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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9033311" data-attributes="member: 42582"><p>What is an "atomic function" in this context? What does a rule look like? What is a description?</p><p></p><p>You use these words and phrases as if they have precise, technical meanings. But to me they are serving more to obscure than to make clear.</p><p></p><p>I didn't say anything about "matching descriptions to rules". To repeat, I attributed to you the view that <em>in D&D, the GM gets to say what procedure will be used to work out what happens next</em>. [USER=6696971]@Manbearcat[/USER] has elaborated on the point in his post not far upthread.</p><p></p><p>For instance, when D&D is played in this fashion, the GM gets to decide whether to call for a dice roll or check; whether to narrate what happens next by reference to their notes; whether to narrate what happens next by extrapolating from their notes; even whether to narrate what happens next by giving voice to their sense of what would best fit, regardless of notes!</p><p></p><p>None of that is about "matching descriptions to rules". It's about actual processes whereby the shared fiction is established.</p><p></p><p>A procedure is a way of doing something, of brining something about.</p><p></p><p>A rule is a normative standard for conduct. A rule can <em>mandate</em> a procedure (eg "When combat starts, roll initiative"). A rule can <em>forbid</em> a procedure (eg "When we're playing a module, you're forbidden from peeking at the maps").</p><p></p><p>Nothing meaningful can be said about how RPGing works without discussing the procedures of play - that is to say, the actual methods that actual people use to creates, sustain and develop a shared fiction. The question asked in the OP is <em>What do rules contribute to this endeavour?</em> One contribution they make is to mandate some procedures, and forbid others.</p><p></p><p> <em>Mechanics</em>, as per my post upthread, is generally used to refer to a particular sort of procedure, that involves reference to what Baker calls a "cue" - ie rolling dice, making a list, adjusting a tally, writing down a blind declaration, etc.</p><p></p><p>All game mechanics are, or figure in, procedures of play. But not all procedures of play involve mechanics.</p><p></p><p>For instance, when the AW rulebook tells the GM to make a soft move if everyone looks to them to see what happens, that is a rule mandating a procedure - ie the GM is to say a particular sort of thing - but the procedure does not involve a mechanic.</p><p></p><p>This is not the most interesting feature of AW. Working out whether or not a player-side move has been triggered; or working out whether or not everyone is looking at the GM to see what happens next, hence requiring the GM to make a soft move, are not major problems in play.</p><p></p><p>They are certainly not illustrations of a game in which the GM is permitted to say what procedure will be used to work out what happens next.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9033311, member: 42582"] What is an "atomic function" in this context? What does a rule look like? What is a description? You use these words and phrases as if they have precise, technical meanings. But to me they are serving more to obscure than to make clear. I didn't say anything about "matching descriptions to rules". To repeat, I attributed to you the view that [I]in D&D, the GM gets to say what procedure will be used to work out what happens next[/I]. [USER=6696971]@Manbearcat[/USER] has elaborated on the point in his post not far upthread. For instance, when D&D is played in this fashion, the GM gets to decide whether to call for a dice roll or check; whether to narrate what happens next by reference to their notes; whether to narrate what happens next by extrapolating from their notes; even whether to narrate what happens next by giving voice to their sense of what would best fit, regardless of notes! None of that is about "matching descriptions to rules". It's about actual processes whereby the shared fiction is established. A procedure is a way of doing something, of brining something about. A rule is a normative standard for conduct. A rule can [I]mandate[/I] a procedure (eg "When combat starts, roll initiative"). A rule can [I]forbid[/I] a procedure (eg "When we're playing a module, you're forbidden from peeking at the maps"). Nothing meaningful can be said about how RPGing works without discussing the procedures of play - that is to say, the actual methods that actual people use to creates, sustain and develop a shared fiction. The question asked in the OP is [I]What do rules contribute to this endeavour?[/I] One contribution they make is to mandate some procedures, and forbid others. [I]Mechanics[/I], as per my post upthread, is generally used to refer to a particular sort of procedure, that involves reference to what Baker calls a "cue" - ie rolling dice, making a list, adjusting a tally, writing down a blind declaration, etc. All game mechanics are, or figure in, procedures of play. But not all procedures of play involve mechanics. For instance, when the AW rulebook tells the GM to make a soft move if everyone looks to them to see what happens, that is a rule mandating a procedure - ie the GM is to say a particular sort of thing - but the procedure does not involve a mechanic. This is not the most interesting feature of AW. Working out whether or not a player-side move has been triggered; or working out whether or not everyone is looking at the GM to see what happens next, hence requiring the GM to make a soft move, are not major problems in play. They are certainly not illustrations of a game in which the GM is permitted to say what procedure will be used to work out what happens next. [/QUOTE]
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