Worlds of Design: How "Precise" Should RPG Rules Be?

I was watching a game played with a dice pool, and could see that the GM was waiting for the dice roll and then deciding by what felt right, rather than having any kind of precise resolution. How precise are the RPG rules themselves, and what are the consequences of imprecision?

I was watching a game played with a dice pool, and could see that the GM was waiting for the dice roll and then deciding by what felt right, rather than having any kind of precise resolution. How precise are the RPG rules themselves, and what are the consequences of imprecision?

But, he thought, I keep them with precision. Only I have no luck anymore. But who knows? Maybe today. Every day is a new day. It is better to be lucky. But I would rather be exact. Then when luck comes you are ready.Ernest Hemingway, The Old Man and the Sea

In answering this question, I thought about FATE and its fudgable (by design) rules. It moves far toward storytelling aid and away from traditional game. Contrast the relatively short FATE rules with the vast rules of versions of D&D beginning with Advanced D&D (1e).
[h=3]Miniatures-Based[/h] From a board gamer’s point of view, much about miniatures rules is open to negotiation, a reason why there are referees at so many miniatures battles. Fantasy RPGs derive from the Chainmail miniatures battle rules, not from board games.

Board games must have precise rules. There’s no GM (in almost every case) to interpret or to be rules arbiter. RPGs can get away with vague or incomplete rules because there is a GM (in most cases). On the other hand, an RPG is trying to cover “everything” that might happen, so naturally the rules tend to be much longer than the rules for a board game.

Precision in rules is important to a game’s GM philosophy. If the GM is merely a rules arbiter, then precise rules are vital. If the GM is a god-like guide who is above the rules, less precise rules work. It’s easier for a GM to be a rules arbiter, and that expands the potential pool of referees. We saw this especially clearly in 4e D&D.

Video games must have precision underneath, for programming purposes. Video game design documents (or whatever system is used) must be explicit and complete, so that programmers and other game developers can do what the designer intends.

It’s very difficult to be both precise and concise. When I’ve playtested a board game solo several times, the rules I then write will mostly cover the basics. By the time I’m done with the game (likely years later) there have been questions that required additional explanation, and even though my philosophy is to simplify a game rather than add things to it to solve problems, the final rules will be half again as long as the early ones in order to provide clarity and precision.

"Legalese" is an example of rules-writing gone way too far to the side of precision. But one person’s legalese is another person’s precision.
[h=3]“Reasonable” Players?[/h] The writer of the following comment epitomizes the “rules don’t require precision” attitude:

"[Game] Writers tend to be too wordy and explain everything in excessive detail when in fact their readers are perfectly capable of drawing their own conclusions from just a bit of input." --anonymousmagic

This advice may work for RPGs, where you have both a rules arbiter/god and a group of players who can restrain the rules lawyers in the group. If you're designing a game where people won't be very competitive (no "rules lawyers") then this can work. But it’s bad advice if you're designing a competitive game.

I like rules that are similar to technical writing (instructions), that attempt to be exact rather than "reasonable". Because there are *lots* of unreasonable game players, especially for two-player games where there might not be a majority of reasonable players to rein in the unreasonable one.
[h=3]Chrome[/h] “Chrome” is exceptions or additions to the basic rules to provide much of the color and flavor of historical games and fictional games. But as exceptions/additions to the basic rules it adds to the length and complexity of the rules.

Take the simple example of leaders in a wargame. Standard Risk has just a single kind of unit, the Army. There are no leaders. In Britannia there are a number of leaders, even though most armies are of one basic type, with the leaders adding to the dice roll in combat. Simple enough, but leaders provide a human element in a game about a thousand years of history. In Diplomacy, a faceless World War I game, an epitome of simple that relies on player-to-player negotiations for most of its interest, there are no leaders.

In RPGs, which are the opposite of facelessness, almost every designer will want lots of “chrome” to help represent a “real world” experience, even if it’s a fictional world.

How precise should RPG rules be? “It depends.”

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Hussar

Legend
Yeah, and, really, [MENTION=5142]Aldarc[/MENTION], skill lists were pretty much standard pretty early in many games other than D&D. I mean, you look at old games like Star Frontiers, or the 007 game, or Gangbusters or Top Secret, all of these had skill lists. I'd argue that D&D is something of the outlier here. Pretty much most games went with skill lists. Sure, 2e brought in skills, although the system was seriously rudimentary. It wasn't until 3e, really, that skills became standard for all players.

Thing is, D&D has always incorporated whatever was popular at the time of publishing. It's never been the one pushing the envelope.
 

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Shasarak

Banned
Banned
Yeah I would have to agree that 2e was the first edition to use Skills, well Nonweapon proficiencies, so that makes them a standard Old School rule.
 


Jay Verkuilen

Grand Master of Artificial Flowers
Sim games are all about providing systems that tell the players what happened. The more detailed the sim, the better the answer. But, at it's heart, that's what defines simulationist games. The systems of the game break down events and adjudicate them in such a way that someone observing the game could easily (well, hopefully easily) follow the chain of events.

They also tend to have a large dose of "realism" patched in. (Air quotes intentional.)


D&D has never actually provided that. D&D has always been pretty heavily gamist. Even 3e is despite a pretty thin veneer of sim nods.
D&D in my view really shows its roots as a wargame, even in 5E, which dips its toes in narrativism in places. Prior versions also were pretty simulationist in some respects, for instance in the higher levels of play where you were expected to be spending your gold on a stronghold and there were scads of price lists for hiring staff and other costs. That said there are ways in which it's inconsistent, but by and large it's definitely gamist.


For examples of Sim play, sure, GURPS qualifies. Star Fleet Battles. Battletech (both the wargame and the RPG). HARN. The Riddle of Steel. A number of the Palladium games are steps in that direction. So on and so forth.

Millenium's End was a classic simulationist game of the '90s.


I think there is another issue with these discussions in that people tend to associate certain ideas with their own preferences, so, "Old School" becomes "games I like" and "New School" becomes "games I don't like". There's certainly a tendency in these discussions to see that people's personal preferences strongly influence their definitions.

This is a very good point. I've tried to avoid going in that direction for the very reason that it just muddies the waters.
 


Personally, I think (A)D&D has been a gamist-simulationist hybrid (to varying degrees) up to and including 3.x. I should add that I consider OD&D, based from what I've seen, simulationist - for the mid 1970s. ;) Not from the POV of any later era though, obviously.

And, as mentioned, there was a general trend for RPGs to become ever more "realistic" for a time. The Forge was probably an inflection point for that.
As for skill lists, they may not be a sufficient feature but probably a necessary one. So I kinda stand to my above assessment.

Battletech (both the wargame and the RPG). HARN. The Riddle of Steel.
That's interesting because it shows the two schools of simulationism that exist to my mind: attempted simulation of reality (to varying degrees, see reference to skill lists in 2E) and simulation of a fictional world - genre simulation. I consider Harnmaster/Riddle of Steel more in the former camp and stuff like Feng Shui more in the latter. As well as FFG's Star Wars.
 

Aldarc

Legend
Trying to categorize generational trends of games by GNS does not ultimately seem that useful. Most of the debate becomes about making broad, empty statements about both games and GNS rather than meaningful statements about the games themselves or gaming trends.

Arguably the biggest split in games is pre-Forge and post-Forge, though not in terms of mechanics or even the frequency of certain GNS expressions. Instead, I would say that the overarching general trend of roleplaying games post-Forge is marked by the self-aware conscientiousness about their game design. Namely, it has been about the intersections between the play intent that drives the design, how the mechanical design cultivates that intent, and how whether those elements succeed harmoniously within the praxis of play. It is a trend whereby the implicit philosophy of game design became a more explicit philosophy.

For example, when one looks at both OSR games and more "narrative" games, one can see that there is an elucidated sense of design intent. What sort of roleplay is this system attempting to cultivate with its mechanics through the play experience?
 

Proper periodization is always a contentious task for historians. The Middle Ages, for example, are only roughly defined - still it's good to have that rough definition for conversation about the subject.

In the case of RPGs, I think it's good to understand how the simple early games blossomed in the 80s and 90s into ever more complex and supposedly realistic, more simulationst games. And that around the year 2000 a trend towards lighter, more experimental and more narrative-focussed games began. You can of course group the games before that together under the label "trad games" and you wouldn't be wrong in doing so. But if you do that, you should be aware that a very gamist game like, say, 4E (later date I know) probably won't make a simulationism fan all giddy in excitement, whereas a more simulationist game like Hârnmaster probably won't excite many people who are die-hard 4E fans. People that love both most certainly do exist but they're somewhat different games still. There's a divide. (I know because I am one of those genre simulationist who don't mind the occasional round of D&D and the like at all but very much prefer different types of trad games.)

So, I do agree with you about a lot of things but still feel the need to point this distinction out.
 


Hussar

Legend
Well [MENTION=5142]Aldarc[/MENTION] I’d say that you are on to something. I’d add to that the difference between OS and NS games is the degree of experience both designers and players have in the hobby.

Think about it this way. In 1975 ish how many hours of gaming experience could Gygax and co draw upon when designing Adnd? Hundreds? Doubtfully thousands.

Then compare 3e. The designers, never minding the thousands of hours of personal gaming experience could also draw on the millions of hours that hobbyists had.

Then look at Pathfinder or 5e with their pen playtests. We’re talking tens if not hundreds of thousands of play hours going into the game.

That’s got to have a huge impact on how a game is designed.
 

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