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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9014631" data-attributes="member: 6787650"><p>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. </p><p></p><p>Rule templates are ubiquitous. E.g. 5E monsters don't have to but usually do have the attack bonus and damage bonus you'd expect from their Str/Dex + CR. There's an implicit template there; it's used 99% of the time; but it's still not something you'd want to try to automate in a CRPG. There's nothing special about "extensible rule frameworks" or "rule templates" that makes them qualify as complete in the sense clearsense posits above, or the sense that I'm talking about (uniquely identifying the correct game state after the move occurs).</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9014631, member: 6787650"] 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. Rule templates are ubiquitous. E.g. 5E monsters don't have to but usually do have the attack bonus and damage bonus you'd expect from their Str/Dex + CR. There's an implicit template there; it's used 99% of the time; but it's still not something you'd want to try to automate in a CRPG. There's nothing special about "extensible rule frameworks" or "rule templates" that makes them qualify as complete in the sense clearsense posits above, or the sense that I'm talking about (uniquely identifying the correct game state after the move occurs). [/QUOTE]
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