "well I want to play an elf, and if I can't then I'm not going to play" then that DM has failed at the job as described.

So this is talking about how the DM is supposed to perform his duties in order to make sure that the game revolves around the players’ actions and decisions, and “to keep them coming back for more”.

I bolded the part I’d like you to focus on. If a player doesn’t come back for more, the DM has failed to perform their duties in the manner expected by the rules.

So if a DM exercises his authority to unilaterally make a decision, and that decision is dissatisfactory to a player such that they decide to not come back, the DM has failed.

How does that sit with your idea that the DM has absolute authority? That passage very clearly shows that everything the DM does should be in service to the players.
 

100% of the quotes you provided. Not 100% of the text. I'm not saying there are contradictory quotes to be found, but let's have some perspective.

The reality is that as hawkeyefan demonstrated, the quotes you provided do not clearly state what this rule zero authority actually looks like or how it works. At best the quotes sort of allude to what you say they say.

Note again that you are conflating 'the DM can add house rules' with 'the DM can ignore or lie about the rules at any time with no constraints'.
I have to concur. I mean, I think that the people who wrote the 5e core books are pretty trad, at least they were writing from a pretty trad PoV, but I also think they were attempting to NOT come down to much on any side of the various arguments about styles of play, GM authority, etc. People felt that 4e had a 'player bias', that it distinctly removed certain things from the purview of the GM that they felt were traditionally GM prerogatives. So they made some statements which are quite reasonably interpretable as supporting a supervenient GM authority over everything. OTOH they also knew that they were best off to NOT do that, because it is generally destructive to quality of play and overall 'D&D ecology'. So, all this stuff is written in a very sideways kind of way that can be taken however you want to take it.

My point is, really its useless to argue about. If you write to WotC customer support and ask them flat out, they're not going to give you a straight answer, I can almost guarantee it!
 

First, I was commenting on the passages you shared and I explained why I disagreed with your interpretation of those passages. The larger context of most of the passages sheds more light about the intention of the parts you cherry-picked. Some of the passages you quoted actually help support my interpretation, so I explained that.

Second, I did quote the book on a few occasions. That you’ve chosen to ignore those bits and claim I didn’t quote the book seems, to me, like further evidence of selective reading on your part.

I’ll repost the first bit here, as I feel it’s relevant.



So this is talking about how the DM is supposed to perform his duties in order to make sure that the game revolves around the players’ actions and decisions, and “to keep them coming back for more”.

I bolded the part I’d like you to focus on. If a player doesn’t come back for more, the DM has failed to perform their duties in the manner expected by the rules.

So if a DM exercises his authority to unilaterally make a decision, and that decision is dissatisfactory to a player such that they decide to not come back, the DM has failed.

How does that sit with your idea that the DM has absolute authority? That passage very clearly shows that everything the DM does should be in service to the players.
Sure. The primary goal is fun(keeping them coming back for more). The DM can fail at the goal, but that goal has nothing to do with whether or not he has Rule 0 authority. He can succeed with it, or fail without it.
 

In a very basic sense, rules are constraints meant to define the objective and to also determine conditions for success.

Generally they strive to make parameters for a contest of skill or talent.

We box in a ring. We don’t hit below the belt.

I could run my opponent over with my car if I see him, but that says nothing about my ability to punch, dodge or block. Not anything about my endurance. Rules allow for a fair comparison.

Make believe or telling stories do none of those things unless they have parameters. Due to my groups expectations and playstyle. I would no more ask this question than if I was playing checkers, chess or baseball…
 

I'm no expert on the 'magic circle', the Wikipedia 'lusory_attitude' article linked to a "Magic Circle" article, and I did skim it earlier. They don't appear to be the same thing at all, IMHO
I just Googled "game studies magic circle" and found a link to this: Games and the Magic Circle

It defines the "magic circle" as "the area within which the rules of the game apply, a special space, ideally but not necessarily demarcated by the rules within which play occurs. It need not be a physical space, but can instead be virtual or a frame of mind." A frame of mind is, for present purposes, the same thing as an attitude - it establishes a (metaphorical) space within which play occurs, ie within which normative credence is given to the rules that constitute and govern the game.

I'm prepared to accept that, within the field of game studies, there are differences to be drawn between a lusory attitude approach and a magic circle approach, but I don't think those differences are going to tell us much about RPG play or design, at least not in the context of this discussion.

I can see that the points "players agree to a set of rules which they treat as binding on them when they join a game" and "games have rules and processes which define them as such" as being kind of fundamental building blocks of ideas about games. I agree though, they're so basic that they are not going to tell us much in general. Your use of these concepts to question the 'gameness' of RPGs with omnipotent (unbound by the rules) GMs was kind of amusing. It made sense as an argument and seems like a useful observation, but it was hardly necessary to get so technical to arrive at what is a common observation in many circles.

<snip>

that simply brings us to a matter of taste really, is an informally defined game sufficient? I think I'm personally willing to allow it the label of 'game' (or else my gaming activity only started many years after I thought it did!).
I agree on both points. It is not necessary to use the Suits framework to reach the conclusion I did about "GM decides" play. Vincent Baker reached the same conclusion through his contrast of conflict with task resolution: "Task resolution, in short, puts the GM in a position of priviledged authorship. Task resolution will undermine your collaboration."

And I have no objection to calling that play, nor children's imaginative play, a game, even though it does not involve the adoption of less efficient means.

I can easily tell the difference between chess and D&D. In fact, at the age of 13, in 1975, when I heard about the IDEA of D&D, I instantly and immediately grasped this exact difference! It was like an electric shock, the implications were instantly apparent! Now, had I been conversant at that time with Free Kriegsspiel or Dave and Co.'s Braunsteins I might have been less shocked, but it was definitely a revelation to my naive brain, and the 'openness' of D&D was exactly what I immediately saw as its most salient characteristic.
I think this points towards a key issue.

The issue is most straightforwardly set out by drawing clear contrasts, although - in actuality, at any given table and in any given loungeroom - the contrasts may not have been so clear.

In free kriegspiel, play has a fairly simple goal. And the participants have (relatively) straightforward means: treating the model battlefield as a representation of a real one (although in fact they know there is no real one - this is the "lusory attitude"), they issue the commands they believe would be fitting to achieve victory on that real battlefield. The judge is not a participant in play, and does not adopt the "lusory attitude". The judge's function is to reason about how things would go on a real battlefield having the same characteristics as the one that the model notionally represents. In other words, the judge provides expert derivation of consequences.

A Braunstein, as I understand it, works like free kriegspiel.

In both sorts of play, and in an Arnesonian/Gygaxian dungeon as well, there are also hidden/secret elements, established in advance of play, which come to light only when the judge's reasoning indicates that a move performed by a player would, in the "reality" of which the model is a representation, bring that information to light. In a kriegspiel, I can imagine that being the depth of a river, or the strength of a wall against shell fire. In a Braunstein, that might be whether or not a "NPC" being held hostage is prone to scream loudly when provoked. In a dungeon, that is whether or not there is a concealed pit trap, or silent bugbears behind a door.

This capacity of the expert judge to reason about the modelled "reality" is a way of achieving "openness" of the game.

But that openness obviously makes possible the imagining of "realities" about which no one at the table is an expert, or about which no one could ever be an expert. It also invites an approach to the imagined reality in which what would really happen becomes a less interesting question than what exciting or engaging thing might happen?

When the point of play - the prelusory goal, if you like, or the creative agenda - alters in such a fashion, the whole setup changes. The "judge" is now a participant in play, taking part in the creation of this shared fiction. The notion of the map, board, playing pieces etc as a model of a reality, and of play as essentially reasoning about that reality, is gone. Expertise is irrelevant except to the extent that, among participants, it helps support some suspension of disbelief.

To me, "rule zero" seems like a cludge that has the purpose of achieving the second sort of thing without having to change your basic presentation of the game (rules, procedures of play, etc) from what they were when play was aimed at the first sort of thing. Whereas Dungeon World (and many other RPGs) don't even pretend to be oriented towards the first sort of thing, and set out procedures of play and rules that are designed from the ground up to achieve the second sort of thing. This is how they become complete rule sets for open play.
 

I think you know what I meant and didn't seriously believe that I was saying that 100% of the text supported me.
I said outright that I didn't think that.
And nothing the other way that I have seen or has been provided by anyone on that side. That's pretty telling about how 5e views it.

My position and I think the position of others is not that 5e has a strong view against GM authority/rule zero (whatever that is, we still don't have a working definition) , but instead that it is deliberately vague about such things. This is the compromise edition, the 'please like us and do whatever you would normally do' edition.

First, there is no "lie." The DM can add house rules and add, remove or alter existing rules as he sees fit, "They serve him not the other way around." That means that the DM can change a rule from round to round if he wants and it won't be a "lie," but rather a change to the rules. As for ignore, the DM can ignore a rule as a change or house rule from round to round if he wants. It's not a conflation. It's Rule 0.
Fudging is still a lie. 'Oh I rolled a 20, wink emoji' or 'Oh I didn't roll a 20, wink emoji'.

Again, please show me the text of this rule zero.
 

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