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="clearstream" data-source="post: 9033246" data-attributes="member: 71699"><p>Yes. Other ways I have seen it put is as propositions and factual predicates. I was thinking of language such as "player describes what their character does." I'm not wedded to the particular word.</p><p></p><p></p><p>So by your lights, there can be a procedure containing just one rule. Why call that a procedure exactly? Isn't rule clearer?</p><p></p><p></p><p>I'm cautious of mapping computer game design philosophies onto TTRPGs. However, TTRPG mechanics are normally easily deconstructed into multiple rules. Can you say what problem you see with understanding a mechanic as a compound rule? Or supposing we take mechanic and rule to be synonyms, what do you propose for compound rules that collectively fabricate methods?</p><p></p><p></p><p>Well, as I have repeatedly said that I don't think we should say mechanics when we mean rules, this would be a problem for those saying mechanics <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Which is to say, in defining mechanics as compound rules, I am reserving for myself the resources needed to cover all those other things.</p><p></p><p></p><p>It's kind of an open question whether there can be any sort of general game studies or whether classes of games such as TTRPGs can really only be studied as separate domains. But anyway, almost all of the literature identifies rules as basic to games, so I feel on safe ground to want to examine them in detail.</p><p></p><p>I'm not really that hung up on terms, and it might even be too reductionist to go to atomic rules (assuming too, that it's even possible.) I've made the possible (but I think pretty much unavoidable) mistake of embedding my definition of what a rule is into what looks like a procedure for using the rule. Making quite reasonable the sort of resistance you raise.</p><p></p><p>Strictly, an RPG rule as I define it is a supersession or extension of a norm, that is a rule fills in for a norm wherever one would serve. A para-norm, if you will.* One can agree or disagree with that (I see plenty of issues myself) but all this other criticism feels to me a bit off-track. I'm most interested in the question of whether that definition <em>of a rule</em> does enough work? And on the work such a definition seems to presuppose norms are doing for TTRPG. Perhaps what a norm does is something quite functional... as I think I've implied.</p><p></p><p></p><p>[*Rules are paranormal. You read it here first!]</p></blockquote><p></p>
[QUOTE="clearstream, post: 9033246, member: 71699"] Yes. Other ways I have seen it put is as propositions and factual predicates. I was thinking of language such as "player describes what their character does." I'm not wedded to the particular word. So by your lights, there can be a procedure containing just one rule. Why call that a procedure exactly? Isn't rule clearer? I'm cautious of mapping computer game design philosophies onto TTRPGs. However, TTRPG mechanics are normally easily deconstructed into multiple rules. Can you say what problem you see with understanding a mechanic as a compound rule? Or supposing we take mechanic and rule to be synonyms, what do you propose for compound rules that collectively fabricate methods? Well, as I have repeatedly said that I don't think we should say mechanics when we mean rules, this would be a problem for those saying mechanics :p Which is to say, in defining mechanics as compound rules, I am reserving for myself the resources needed to cover all those other things. It's kind of an open question whether there can be any sort of general game studies or whether classes of games such as TTRPGs can really only be studied as separate domains. But anyway, almost all of the literature identifies rules as basic to games, so I feel on safe ground to want to examine them in detail. I'm not really that hung up on terms, and it might even be too reductionist to go to atomic rules (assuming too, that it's even possible.) I've made the possible (but I think pretty much unavoidable) mistake of embedding my definition of what a rule is into what looks like a procedure for using the rule. Making quite reasonable the sort of resistance you raise. Strictly, an RPG rule as I define it is a supersession or extension of a norm, that is a rule fills in for a norm wherever one would serve. A para-norm, if you will.* One can agree or disagree with that (I see plenty of issues myself) but all this other criticism feels to me a bit off-track. I'm most interested in the question of whether that definition [I]of a rule[/I] does enough work? And on the work such a definition seems to presuppose norms are doing for TTRPG. Perhaps what a norm does is something quite functional... as I think I've implied. [*Rules are paranormal. You read it here first!] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top