Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 9033228" data-attributes="member: 6696971"><p>“The description.” Of what? Its not clear to me.</p><p></p><p>And I’m assuming “the description” isn’t idiosyncratic to a particular game, here? You’re applying “the description” (whatever that might be…I’m assuming this a stable phenomenon you’re envisioning…some routine thing that occurs in all games?) across all games I hope?</p><p></p><p></p><p></p><p>To be clear, I’m not restating your concern (which isn’t clear to me what this concern is…is it the “matching a description to a rule” idea above?). I’m (a) differentiating procedures and rules (procedures are a particular subset of rules), (b) confirming pemerton’s historical usage of procedures vs rules, (c) and agreeing with that usage.</p><p></p><p></p><p></p><p>All of the above that you’ve expressed looks to me to be mapping computer game design philosophy onto TTRPGs. I don’t think a wider reading of game mechanics (whether it be in physical sport, computer games broadly, or esports specifically) is helpful to TTRPG discussion or design.</p><p></p><p>Take your “mechanics are actions players can take to change the gamestate above.” Ok, that omits Wandering Monster rolls, Camp/Town Event rolls, Monster Reaction rolls, Blades in the Dark Fortune rolls, NPC/Threat/Obstacle rolls during Contests or Conflicts, etc. That is a glaring omission of content generating dice rolls, which players don’t roll, that significantly change the gamestate. Binning them outside of “mechanics” seems like something computer game derived philosophy would do because these things are automated or fixed in that medium; therefore not a part of the user’s experience and not a fundamental, dynamism-infusing part of play as they are in TTRPGs.</p><p></p><p>So, in the same way that I wouldn’t map a conversation about a pitcher’s delivery mechanics, or a BJJ player’s arm drag and top game mechanics, or a basketball player’s shooting mechanics, I don’t think its correct or helpful to use computer game design philosophy of esports jargon to attempt to capture either the fullness or novelty of TTRPG mechanics.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9033228, member: 6696971"] “The description.” Of what? Its not clear to me. And I’m assuming “the description” isn’t idiosyncratic to a particular game, here? You’re applying “the description” (whatever that might be…I’m assuming this a stable phenomenon you’re envisioning…some routine thing that occurs in all games?) across all games I hope? To be clear, I’m not restating your concern (which isn’t clear to me what this concern is…is it the “matching a description to a rule” idea above?). I’m (a) differentiating procedures and rules (procedures are a particular subset of rules), (b) confirming pemerton’s historical usage of procedures vs rules, (c) and agreeing with that usage. All of the above that you’ve expressed looks to me to be mapping computer game design philosophy onto TTRPGs. I don’t think a wider reading of game mechanics (whether it be in physical sport, computer games broadly, or esports specifically) is helpful to TTRPG discussion or design. Take your “mechanics are actions players can take to change the gamestate above.” Ok, that omits Wandering Monster rolls, Camp/Town Event rolls, Monster Reaction rolls, Blades in the Dark Fortune rolls, NPC/Threat/Obstacle rolls during Contests or Conflicts, etc. That is a glaring omission of content generating dice rolls, which players don’t roll, that significantly change the gamestate. Binning them outside of “mechanics” seems like something computer game derived philosophy would do because these things are automated or fixed in that medium; therefore not a part of the user’s experience and not a fundamental, dynamism-infusing part of play as they are in TTRPGs. So, in the same way that I wouldn’t map a conversation about a pitcher’s delivery mechanics, or a BJJ player’s arm drag and top game mechanics, or a basketball player’s shooting mechanics, I don’t think its correct or helpful to use computer game design philosophy of esports jargon to attempt to capture either the fullness or novelty of TTRPG mechanics. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top