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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9034597" data-attributes="member: 42582"><p>It is possible to design rules so that they generate a certain sort of phenomenon, although no one is obliged, in applying the rule, to have regard to the phenomenon in question. A classic discussion of this possibility is Rawls's Two Concepts of Rules.</p><p></p><p>Here is a rule that addresses <em>who has to say what</em> in a RPG (it is not, on its own, a complete statement of rules for a RPG):</p><p></p><p style="margin-left: 20px">If a player declares an action for their PC, and then makes a roll to determine the outcome of that action declaration, and the roll fails, the GM must say something about what happens next, and the thing that the GM says must clearly defeat or set back the goal the player was hoping the action would achieve for their PC.</p><p></p><p>(Some readers may recognise that this is a rule from the RPG Burning Wheel.)</p><p></p><p>This rule does not speak about "the unwelcome and unwanted". It talks about some particular player hopes, and the relationship to them of fiction that a different participant is obliged to narrate. Nevertheless, following this rule, in conjunction with some other appropriate rules, <em>will make</em> the unwanted and unexpected a part of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9034597, member: 42582"] It is possible to design rules so that they generate a certain sort of phenomenon, although no one is obliged, in applying the rule, to have regard to the phenomenon in question. A classic discussion of this possibility is Rawls's Two Concepts of Rules. Here is a rule that addresses [I]who has to say what[/I] in a RPG (it is not, on its own, a complete statement of rules for a RPG): [indent]If a player declares an action for their PC, and then makes a roll to determine the outcome of that action declaration, and the roll fails, the GM must say something about what happens next, and the thing that the GM says must clearly defeat or set back the goal the player was hoping the action would achieve for their PC.[/indent] (Some readers may recognise that this is a rule from the RPG Burning Wheel.) This rule does not speak about "the unwelcome and unwanted". It talks about some particular player hopes, and the relationship to them of fiction that a different participant is obliged to narrate. Nevertheless, following this rule, in conjunction with some other appropriate rules, [I]will make[/I] the unwanted and unexpected a part of play. [/QUOTE]
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