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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9010823" data-attributes="member: 6787650"><p>Well, then I think you're wrong to call it a "misplaced fixation", as in:</p><p></p><p>You acknowledge here that the rule doesn't care "who" rolls the dice ("I can't say this would 'break a rule'"), and though you don't acknowledge it, it doesn't matter who dictates the result ("Bob loses 3d8 HP"). The GM can <strong><em>override </em></strong>the rule, and is in fact the only one allowed to override the rule ("In this case Bob only loses 3d8/2 HP because he's underwater"), but Rule 0 is the <strong><em>only</em></strong> rule which says they can do so. The vast majority of rules in the game are unlike rule 0 and don't say anything about who can say what when. There are a minority of rules that are about the metagame and "who", such as (paraphrased) "the player can opt to spend inspiration in order for the character to gain a advantage on a save". But as for the claim that "a MAJORITY of all rules, probably a vast majority, are QUITE clear about whom they enable to speak!", nope. Count 'em. Not a majority.</p><p></p><p>P.S. If you play storygames like Hillfolk the distinction may become clearer to you because these games <em>do</em> care quite a lot about "who" may say what when. E.g. player A declares the next scene and who's in it and what the agenda is, player B may spend a drama token to avoid being in the scene, after the scene everybody votes on whether A's emotional agenda was achieved and that determines who gets a drama token, etc. D&D isn't like that.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9010823, member: 6787650"] Well, then I think you're wrong to call it a "misplaced fixation", as in: You acknowledge here that the rule doesn't care "who" rolls the dice ("I can't say this would 'break a rule'"), and though you don't acknowledge it, it doesn't matter who dictates the result ("Bob loses 3d8 HP"). The GM can [B][I]override [/I][/B]the rule, and is in fact the only one allowed to override the rule ("In this case Bob only loses 3d8/2 HP because he's underwater"), but Rule 0 is the [B][I]only[/I][/B] rule which says they can do so. The vast majority of rules in the game are unlike rule 0 and don't say anything about who can say what when. There are a minority of rules that are about the metagame and "who", such as (paraphrased) "the player can opt to spend inspiration in order for the character to gain a advantage on a save". But as for the claim that "a MAJORITY of all rules, probably a vast majority, are QUITE clear about whom they enable to speak!", nope. Count 'em. Not a majority. P.S. If you play storygames like Hillfolk the distinction may become clearer to you because these games [I]do[/I] care quite a lot about "who" may say what when. E.g. player A declares the next scene and who's in it and what the agenda is, player B may spend a drama token to avoid being in the scene, after the scene everybody votes on whether A's emotional agenda was achieved and that determines who gets a drama token, etc. D&D isn't like that. [/QUOTE]
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