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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
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: 9039567" data-attributes="member: 42582"><p>To add to the post just above:</p><p></p><p>If we want our RPGing to involve not just "circumstances" in which the PCs find themselves, but <em>opposition</em> to the PCs, we will need a method for establishing that opposition. <a href="http://lumpley.com/hardcore.html" target="_blank">Here's Baker on this</a> (back in 2003, under the heading "Doing Away with the GM"):</p><p></p><p style="margin-left: 20px">You need to have a system by which scenes start and stop. The rawest solution is to do it by group consensus: anybody moved to can suggest a scene or suggest that a scene be over, and it's up to the group to act on the suggestion or not. You don't need a final authority beyond the players' collective will.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You need to have a system whereby narration becomes in-game truth. That is, when somebody suggests something to happen or something to be so, does it or doesn't it? Is it or isn't it? Again the rawest solution is group consensus, with suggestions made by whoever's moved and then taken up or let fall according to the group's interest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You need to have orchestrated conflict, and there's the tricky bit. GMs are very good at orchestrating conflict, and it's hard to see a rawer solution. My game Before the Flood handles the first two needs ably but makes no provision at all for this third. What you get is listless, aimless, dull play with no sustained conflict and no meaning.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In our co-GMed Ars Magica game, each of us is responsible for orchestrating conflict for the others, which works but isn't radical wrt GM doage-away-with. . . . GM-swapping, in other words, isn't the same as GM-sharing.</p><p></p><p>That's a reason, then, to have the asymmetric participant roles that are typical of RPGing. It's not about <em>setting</em> but about <em>conflict</em> or <em>opposition</em>. It's not a knockdown reason, of course, because not everyone wants genuine conflict or opposition in their RPGing. If the goal of play is to imagine what it might be like hanging out in a tavern, or wandering around a pseudo-mediaeval market and fair, then we probably only need symmetric roles, though it might make sense to have one participant play the main character (the "PC") and another swap in and out of the bit parts (the "GM", but really they're just another player as far as authority and function are concerned).</p><p></p><p>If we do want conflict, and hence a GM, we are - to allude back to the Baker quotes in the OP - opening the door at least a crack to the unwelcome and unwanted. And then - again, as per the OP - rules become interesting to help achieve this, and hence go beyond what group consensus and negotiation make possible.</p><p></p><p>If we don't want conflict, and hence aren't looking for fiction beyond what group consensus could deliver, why have rules nevertheless? Because we don't trust what our consensus?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9039567, member: 42582"] To add to the post just above: If we want our RPGing to involve not just "circumstances" in which the PCs find themselves, but [I]opposition[/I] to the PCs, we will need a method for establishing that opposition. [url=http://lumpley.com/hardcore.html]Here's Baker on this[/url] (back in 2003, under the heading "Doing Away with the GM"): [indent]You need to have a system by which scenes start and stop. The rawest solution is to do it by group consensus: anybody moved to can suggest a scene or suggest that a scene be over, and it's up to the group to act on the suggestion or not. You don't need a final authority beyond the players' collective will. You need to have a system whereby narration becomes in-game truth. That is, when somebody suggests something to happen or something to be so, does it or doesn't it? Is it or isn't it? Again the rawest solution is group consensus, with suggestions made by whoever's moved and then taken up or let fall according to the group's interest. You need to have orchestrated conflict, and there's the tricky bit. GMs are very good at orchestrating conflict, and it's hard to see a rawer solution. My game Before the Flood handles the first two needs ably but makes no provision at all for this third. What you get is listless, aimless, dull play with no sustained conflict and no meaning. In our co-GMed Ars Magica game, each of us is responsible for orchestrating conflict for the others, which works but isn't radical wrt GM doage-away-with. . . . GM-swapping, in other words, isn't the same as GM-sharing.[/indent] That's a reason, then, to have the asymmetric participant roles that are typical of RPGing. It's not about [I]setting[/I] but about [I]conflict[/I] or [I]opposition[/I]. It's not a knockdown reason, of course, because not everyone wants genuine conflict or opposition in their RPGing. If the goal of play is to imagine what it might be like hanging out in a tavern, or wandering around a pseudo-mediaeval market and fair, then we probably only need symmetric roles, though it might make sense to have one participant play the main character (the "PC") and another swap in and out of the bit parts (the "GM", but really they're just another player as far as authority and function are concerned). If we do want conflict, and hence a GM, we are - to allude back to the Baker quotes in the OP - opening the door at least a crack to the unwelcome and unwanted. And then - again, as per the OP - rules become interesting to help achieve this, and hence go beyond what group consensus and negotiation make possible. If we don't want conflict, and hence aren't looking for fiction beyond what group consensus could deliver, why have rules nevertheless? Because we don't trust what our consensus? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top