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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9045479" data-attributes="member: 71699"><p>The intuition is that for any possible thing a player could do in a TTRPG, rules could be written to secure that they know to do that thing. My position was to withhold judgement, seeing as I don't see how it could be proved either way.</p><p></p><p>That doesn't mean such a rule must exist for every possibility, although 1) once we're working with infinite universal atemporal sets there's no way to exclude the companion set R of rules that produce equivalent possibilities to those contained in E, and 2) barring rules there will need to be some other explanation of how players know to do that thing... such as norms. The same challenge can be applied to norms, requiring yet further explanation. Hence I listed dispositions above, kicking the can down the road.</p><p></p><p>Pragmatically, can you think of any exceptions? Anything a player could do in a TTRPG that it would be impossible to write a rule for?</p><p></p><p>It seems to me that anything that you can frame in language, a rule can be written for. So the place to look would be non-language acts, such as the cognitive process by which a player decides on an action or a GM conceives of a twist, or the physics in obedience to which a die tumbles. These are all possibilities in TTRPG but it's not clear they're of the sort intended. [Note edit.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 9045479, member: 71699"] The intuition is that for any possible thing a player could do in a TTRPG, rules could be written to secure that they know to do that thing. My position was to withhold judgement, seeing as I don't see how it could be proved either way. That doesn't mean such a rule must exist for every possibility, although 1) once we're working with infinite universal atemporal sets there's no way to exclude the companion set R of rules that produce equivalent possibilities to those contained in E, and 2) barring rules there will need to be some other explanation of how players know to do that thing... such as norms. The same challenge can be applied to norms, requiring yet further explanation. Hence I listed dispositions above, kicking the can down the road. Pragmatically, can you think of any exceptions? Anything a player could do in a TTRPG that it would be impossible to write a rule for? It seems to me that anything that you can frame in language, a rule can be written for. So the place to look would be non-language acts, such as the cognitive process by which a player decides on an action or a GM conceives of a twist, or the physics in obedience to which a die tumbles. These are all possibilities in TTRPG but it's not clear they're of the sort intended. [Note edit.] [/QUOTE]
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