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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9010562" data-attributes="member: 71699"><p>It's more to get at what is in character different about decisions one is calling "rulings", and decisions that one does not call "rulings" in order to see if that's largely a preference or is compelled in some way? Either way, to understand what the justification is. I think there should be - in principle at least - a concept of player-rulings.</p><p></p><p></p><p>Whether or not rulings should imply binding precedents, it seems obviously possible to make a ruling without doing so.</p><p></p><p></p><p>Good example. In Swashbuckling! I would be doing the former, right? Do you picture that MC must be consistent with their likes? [EDIT In a mirror-game where roles are flipped.] For example</p><p></p><p>Jo - I leap from the balcony where we are standing to the chandelier, swing across and exit through the tall windows.</p><p>MC - Love it!</p><p>Flo - I leap from the balcony where we are standing to the chandelier, swing across and exit through the tall windows.</p><p>MC - Nope, I dislike that.</p><p></p><p></p><p>Having run a lot of rules-light games, it is true that we tend to remember how we ruled last time. Often however, the only rulings that are persisted are those recorded as truths about characters (by their players, as notes in their character folios.)</p><p></p><p>Anyway, it's fair to say that if your definition for "rulings" is that they shall form binding precedents (perhaps by virtue of being recorded) then so long as no one writes down what they liked in Swashbuckling! you avoid counting anything said as a ruling. For now I feel like I can make rulings that are still rulings even though I don't write down or otherwise persist them. Further conversation might change that of course!</p></blockquote><p></p>
[QUOTE="clearstream, post: 9010562, member: 71699"] It's more to get at what is in character different about decisions one is calling "rulings", and decisions that one does not call "rulings" in order to see if that's largely a preference or is compelled in some way? Either way, to understand what the justification is. I think there should be - in principle at least - a concept of player-rulings. Whether or not rulings should imply binding precedents, it seems obviously possible to make a ruling without doing so. Good example. In Swashbuckling! I would be doing the former, right? Do you picture that MC must be consistent with their likes? [EDIT In a mirror-game where roles are flipped.] For example Jo - I leap from the balcony where we are standing to the chandelier, swing across and exit through the tall windows. MC - Love it! Flo - I leap from the balcony where we are standing to the chandelier, swing across and exit through the tall windows. MC - Nope, I dislike that. Having run a lot of rules-light games, it is true that we tend to remember how we ruled last time. Often however, the only rulings that are persisted are those recorded as truths about characters (by their players, as notes in their character folios.) Anyway, it's fair to say that if your definition for "rulings" is that they shall form binding precedents (perhaps by virtue of being recorded) then so long as no one writes down what they liked in Swashbuckling! you avoid counting anything said as a ruling. For now I feel like I can make rulings that are still rulings even though I don't write down or otherwise persist them. Further conversation might change that of course! [/QUOTE]
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