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Why do RPGs have rules?
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<blockquote data-quote="numtini" data-source="post: 9006811" data-attributes="member: 6680071"><p>Rules define the universal constants and constraints of our fictional universe. Throughout our real lives we rely on reality having a shape and boundaries. We don't concern ourselves with stepping out the door and flying up into the sky. We know that water doesn't poison us. We know that hitting ourselves in the head with a hammer will hurt us. We base our choices in life on what we learn about how the world works. That's what rules do for the game world. They define the limits of our character's existence. I know that falling will hurt me this much. I know that casting this spell will do the following. I know that this armor will protect a certain amount.</p><p></p><p>We work out the story between players and the GM. But we don't work out certain things because they're baked into the universe in the form of a rulebook and those are the things that are properly rules and that the GM should not stray from. That doesn't mean everything in the game's rulebook. But it should mean that players can trust the decisions they make based on the rules, particularly about the physical universe, won't suddenly be subject to reality bending by the GMs whim.</p><p></p><p>For example, we were playing this week and a player wanted his character to get out through a window and asked how dangerous it would be to jump. I said it was about 10 feet. The rules say you roll 1d6 for each meter over 2 that you jump. On a 6, you take a condition. So the player knows this is a 1 in 6 chance of taking any damage and relatively minor at that and jumps out the window. Now if you make that drop 10 meters, that means 8d6 each 6 results in 1 damage. That seems pretty low to me for such a drop, but to me, it's not fair for me as GM to just override that rule when someone jumps out a 30 foot window because they're doing so expecting the universe to behave the way they understand it behaves, ie according to the rules.</p></blockquote><p></p>
[QUOTE="numtini, post: 9006811, member: 6680071"] Rules define the universal constants and constraints of our fictional universe. Throughout our real lives we rely on reality having a shape and boundaries. We don't concern ourselves with stepping out the door and flying up into the sky. We know that water doesn't poison us. We know that hitting ourselves in the head with a hammer will hurt us. We base our choices in life on what we learn about how the world works. That's what rules do for the game world. They define the limits of our character's existence. I know that falling will hurt me this much. I know that casting this spell will do the following. I know that this armor will protect a certain amount. We work out the story between players and the GM. But we don't work out certain things because they're baked into the universe in the form of a rulebook and those are the things that are properly rules and that the GM should not stray from. That doesn't mean everything in the game's rulebook. But it should mean that players can trust the decisions they make based on the rules, particularly about the physical universe, won't suddenly be subject to reality bending by the GMs whim. For example, we were playing this week and a player wanted his character to get out through a window and asked how dangerous it would be to jump. I said it was about 10 feet. The rules say you roll 1d6 for each meter over 2 that you jump. On a 6, you take a condition. So the player knows this is a 1 in 6 chance of taking any damage and relatively minor at that and jumps out the window. Now if you make that drop 10 meters, that means 8d6 each 6 results in 1 damage. That seems pretty low to me for such a drop, but to me, it's not fair for me as GM to just override that rule when someone jumps out a 30 foot window because they're doing so expecting the universe to behave the way they understand it behaves, ie according to the rules. [/QUOTE]
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