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="pemerton" data-source="post: 9033748" data-attributes="member: 42582"><p>So, here's a rule in Apocalypse World - it is written in a way so as to speak to the MC, and so uses the second person to refer to the GM:</p><p></p><p style="margin-left: 20px">The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings.</p><p></p><p>This rules establishes a normative standard for play - a set of exclusive permissions conferred on the players (to say what their PCs say, undertake to do, think, feel, and remember), and also obligations imposed on the players (to answer questions).</p><p></p><p>It doesn't take the form of <u><em>description</em> is matched to <em>norm/rule</em> that yield <em>consequence</em></u>. It is about conferring permissions and obligations on participants.</p><p></p><p>Here is a rule, from 4e D&D, that superficially <em>does</em> have that form: if a character falls into a pit, then (everything else being equal) they land prone. But the problem with that so-called rule is that it is not a rule at all! It doesn't state any normative standard. Hence, the better view is that my statement of the 4e rule is incomplete. The true 4e rule is that: <em>if</em> the participants agree that a character falls into a pit, <em>then</em> they are obliged (if everything else is equal) to agree that the character has landed prone. When stated correctly, as a normative standard, we see that this rule, too, is about conferring obligations on participants.</p><p></p><p>Like all game rules, RPG rules establish normative standards to which participants voluntarily agree to hold themselves - or, to put it another way, standards by which they voluntarily agree to be bound. Sometimes we state the rules in an elliptical fashion - eg <em>a queen in chess can move any number of squares</em> but the correct statement of the rule will make clear what the standard is - eg <em>a player who is making a move in chess may move their queen any number of squares</em>.</p><p></p><p>To reiterate: Working out the general form of RPG rules is not hard. Like other game rules, their general form is to confer permissions in respect of, or establish prohibitions on, the conduct of the participants in their capacity as players of the game.</p><p></p><p>(There is an alternative way of stating the rules of chess, in a quasi-mathematical fashion as constituting a set of possible game-states. In this form of stating them, normative standards that confer permissions instead become statements of possibility that underpin the construction of the set of possible game-states. <em>Perhaps</em> something like this is possible for a very simple D&D combat, or even a very simple dungeon crawl. It's not possible for a 4e skill challenge, or for the play of AW. Hence the approach to RPG rules as stating normative standards for participants is the more fundamental. Which is Vincent Baker's point when <a href="http://lumpley.com/hardcore.html" target="_blank">he says</a> "So look, you! Mechanics might model the stuff of the game world, that's another topic, but they don't exist to do so. They exist to ease and constrain real-world social negotiation between the players at the table. That's their sole and crucial function.")</p></blockquote><p></p>
[QUOTE="pemerton, post: 9033748, member: 42582"] So, here's a rule in Apocalypse World - it is written in a way so as to speak to the MC, and so uses the second person to refer to the GM: [indent]The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings.[/indent] This rules establishes a normative standard for play - a set of exclusive permissions conferred on the players (to say what their PCs say, undertake to do, think, feel, and remember), and also obligations imposed on the players (to answer questions). It doesn't take the form of [u][I]description[/I] is matched to [I]norm/rule[/I] that yield [I]consequence[/I][/u]. It is about conferring permissions and obligations on participants. Here is a rule, from 4e D&D, that superficially [I]does[/I] have that form: if a character falls into a pit, then (everything else being equal) they land prone. But the problem with that so-called rule is that it is not a rule at all! It doesn't state any normative standard. Hence, the better view is that my statement of the 4e rule is incomplete. The true 4e rule is that: [I]if[/I] the participants agree that a character falls into a pit, [I]then[/I] they are obliged (if everything else is equal) to agree that the character has landed prone. When stated correctly, as a normative standard, we see that this rule, too, is about conferring obligations on participants. Like all game rules, RPG rules establish normative standards to which participants voluntarily agree to hold themselves - or, to put it another way, standards by which they voluntarily agree to be bound. Sometimes we state the rules in an elliptical fashion - eg [I]a queen in chess can move any number of squares[/I] but the correct statement of the rule will make clear what the standard is - eg [I]a player who is making a move in chess may move their queen any number of squares[/I]. To reiterate: Working out the general form of RPG rules is not hard. Like other game rules, their general form is to confer permissions in respect of, or establish prohibitions on, the conduct of the participants in their capacity as players of the game. (There is an alternative way of stating the rules of chess, in a quasi-mathematical fashion as constituting a set of possible game-states. In this form of stating them, normative standards that confer permissions instead become statements of possibility that underpin the construction of the set of possible game-states. [I]Perhaps[/I] something like this is possible for a very simple D&D combat, or even a very simple dungeon crawl. It's not possible for a 4e skill challenge, or for the play of AW. Hence the approach to RPG rules as stating normative standards for participants is the more fundamental. Which is Vincent Baker's point when [url=http://lumpley.com/hardcore.html]he says[/url] "So look, you! Mechanics might model the stuff of the game world, that's another topic, but they don't exist to do so. They exist to ease and constrain real-world social negotiation between the players at the table. That's their sole and crucial function.") [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top