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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9269151" data-attributes="member: 71699"><p>That's a helpful definition and pair of examples to have, and I can preface what I will add with a confession that I see the line between principles and rules as irreparably permeable... not found in any fixed place. With that said...</p><p></p><p>In games, rules seem like basic tools of play. They typically exert an effect upon players (procedural rules) or game state (mediating rules) at such moments as circumstances prompt and justify invoking them. As your definition lays out, often they have their all-or-nothing effect and then fall silent again. Players use rules to constitute and enact their playful intentions. A rule can feel external to them: they follow its instructions and do the thing, but so could another.</p><p></p><p>But what playful intentions are the right sort? That is defined by principles, which outline ideal behaviour. They typically exert their effect upon players; not in a transient all-or-nothing way, but as a constant conditioning while within the magic circle. Players accept principles to use rules as intended and avoid using them not as intended. They must internalise principles, forming intentions of their own in accord with them.</p><p></p><p></p><p>I see that as connected with the notion that agreement to a rule is not found in that rule. Implying that in some sense all rules must be complexes or control-surfaces wrapping other things. Principles are good candidates for such "other things."</p><p></p><p></p><p>An illustrative example is the "PERSUADE (vs PCs)" move in Stonetop. Taken literally with no regard for principles, it is exploitable as an XP pump. One thing at stake is seeing that rules have the result on play that their designer intended.</p><p></p><p></p><p>I perceive a virtuous layering effect that has utility to designers, which is that the conditioning by shared principles can lead to more apt, accurate and forceful employment of the rules.</p><p></p><p>Having constructed a ruleset, designer can observe playtests and figure out which principles will most accurately and powerfully drive the use of the rules that they intend. Consciously laying out the conditions within which their rules will thrive. (Albeit, as [USER=6696971]@Manbearcat[/USER] observes, that's still rather a work in progress for the field overall.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9269151, member: 71699"] That's a helpful definition and pair of examples to have, and I can preface what I will add with a confession that I see the line between principles and rules as irreparably permeable... not found in any fixed place. With that said... In games, rules seem like basic tools of play. They typically exert an effect upon players (procedural rules) or game state (mediating rules) at such moments as circumstances prompt and justify invoking them. As your definition lays out, often they have their all-or-nothing effect and then fall silent again. Players use rules to constitute and enact their playful intentions. A rule can feel external to them: they follow its instructions and do the thing, but so could another. But what playful intentions are the right sort? That is defined by principles, which outline ideal behaviour. They typically exert their effect upon players; not in a transient all-or-nothing way, but as a constant conditioning while within the magic circle. Players accept principles to use rules as intended and avoid using them not as intended. They must internalise principles, forming intentions of their own in accord with them. I see that as connected with the notion that agreement to a rule is not found in that rule. Implying that in some sense all rules must be complexes or control-surfaces wrapping other things. Principles are good candidates for such "other things." An illustrative example is the "PERSUADE (vs PCs)" move in Stonetop. Taken literally with no regard for principles, it is exploitable as an XP pump. One thing at stake is seeing that rules have the result on play that their designer intended. I perceive a virtuous layering effect that has utility to designers, which is that the conditioning by shared principles can lead to more apt, accurate and forceful employment of the rules. Having constructed a ruleset, designer can observe playtests and figure out which principles will most accurately and powerfully drive the use of the rules that they intend. Consciously laying out the conditions within which their rules will thrive. (Albeit, as [USER=6696971]@Manbearcat[/USER] observes, that's still rather a work in progress for the field overall.) [/QUOTE]
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