The Forge Reference Project

 

Topic: Credibility of the rules as written
Started by: coxcomb
Started on: 2/11/2005
Board: RPG Theory


On 2/11/2005 at 5:02pm, coxcomb wrote:
Credibility of the rules as written

Over on this thread we started getting into a discussion about the intrinsic credibility of the rules as written. That was veering off topic, so here's one dedicated to that topic.

To start, I think we all agree that the rules as written are a part of system, but that many other things go into system.

My contention is that people in general are conditioned to play a game by its rules as written as a default. If I say to a group, "We're gonna play Monopoly," everyone would assume that we were playing by the rules as written. RPGs, though different than Monopoly (thank the gods), also have baseline assumptions that start with the rules as written.

No brainer, right?

But the thing is that a lot of social contract stuff is traditionally unspoken. If a GM says she's running a D&D 3E game, the amount of game expectation is usually limited to which books are kosher for making characters and which printed optional rules are being used. And, in my experience, GMs tend to make these calls as pronouncements to the group, with little room for discussion.

So the question is: what weight do the rules as written have, in general? I mean, we write them with some expectation that people will follow them during play, right? So if, as some contend, a group will simply patch any rules to fit their play style, why do we have rules at all?

Discuss.

Forge Reference Links:
Topic 14279

Message 14294#151846

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 5:23pm, Brendan wrote:
RE: Credibility of the rules as written

To enhance--actually, to produce--mechanical toy quality.

Message 14294#151854

Previous & subsequent topics...
...started by Brendan
...in which Brendan participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 5:33pm, lumpley wrote:
RE: Credibility of the rules as written

First, rules create and sustain unity of vision. We all agree to play by this set of rules, we defer to the rules, consequently it's easy for us to agree what happens in the game.

Rules that don't accomplish this, the group ditches wicked fast. Sometimes it keeps playing without the written rules, sometimes it switches to another set of rules, sometimes it splits up. Sometimes it hacks the rules - this is the group that "simply patch[es] any rules to fit their play style." That's okay.

After a while, we've learned how to create and sustain unity of vision ourselves. We develop enough of a shared commitment to the game and to each others' contributions that we don't need the written rules to keep it up.

Some groups never get to this point, or don't care about it, or whatever. That's okay.

Now consider two possible sets of rules. The first, all it accomplishes is unity of vision. The second accomplishes something more.

If the group has self-sustaining unity of vision and is playing with the first set of rules, what happens? The rules fade away. Naturally! There's no use for them anymore. This is the GURPS group that has character sheets they never refer to, and they roll dice maybe once in a session, maybe less. This is where my own Ars Magica play has happened mostly, over the years. It's okay.

If the group has self-sustaining unity of vision and is playing with the second set of rules, though - the rules don't fade away. The group uses them all the time, just as they were designed, clipping right along. Naturally! The group is getting something from the rules that it can't get without them. It might be toy quality. It might be any number of things.

Now, I'm going to go kind of out on a limb here and say that this last case can be better than okay. The reason is, the best roleplaying, the best that roleplaying can be, right? It's not easy to do uninformedly. You can't usually do it by accident. You need either training or rules.

So the question is: what weight do the rules as written have, in general? I mean, we write them with some expectation that people will follow them during play, right? So if, as some contend, a group will simply patch any rules to fit their play style, why do we have rules at all?

I write rules to give people something better than their home-grown play style. I depend on people noticing that playing my game as written is really, really fun, more fun than they'd have by ditching its rules or drifting 'em.

-Vincent

Message 14294#151860

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 6:37pm, Bankuei wrote:
RE: Credibility of the rules as written

Hi Jay,

My contention is that people in general are conditioned to play a game by its rules as written as a default. If I say to a group, "We're gonna play Monopoly," everyone would assume that we were playing by the rules as written. RPGs, though different than Monopoly (thank the gods), also have baseline assumptions that start with the rules as written.


I think in general, for the average person- yeah, they would follow the rules. I think roleplaying occupies a unique place that actually is very interesting in regards to written rules.

Consider
-"Cargo Cult" D&D where folks had to kludge together their own rules from the dissembled mess of text they got
-Most games to this day, fail to really nail down IIEE
-Most games basically run on, "The Golden Rule aka what the GM says, goes"

These 3 things together I think provide a indicator that most gamers learn from each other in play more than the rules, to really play with "What the GM says, goes" and the rest of the rules are extra fiddlies thrown on top.

This is what I call Black Box gaming- that is, most folks are using the same assumptions for IIEE, division of credibility, etc, and usually they're unaware of it as assumptions- for them its the only way to play. Which is where some games like Sorcerer or TROS often finds people having trouble, because they try to slam in the Black Box and either complain because it doesn't run right or else say that it runs just like game X without realizing they just slapped in Game X's engine the whole time.

So why do we have rules? In the hopes that the cognizant portion of people will read them, try them out to achieve the indicated style of play for the game. If they choose to modify it from there, well, hey, it's their game now.

Chris

Message 14294#151870

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 7:23pm, matthijs wrote:
RE: Credibility of the rules as written

A lot of rules are basically "training wheels" (that's what they're called, right, those little extra wheels on the sides of kids' bikes?). You use them until you find don't actually need them any more. If you get a new game, the first thing you do is rip off the training wheels so you can play in the free style you've gotten used to.

Of course, if you start playing a different style of game, you need to follow rules again - for a while. And then they're internalized, and you don't need those rules, either.

...and if you've been playing one kind of game for a long, long time, having to use rules to understand a new way of gaming feels very strange. "Rules? They're for beginners, not for us sophisticated gamers!"

Message 14294#151879

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 7:24pm, coxcomb wrote:
RE: Credibility of the rules as written

Bankuei

I totally agree with your observations wrt gamers learning to play form each other & what GM says goes.

But in my own experience (which started just after the "cargo cult" D&D phase with Champions) the GM is usually chosen by new players based on familiarity with the rules. "He knows how to play, let's let him be GM." The assumption here is that the GM is most familiar with the rules, and that playing by the rules is the goal, so put him in charge.

Let me put this another way, in case I'm not making sense. The original question that sparked this for me was whether a group is likely to reapportion credibility among players without the rules saying so. Should we expect players to speak up when their visions about the SIS are not fulfilled by the GM if the rules say the GM is the boss of the story?

My experience says clearly no. The dynamic I have nost often observed is that players will speak up about what the GM is doing, if (and *only * if)they have printed rules to back up their point. And if the rules clearly say that the GM runs the story and what he says goes (which *most* of them do), I have experienced player misery and resignation.

So I'm saying that, unless the rules specifically state that you should do something different from the traditional way to roleplay that most folks in the hobby learned from D&D or WW, they won't think of doing them. The rules have to tell you to break from Conventional Wisdom, or you can't count on folks doing it.

Am I making any sense?

Message 14294#151880

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 7:42pm, Bankuei wrote:
RE: Credibility of the rules as written

Hi Jay,

So I'm saying that, unless the rules specifically state that you should do something different from the traditional way to roleplay that most folks in the hobby learned from D&D or WW, they won't think of doing them. The rules have to tell you to break from Conventional Wisdom, or you can't count on folks doing it.


I agree with that. The "fundamental" assumptions about how play works for those games is the Black Box I'm talking about. That, for the most part, is why stuff like Dust Devils is easier for those guys to get than Sorcerer. Because the very mechanics cut out any chance of Black Box gaming. Either they throw down the book like Lovecraftian blasphemy or else their eyes get real wide and they get excited and scared.

So if, as some contend, a group will simply patch any rules to fit their play style, why do we have rules at all?


I think you just answered your own question, now didn't you? :)

Chris

Message 14294#151886

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 7:42pm, TonyLB wrote:
RE: Credibility of the rules as written

matthijs wrote: A lot of rules are basically "training wheels" (that's what they're called, right, those little extra wheels on the sides of kids' bikes?). You use them until you find don't actually need them any more.

Umm... is this a counter-argument to Vincent's point above?

Because it sounds like you're agreeing with what he says about the "first ruleset"... rules that only achieve unity of vision and nothing more. But you're phrasing it as if it applies to all rulesets, whether they provide something more or not, which runs counter to what he's saying about the "second ruleset"... rules that provide both unity of vision and something more.

I totally agree with Vincent's post, and in fact cancelled a post that was saying much the same thing (far less eloquently) when I saw his post appear. So that's why I'm sticking up for it as if it were my own point... I kinda wish it were.

Message 14294#151887

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 7:54pm, clehrich wrote:
RE: Credibility of the rules as written

It seems to me that what Matthijs describes, and what Vincent is calling the "unity of vision" type of rules-set, operates somewhat differently than has been proposed here. I think Jay is dead right to be talking about credibility with respect to textual rules-sets.

To my mind, the process of developing unity of vision in a play-group is very much that of constructing and absorbing a peculiar and difficult-to-pinpoint set of relations between how the group operates socially and how the rules construct those relations.

If the group begins with a set of rules that are formulated to have a strong role in this, as for example AD&D, then the process of constructing such a unity is significantly a matter of constant cross-checking to be sure "we're doing it right." Of course, no set of rules can be so comprehensive and specific that such "doing it right" can occur without significant input from the play-group, but certainly the balance can and does shift a good deal.

Over time, that constructed set of relations becomes internalized and in fact largely naturalized. It becomes "obvious" that gaming "is done like that," not as a matter of choice but because that's what gaming "just is." Once this full internalization has occurred within the group, the rules-set becomes theoretically discardable, but in practice it cannot be discarded, because all play already incorporates the rules as interpreted by the play group.

If the rules-set(s) used to formulate this group practice was formal and constructed rhetorically to have a dominant role, to set aside the rules is to make a gesture against the rules; the group may well not perceive itself as able to play "properly" without the rules symbolically present (the stack of books, the DM screen, etc.). If the rules-set is constructed so as to formulate a "freeform" conception among the group, they may feel that pushing aside the books and such is an act of maturing. WoD games incorporate this rhetoric to a significant degree, in their comments about discarding rules that don't work for you.

But my point is that in any event, the dynamic and ongoing interpretive relationship with the rules continues even if the rules have been overtly set aside. This is the origin of the "common wisdom" about gaming, and I feel strongly that the rhetorical and systematic formulation of certain games---most obviously AD&D---has a lot to do with this.

For example, imagine a group that has been playing AD&D for some years. They are feeling bored and dispirited, and decide to try something new. They have heard about the cool new indie things, and decide to play InSpectres. Now a reaction sets in that Jared and Ron have discussed many times in reference to InSpectres: several basic points about how that game works violate expected norms of play. In some cases, this is liberating: the group sees a new way to play and begins formulating a new unity of vision. In others, they find InSpectres not all it's cracked up to be, overrated by those weirdos on the Forge.

In either case, it is not true that they no longer need the rules of AD&D. They are using those rules, as they play InSpectres. In one case, they are formulating a new unity of vision against the backdrop of a the AD&D rules-set; in the other, they are reconstructing the same unity of vision from the AD&D rules-set. In the latter case, InSpectres doesn't work, because it doesn't run well on those rules, but even in the former case the liberation and fun provided is significantly generated by the fact that AD&D was already there.

Thus the rules credibility in texts to which Jay refers is largely a matter of how such rules are constructed, systematically and rhetorically, as part of the process of formulating a play-group unity of vision. AD&D, and in my relatively limited experience the vast majority of "mainstream" or "big publisher" games, does this strongly. A great many of the smaller indie games do not do so, but some do, e.g. DitV, TRoS, MLwM, and so on. If a play-group plays DitV and nothing else for a while, and loves it, I would expect them to formulate a strong unity of vision that works well for that game, then be disappointed or surprised by the disjuncture experienced when they try to play something that works quite differently.

Message 14294#151891

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 8:19pm, Doctor Xero wrote:
RE: Credibility of the rules as written

Consider another analogy. Perhaps the game rules relate to game play for a specific long-standing gaming group in the same way that language principles relate to communication for native speakers.

(with apologies to linguists, communication scientists, and language scholars for simplifying for the sake of analogy)

Basically, all languages operate according to the interrelationship of langue and parole. Langue is the "official" rules/principles of a given language (including "official" definitions), to which everyone directly or indirectly refers but which no one really uses all the time. Parole is the language as it is actually used by people, which is derived from and shaped by the "official" langue but never completely follows it, instead being formed also by context, situation, and even personal aesthetics. Eventually, parole changes will become so accepted that they are incorporated into langue. And so it goes.

A concrete example in games would be the fact that surveys have shown that the majority of players of Monopoly assume the rule about getting money for landing on the Free Parking spot has always been part of the official rules. No, it has always been a popular house rule (although I remember hearing that it might eventually be incorporated into the official rules -- has that happened yet?). It has been such a popular house rule that it might as well be official -- and if it appears in the written official rules for the game, then the parole of the Free Parking house rule will have become the langue of the game.

I think the same thing happens with games, e.g. Advanced Dungeons & Dragons. The rules provide a langue off which the individual gaming groups develop their own parole.

In other words, the weight or power of game rules comes from the house interpretations they inspire more than from their ability to command absolute obedience.

Doctor Xero

Message 14294#151893

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 8:25pm, clehrich wrote:
RE: Credibility of the rules as written

Dr. Xero,

As I'm sure you can guess, that was the analogy I had in mind. Which then has all sorts of structural implications....

Message 14294#151895

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 8:29pm, TonyLB wrote:
RE: Credibility of the rules as written

Such as?

Message 14294#151896

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 8:39pm, Doctor Xero wrote:
RE: Credibility of the rules as written

clehrich wrote: Dr. Xero,

As I'm sure you can guess, that was the analogy I had in mind. Which then has all sorts of structural implications....

I concur -- including casting doubt on some of our efforts to design the holy grail of the all-encompassing game system, for by the concepts of your and my posts, such a grail is not a lofty unattainable goal but more an undesirable goal altogether. (The only languages in which langue is immutable are dead languages!)

This is also harkens back to the thread on player responsibility in that the effort to create weighty rules which cover everything unintentionally eclipses player responsibility for one's own protagonization, import, immersion (if that is what one wants), etc.

Doctor Xero

Message 14294#151898

Previous & subsequent topics...
...started by Doctor Xero
...in which Doctor Xero participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 8:46pm, clehrich wrote:
RE: Credibility of the rules as written

TonyLB wrote: Such as?
Such as a bunch of things I'm not going into unless Jay wants me to, since it's his thread. But basically by the langue/parole analogy, rules are sets of relations, not objects with intrinsic meanings. Extending from the point that they are obviously relations in some sense, and abstractions to boot, this entails that rules-sets are best understood as structural formations of which only a very limited number of relations are immediately obvious. Which further entails that the formulation of a play-group's "unity of vision" is a matter of absorbing and naturalizing not only the overt relations---raw mechanics, setting, etc.---but of constituting the rules-set as a social authority structure to which the play-group's specific structures must conform, and of mystifying (concealing even from themselves) the ways in which perceived nonconformity amount to the construction of even more rigorous authority.

Message 14294#151900

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 9:12pm, lumpley wrote:
RE: Credibility of the rules as written

Chris wrote: ... the formulation of a play-group's "unity of vision" is a matter of absorbing and naturalizing not only the overt relations---raw mechanics, setting, etc.---but of constituting the rules-set as a social authority structure to which the play-group's specific structures must conform, and of mystifying (concealing even from themselves) the ways in which perceived nonconformity amount to the construction of even more rigorous authority.

This is very true (pray God I understood it). It's also just the luddly puddly again, isn't it? The group incorporates the rules (to some extent) into the process by which they decide what happens in the game?

So then what?

A set of rules that does no more than foster unity of vision isn't worth designing. We've already got a zillion sets of rules that foster unity of vision and then nothing, and this despite the fact that anybody can get unity of vision just by trying good-naturedly. Whether a given group keeps using these rules or lets them drop out hardly matters. The process by which the rules foster unity of vision matters even less - unity of vision is a dime a dozen.

Why have rules? The answer is, why indeed? - unless the particular ruleset you're talking about contributes more to the game than mere unity of vision.

-Vincent

Message 14294#151909

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 9:12pm, TonyLB wrote:
RE: Credibility of the rules as written

Okay, I think I've parsed that. If we return to the subject of roleplaying specifically (as opposed to the broader langue/parole analogy) I get this:

• Groups need to take some time to get used to the formal elements of the ruleset.
• Even people who have played the game in the past with a different group will need to relearn the rules in a new group, because those rules act primarily in their influence on inter-player relations.
• Coincident with and often extending beyond the formal learning they need to get used to the informal structure that they create using the ruleset.

So, if I've successfully dumbed that down to my level, my follow-up is this: Is the influence of the formal elements in forming the informal structure:

• Non-existent• Absolute• It does some things, but the players do others, that breakdown being consistent across multiple groups and rulesets• It does some things, but the players do others, that breakdown being consistent across multiple groups but varying with ruleset• It does some things, but the players do others, that breakdown varying widely across groups

Message 14294#151910

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 10:37pm, matthijs wrote:
RE: Credibility of the rules as written

TonyLB wrote: Because it sounds like you're agreeing with what he says about the "first ruleset" (...) But you're phrasing it as if it applies to all rulesets, whether they provide something more or not


Yeah, that's about right. I'm guessing that if I'd played DitV for as many years as I played the Gygax Variations, I'd probably still be ditching the rules, but playing in a different way. My group would be doing conflict resolution and escalation without bothering to roll the dice.

Instead of riding a bike without training wheels, I'd be riding a motorbike without training wheels.

Message 14294#151929

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 10:45pm, matthijs wrote:
RE: Credibility of the rules as written

TonyLB wrote: Is the influence of the formal elements in forming the informal structure: (...)


Well... it's kind of hard to say, as in reality, only a small percentage of players learn only from the rules. They learn from their own interpretation of the rules and from other people, who've done their own interpretations of (possibly different) rules and learned from other people, who... etc.

Without this supporting frame of people teaching each other "what role-playing is", I guess the situation would be "e". Recent "cargo cult" discussions indicate that that's what actually happened when people had to learn it all from books.

Message 14294#151933

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 10:59pm, Valamir wrote:
RE: Credibility of the rules as written

I am in complete agreement with Vince's split on the question of what rules accomplish above.

I think its probably self evident that the first case (the "Unity of Vision only" case) is what leads some gamers to conclude "the rules are unimportant", "a good GM can make a great game out of any rules set", "We'll just port the game over to our house version of X", etc.

The second case (the "Unity Plus More" case) is the realm of "System Matters". It is the counter arguement to all of the common views noted in the previous paragraph. There are things that a good set of rules can accomplish to drive play that no mere amount of "Unity of Vision" can accomplish consistantly.

That gets to the heart of the earliest discussion we've had here on the Forge when we were still fumbling for ways to articulate the difference between rules that don't "get in the way" vs. rules that actually "facilitate a desired agenda".

It should come as no surprise that I also agree that current designers designing "unity of vision only" games is largely a waste of time (in the "already been done" sense). But that we're just getting started experimenting with "Unity Plus More" designs.

Message 14294#151938

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 11:08pm, clehrich wrote:
RE: Credibility of the rules as written

lumpley wrote:
Chris wrote: ... the formulation of a play-group's "unity of vision" is a matter of absorbing and naturalizing not only the overt relations---raw mechanics, setting, etc.---but of constituting the rules-set as a social authority structure to which the play-group's specific structures must conform, and of mystifying (concealing even from themselves) the ways in which perceived nonconformity amount to the construction of even more rigorous authority.
This is very true (pray God I understood it). It's also just the luddly puddly again, isn't it? The group incorporates the rules (to some extent) into the process by which they decide what happens in the game?
I'm worried that we're going off-thread, but presumably Jay will kick butt if we are.
Why have rules? The answer is, why indeed? - unless the particular ruleset you're talking about contributes more to the game than mere unity of vision.
But if we're talking about social authority structures, then "unity of vision" is a hell of a lot. It's 99% of Social Contract, for a start. If we have a rules-set that works powerfully to formulate and maintain a social contract, constructs methods by which players negotiate what they can and cannot do within the game, and generates the described results in such a way that it matches social contract expectations (i.e. produces something that the players identify as what they thought the game would produce), then that's huge. I think most games do not do this especially successfully, as texts.

What I think Jay is suggesting, or wondering about, is whether the rhetorical power and thus credibility ascribed to the texts assists in this process, and how that is formulated by the texts.

Let me give the #1 most obvious example: AD&D. The original AD&D I mean. I think this is certainly the most influential game ever written, having in many senses constructed the hobby to such a degree that the vast majority of "common wisdom" originates in the ways people actually played AD&D.

Now by the analyses around here, AD&D is in a number of respects incoherent. I'm not going to debate that here, unless Jay wants to do so and take up the ball.

But the fact remains that no set of game texts I have ever heard of have had such amazing authority with so many play-groups. These things were like bibles for play, thus a lot of the humor of KoDT.

The question that necessarily arises is why. And I don't think simplistic answers like "it was all that people saw" are sufficient, though of course that's relevant. Something about those texts hit a vast group of players, new and old, and said "obey me." And they did, or thought they did, or felt clever because they ever so slightly disobeyed (thus Heartbreakers).

The conclusion I feel is necessary is that the scriptural or canonical power of RPG texts is something that the Big Model has no means of analyzing. I don't mean that it should; I think that's outside its scope. But this is to my mind virgin territory for analysis: what made those texts act as independent social---even moral---authorities?

There's something very big we're missing, and a bunch of recent threads are starting to prod at it, but I don't think we're close to figuring it out.

Message 14294#151942

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 11:23pm, Ron Edwards wrote:
RE: Credibility of the rules as written

Hiya,

That's very interesting, Chris (and by extension of course, Jay). I only offer a couple of possible avenues of speculation at this point. Here's one of them.

It's going to be hard for the younger folks to believe this, but back in the early to middle 1970s, the early-teen crowd was not considered a very important target market. Most of the stuff available for us to do was a fairly crappy or hastily dolled-up version of the same stuff that had been offered to the previous wave.

Plus, no real video games (Pong was just out). No MTV, in fact, no cable as currently construed - this was back when the numbers on your physical channel-switcher actually matched the TV channel being shown.

No Walkmans. No home computers. No internet (OK, geeks, yes, I know there was an internet, but it wasn't the internet as currently utilized). No email, no cell phones. There were arcade games, and some were pretty cool, but they were money sinks. No VCRs, and no way to see a movie except in the theater or chopped-up on late-night TV.

It was really really a different world. Back then, a unique, new, and complex activity, which seemed just right for our particular age group (and the current interest in retro swords-and-sorcery a la Molly Hatchet album covers), was incredibly attractive. Now there are hundreds of such activities. Back then, it was sports, getting stoned, reading all damn day and night, hangin' out, getting involved in crimes, or wandering around aimlessly on railroad tracks or vacant lots.

You ever see the movie Stand By Me? Or perhaps River's Edge? How about Fast Times at Ridgemont High (which is totally not funny if you actually watch it)? The first half of Boogie Nights? Just like that.

So say, 1976, after D&D showed up at GenCon and when servicemen were picking it up and spreading it around everywhere ... the drive or need for such an activity could be considered very great, in comparison with today. This view also perhaps justifies the otherwise-ridiculous assertion, which you can find scattered all over gaming culture of the late 1970s, that role-playing was THE next big thing, due in any moment to be hailed by everyone far and wide as their favorite pastime.

Best,
Ron

Message 14294#151943

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/11/2005 at 11:38pm, coxcomb wrote:
RE: Credibility of the rules as written

This is all good discussion and, as far as I'm concerned, not drifting away from the intent of the thread.

I really like the language analogy. It helps me articulate some things:

Just as with language, people have personal tolerances for deviation from the langue (to use the term Dr. Xero did). You can think of the rules as written as the dictionary. They are always there to refer to when someone thinks things are getting out of hand.

Some people are clearly happy to run without reference to that dictionary and make things up as they go (kind of the freeform poets of RPGs). Other folks (I maintain that it's most folks, but please prove me wrong) have a very delicate sense of when the parole veers to far out of alignment with the langue. The natural instinct is to look to the published rules.

Why is a different question.

I still think it has a lot to do with nature of games in general. A lot of folks make a point of saying that RPGs aren't really games, and that's debatable. But they have been *called* games since the start and that has a psychological effect on people.

As soon as we're talking about games, we're thinking about rules. How do you play? How do you win? What can you do that will get you in trouble? Sure, we learn to play almost all games from someone else--same thing with RPGs. But when that someone does something we don't like, what do we do? We look it up in the rules. The rules provide the impartial authority that governs play. Without being able to "check the rules" you are trusting the GM to be impartial and honost--but this is a game right? If he's playing to win, he's not impartial.

Depending on people dynamics, the need to check the GMs authority may never arise. But I think we all deep down need that authority to be there.

Message 14294#151945

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/11/2005




On 2/12/2005 at 12:09am, Vaxalon wrote:
RE: Credibility of the rules as written

But that authority is an illusion!

Message 14294#151946

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 1:42am, TonyLB wrote:
RE: Credibility of the rules as written

Jay, you tempt me sorely to get into the issues of GM-selflessness, winning the game, and such. But I overcome my baser instincts, for now.

I think that it's worth looking at why people deviate from the formal rules. In general, I think that folks have a very good (if sometimes unconscious) sense of which rules serve their purposes and which rules get in the way or are just irrelevant. Rules that serve the purpose get used. The others fall away.

As they get better at doing things themselves (particularly what Vincent calls "Unity of Purpose") more and more rules drift from the "serves our purpose" category to the "irrelevant" category. But I am of the opinion that there are things a rule system can do that will always serve a purpose: that any group that gets good enough to do them at level X without the rules will be able to do them at level X+1 with the rules. Hence, some rules will not fall away, no matter how long you play.

Message 14294#151955

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 2:59am, coxcomb wrote:
RE: Credibility of the rules as written

Vaxalon wrote: But that authority is an illusion!

Yes, but life is an illusion!

I'm kidding (mostly), but any social construct, such as the concept of having rules in the first place is illusory. The human mind functions based almost entirely on illusions of one sort or another. It's the nature of the beast.

The fact the the rules sitting around without people have no authority does not diminish the fact that people very often choose to give them that authority.

Players of games choose to give the rules of the game authority so that they have a framework for (potentially) harmonious play. Of course the rules have no more authority than the people involved give them. I'm not arguing that.

Let me ask you this: is there any authority that you think isn't an illusion?

Message 14294#151960

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 3:01am, coxcomb wrote:
RE: Credibility of the rules as written

TonyLB wrote: Jay, you tempt me sorely to get into the issues of GM-selflessness, winning the game, and such. But I overcome my baser instincts, for now.


I wish you would get into them. But perhaps on another thread. :-)

Message 14294#151961

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 3:57am, clehrich wrote:
RE: Credibility of the rules as written

Vaxalon wrote: But that authority is an illusion!
To follow up on Jay's point within the linguistic context, it is an illusion that "cat" means my fluffy pet over there. That is a purely social construct, in no way empirically demonstrable outside of behavior. Just so, if everyone in a game says the GM has authority, he has authority socially, but none otherwise --- in just the same way as you can use any set of sounds you want to express whatever you want, and there is no authority to stop you except an illusion.

Message 14294#151970

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 4:45am, lumpley wrote:
RE: Credibility of the rules as written

clehrich wrote:
lumpley wrote: Why have rules? The answer is, why indeed? - unless the particular ruleset you're talking about contributes more to the game than mere unity of vision.
But if we're talking about social authority structures, then "unity of vision" is a hell of a lot. It's 99% of Social Contract, for a start. If we have a rules-set that works powerfully to formulate and maintain a social contract, constructs methods by which players negotiate what they can and cannot do within the game, and generates the described results in such a way that it matches social contract expectations (i.e. produces something that the players identify as what they thought the game would produce), then that's huge. I think most games do not do this especially successfully, as texts.

Nah. I mean, I agree with all of that, but big deal. You don't need rules to achieve unity of vision, so it doesn't matter that most games don't deliver it, and it doesn't matter the few games that do deliver it.

People make unity of vision. Sometimes they use a game text, to some variable extent. Sometimes they use none.

Let me confirm that we're using unity of vision the same way, to mean "players negotiate what they can and cannot do within the game, and generate the described results in such a way that it matches social contract expectations (i.e. produces something that the players identify as what they thought the game would produce)."

That's super easy to get, and the reason is right there in the description! Barring social sabotage by broken human beings, "players negotiate... and generate" will overwhelmingly lead to "produces ... what they thought [it] would produce." You can make a very solid start at this with no more than willing people, half an hour, and someone to be the helmsman (tx Ron). Book or no book. Or the best book ever! It still takes willing people, half an hour, and a helmsman.

And then two or six or fifteen sessions later, that group has got it down. Book, no book, or the best book ever. At that point, rules schmules - unless the rules are giving them something rarer than unity of vision.

This is where rules' power isn't an illusion: when they give a group better than the group can get without them. As a designer, you can't expect your rules to command authority. You have to hope that your rules win the group's loyalty - by being more fun than the group could get on its own.

Think about how much fun it is to hang out with friends and you'll see how significant this is. This is the accomplishment of the Mountain Witch and Primetime Adventures, to choose two I've played recently from the bunch. It's not as cheap or as trivial as unity of vision.

-Vincent

Message 14294#151974

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 5:21am, clehrich wrote:
RE: Credibility of the rules as written

Vincent wrote:
I wrote: But if we're talking about social authority structures, then "unity of vision" is a hell of a lot. It's 99% of Social Contract, for a start. If we have a rules-set that works powerfully to formulate and maintain a social contract, constructs methods by which players negotiate what they can and cannot do within the game, and generates the described results in such a way that it matches social contract expectations (i.e. produces something that the players identify as what they thought the game would produce), then that's huge. I think most games do not do this especially successfully, as texts.

Nah. I mean, I agree with all of that, but big deal. You don't need rules to achieve unity of vision, so it doesn't matter that most games don't deliver it, and it doesn't matter the few games that do deliver it.
I just realized we're talking about radically different constraints on "what the game would produce." Thus the confusion.

Consider the old bugaboo: story. We have some game that says that it will generate stories, every time, and they're going to be just like (let's say) Icelandic sagas. What I was getting at is that in a lot of senses, that's really just not going to happen. You'll get something, to be sure, and it may be sort of like Icelandic sagas, but it won't be just like them. People who had nothing to do with the game who just read a literal transcript -- here comes the awful word again; how about a transcribed recording of what was said in play, OK? -- might very well say, "Well, sounds like you had fun, but what the hell has this got to do with Icelandic sagas?"

Now assuming we're on the same page thus far, as a hypothetical....

Okay, the point is that the rules and their group interpretation and construction have to be, in the ideal case, so powerful that everyone in the game does not see it that way. They're saying, "That was Icelandic saga, all right, no question about it, what a great game!" Now my contention is that a much smaller version of this is always going on. The rules are a big part of how the re-interpretation in-game and post-game occurs, such that what was in play X way is described, remembered, and even potentially experienced as Y. And I'm saying that's a big thing.

What you're describing is a basic social structure that allows positive interaction and everyone to have fun, or the like. And you're right: that's not particularly hard to achieve, and doesn't require rules or anything like it, though they can help. But getting everyone to say, "Why yes, we just did Tolkien and really lived it," is quite a big deal.

Sorry. I didn't expect this to become the direction of the thread, so I never spelled that one out, thus the miscommunication.

Message 14294#151978

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 6:31am, lumpley wrote:
RE: Credibility of the rules as written

Chris, no, I'm pretty sure that I'm saying that your "the ideal case" is a comfortable and achievable standard, and that your "big thing" is no big thing.

Just to make certain, I have this for "unity of vision":

...a rules-set that works powerfully to formulate and maintain a social contract, constructs methods by which players negotiate what they can and cannot do within the game, and generates the described results in such a way that it matches social contract expectations (i.e. produces something that the players identify as what they thought the game would produce), then that's huge.

I have this for "rarer than mere unity of vision":
...the rules and their group interpretation and construction have to be, in the ideal case, so powerful that everyone in the game does not see it that way. They're saying, "That was Icelandic saga, all right, no question about it, what a great game!"

And I have this for "unity of vision" again:
...a much smaller version of this is always going on. The rules are a big part of how the re-interpretation in-game and post-game occurs, such that what was in play X way is described, remembered, and even potentially experienced as Y. And I'm saying that's a big thing.

I say: the "unity of vision" things, 1 and 3, are trivial nothingburger things, and if your rule design stops there you mightn't have bothered. The "rarer than mere unity of vision" thing, 2, is the standard by which you should measure your rules (in its many versions, not to limit the field to Icelandic sagas).

Am I misunderstanding?

-Vincent

Message 14294#151987

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 8:15am, matthijs wrote:
RE: Credibility of the rules as written

clehrich wrote: what made those texts act as independent social---even moral---authorities?


Here's one possible factor.

The AD&D books were big and full of rules. They seemed intimidating to most people, and were a challenge to learn.

When there's something exciting and new you want to learn, and you think it's just a little bit harder than what you're capable of learning, you get the effect that you try really, really hard. You want to know everything about it, and spend heaps of time getting to understand all the details.

When you've invested so much time in a subject, you get very rigid about it. You've just learned a set of complex rules. You don't want anybody to change those rules right now. If they try, you'll defend the rules with all you've got.

Your sense of personal achievement is tied up with the credibility of the rules. When you play with friends, you give those rules a lot of authority; that way, what you've learned becomes meaningful. If you don't give them authority, all that time spent poring over books is a waste.

Message 14294#151994

Previous & subsequent topics...
...started by matthijs
...in which matthijs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 8:19am, clehrich wrote:
RE: Credibility of the rules as written

[Edit: this is in reply to Vincent's post]

Well, I guess by your terminology, I'm saying that (granted Ron's valuable cultural caveats) it's worth remembering that AD&D achieved the #2 here, "more than mere unity of vision." And I'm saying that actually a surprising number of games achieve this: apparently WoD games do, for a lot of people (not me, but a lot). Which suggests that there's something we're missing, because by most theoretical formulations around these here parts, those games should not achieve this, certainly not with such a wide audience. And I think that the most established and least analyzed way to achieve #2 (I'm loving the double-entendre) is through textual authority.

Is that any clearer?

Message 14294#151995

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 11:46am, Noon wrote:
RE: Credibility of the rules as written

So the question is: what weight do the rules as written have, in general?


None. However, there is something you might like to call the traffic light factor. At traffic lights, people follow the rules there. You feel they must, otherwise there will be a pile up.

This makes it feel like there are rules that must be followed, rather than a bunch of people making decisions. It makes it feel as if the traffic light rules have weight all by themselves.

I think it's a kind of projection. You don't actually know the other people are going to follow the traffic light rules, but you project this idea in your mind that these rules exist independently for all to see and have weight...weight that will force others to abide by these rules.

It's sort of an assist to an act of faith...the act being to trust other humans. But no, the rules wont force them.

The funny thing is, you can take advantage of peoples belief in rules having weight, to remind them that if it should force others to abide, they should abide by them now. The percieved weight of the rules does more to force the perciever, than it does to anyone else (which they don't force at all).

So you might like to think of them as carrying weight in terms of being a back door to each person, should you press the buttons of their faith in the rule. The prob is, most roleplayers have seen years of cooked up rules and don't put faith in them willy nilly any more, and see them as as weightless as they actually are.

Message 14294#152003

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 1:52pm, Vaxalon wrote:
RE: Credibility of the rules as written

If you're at a traffic light, and all the lights are red... what happens? Within a few minutes, SOMEONE decides that the rules have to go, or otherwise a pathological condition will persist.

The same is true of game rules.

No matter how much authority we ascribe to the rules, they never attain a state where their authority is intrinsic.

Message 14294#152012

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 8:15pm, clehrich wrote:
RE: Credibility of the rules as written

Following up from Callan, Vaxalon wrote: If you're at a traffic light, and all the lights are red... what happens? Within a few minutes, SOMEONE decides that the rules have to go, or otherwise a pathological condition will persist.

The same is true of game rules.

No matter how much authority we ascribe to the rules, they never attain a state where their authority is intrinsic.
But this seems to me in a sense so obviously true that it's hardly worth saying. Dr. Xero already mentioned language, of which the same points can be made. Sure, you can disobey the language rules. Sure, the authority of language is never, by that measure, "intrinsic." Does that make it not an authority? Does that make you discard the language rules as soon as you have attained a certain mastery of the language?

If we're talking about cultural rather than natural phenomena, as we are every time humans make choices, then of course the authority is not "intrinsic." By this measure, "intrinsic" authority isn't really even authority: I wouldn't say that gravity has great authority to ensure that things fall; that's just natural law. Conformity and obedience to culturally-constituted authority can be analyzed; obedience to natural law is genuinely factual in a pure sense, and all that can be analyzed is what the law is and where it arises from.

The question is in what ways we do and do not submit to the authority of gaming texts, and how we constitute that authority. Comparisons to natural law, "intrinsic" in the things themselves, are spurious.

Message 14294#152041

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/12/2005 at 10:23pm, bcook1971 wrote:
RE: Credibility of the rules as written

coxcomb wrote: what weight do the rules as written have, in general? I mean, we write them with some expectation that people will follow them during play, right? So if, as some contend, a group will simply patch any rules to fit their play style, why do we have rules at all?


They provide a common point of reference to design intent, which is a vision for play. The mod's can be viewed as a layer of group tradition or GM prerogative. These may reflect tradition or production aesthetic.

********

What matthijs said about investment I find telling. I remember finishing the BW core rules, which about wore me out. It closes with a one-page note from the author that says not to use the game text during play. I was more than a little pissed off.

Message 14294#152046

Previous & subsequent topics...
...started by bcook1971
...in which bcook1971 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/12/2005




On 2/13/2005 at 12:19am, Noon wrote:
RE: Credibility of the rules as written

Vaxalon wrote: If you're at a traffic light, and all the lights are red... what happens? Within a few minutes, SOMEONE decides that the rules have to go, or otherwise a pathological condition will persist.

The same is true of game rules.

No matter how much authority we ascribe to the rules, they never attain a state where their authority is intrinsic.

Yes, said that. What I'm talking about is an unconcious habbit of ascribing them intrisic authority because it's convenient. If your driving across the intersection, you look left and right, but you don't do so with intense focus...because you assume the other people will follow the rules. Why will they follow the rules? Well there is no reason, but so you don't have to live your life in paranoia your encouraged to ascribe the rules some sort of intrinsic authority.

Message 14294#152052

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/13/2005




On 2/13/2005 at 7:02am, ffilz wrote:
RE: Credibility of the rules as written

I think one point to make is that the traffic light rules have authorty because the drivers have accepted a social contract that says "follow the rules of the road (unless something is really broken)." We are so conditioned by these rules that traffic moves slower through an intersection with dead stop lights than a 4-way stop intersection because each person who arrives has to convince themself that the light really is dead, and therefore they should follow the 4-way stop rule.

I agree that we assign the rules implicit authority, but that's really just a shortcut to establishing a social contract.

Ultimately the only real authority is fear that the other guy will pound you to a pulp (or someone who cares about him will pound you to a pulp).

All that being said, I think it is useful to talk in terms of rules having authority, but recognizing that they only have the authority granted by the players, and that the real authority comes from the players. But it is useful to be able to short cut things and say "Let's follow the rules in this book."

Frank

Message 14294#152077

Previous & subsequent topics...
...started by ffilz
...in which ffilz participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/13/2005




On 2/13/2005 at 7:56pm, Marco wrote:
RE: Credibility of the rules as written

A lot of these Forge discussions involve taking a common word or words, not defining them for purposes of the dissertation, and using them in a specific and often non-intuitive way. I'm not sure why that is--but it's done very often and it's problematic.

The term "authority" has many meanings If I say:

"Printed Rules have authority [in a manner similar that of a case-law precident.]" You can:

a) argue that I am using my terms wrong and I should say "credibility" or else I am abusing the English language.
b) argue that printed rules are nothing at all like established case-law precidents--but accept that if they were I would be correct to say that.

The problem with these discussions (and John's "contributes" thread) is there's a whole lot of (a) and not so much (b). And people are clinging to (a) really strongly--as though some realization depended on it.

The problem is: (a)'s wrong.

The terms we are using are being used correctly in the sentences we are using them. I can certainly claim that a rule book "is an authority" on how a game is to be played (in the sense of ' An accepted source of expert information or advice'). I can cite rules and claim authority from them (in the sense of case-law precident).

If you go look up "authority" then you'll discover that those are all valid uses of the term and, in fact, those sentences are ones in which people do commonly use them.

By doing (a) people are assuming that only one meaning is the true one (in the 'authority' case I think something like "authority means the ability to enforce a law") and that since rules cannot literally jump off the page and smack you, they lack authority.

Well, that's true (they can't jump up off the page) but trying to build an arugment that says rules have no authority based on assuming that there's only one way that word can be meant is, indeed, speaking crazy-moon-language.

And that doesn't get us anywhere.

-Marco

Message 14294#152128

Previous & subsequent topics...
...started by Marco
...in which Marco participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/13/2005




On 2/13/2005 at 9:34pm, clehrich wrote:
RE: Credibility of the rules as written

To follow up Marco's point, the use of the term "authority" in academic circles discussing human culture is very much in line with the use to refer to things like game rules. If anything, they would usually be considered a particularly obvious form of authority. I for this reason see no purpose in debating whether this is authority, or whether it's the right word. The question is how it works, and to what extent.

Message 14294#152140

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/13/2005




On 2/14/2005 at 12:58am, Noon wrote:
RE: Credibility of the rules as written

There seems to be a mix up between "This text has authority that I grant it" and "This text has (intrinsic) authority that it then grants to me"

The latter is incorrect. But rewind me to 10 years ago and I wouldn't have said that. Instead as I reflexively said they had intrinsic authority, as much as I had no control over that reflex, I granted them authority. Since I reflexively gave it and didn't instead pause, think and then consent to grant it, in a way they had authority whether I liked it/consented or not. The personal reflex made it intrinsic, in the same way as you could say a reaction hammer has the intrinsic ability to make your leg kick. Except it doesn't, it hits a nerve of yours and your leg kicks without your consent. But hey, if you can't control it and the hammer does...who has control here?

But eventually you leave the matrix, so to speak.

Message 14294#152164

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 5:03am, John Kim wrote:
RE: Credibility of the rules as written

Noon wrote: There seems to be a mix up between "This text has authority that I grant it" and "This text has (intrinsic) authority that it then grants to me"

The latter is incorrect. But rewind me to 10 years ago and I wouldn't have said that. Instead as I reflexively said they had intrinsic authority, as much as I had no control over that reflex, I granted them authority. Since I reflexively gave it and didn't instead pause, think and then consent to grant it, in a way they had authority whether I liked it/consented or not.

Wow. In my experience, that's peculiar. Virtually everyone I have known in gaming had house rules and/or fudging. As far as I know, this has been true since the start of the hobby. For example, Gary Gygax was near-universally mocked for his "play by the book" rants. I believe that you unquestioningly played exactly as written -- it's just that it is very different from what I have seen of gaming.

Regardless, I don't see substantial disagreement on this thread. No one here thinks that the rules stand up and enforce themselves. Following them is just a convention of behavior. Some people may prefer to play by the letter of the rules, while some people will modify them.

Message 14294#152198

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 5:38am, Ron Edwards wrote:
RE: Credibility of the rules as written

Hiya,

I'm not certain how central this point is to the thread as a whole, but it's addressed to Chris (clehrich) - why would WoD (specifically Vampire) and AD&D have so much "grab"?

I've written about my own answer to this question multiple times - because I think both games happened upon an existing contemporary teen trend. The AD&D one was probably more based on luck; the WoD one was almost certainly more prescient.

In other words, for a brief time, the game-stuff (books, etc) became gear. And yeah, a bunch of unfamiliar faces showed up in the stores and bought armloads of books, staving off yet another Chapter 11 for a bunch of game stores that year. But in each case, it didn't last long.

Since then, as the three-tier system settled into place during the early 1980s, distribution drove the market rather than the customers. Distribution dogma said, "D&D sells," and so it was. (It's a very odd version of supply-side marketing, which probably has a name.) Same thing happened in the early 1990s - any sale of a WoD book reinforces the prevailing dogma that "White Wolf sells," and the guy re-orders every damn available text.

So don't fall into the trap of thinking that a wall of White Wolf or TSR means "oh my, look at all that customer demand." You're looking at an artifact of a small, closed, and extremely non-reflective distribution system, whose members are certain they "know" what sells, regardless of empty slots where cool games once sat, and a proliferation of books collecting dust on their shelves.

In other words, not much "grab" after all. Not no grab, certainly, but not much.

Best,
Ron

Message 14294#152202

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 5:52am, clehrich wrote:
RE: Credibility of the rules as written

I'm with Ron on thinking we may be drifting, but I defer to Jay.

I don't entirely agree with you, Ron, about WW and TSR. Everything you say factually seems right to me, certainly; I'm not denying that. And I do think it fits very nicely with my rather brief experiences with WoD games. But it strikes me that there is a disjuncture when it comes to AD&D.

You say that this happened by luck, and perhaps it did, but I do not think that this means we must ascribe the successes primarily to exterior factors. I rather suspect that the texts themselves, and their manner of composition and presentation, had a significant role in their success. After all, there were other games in the mid-70s, and some of them were quite successful, but none dominated the way D&D did. I mean, even now a vast audience of people who do not play games and never did do, when asked about RPGs, immediately jump to "oh, Dungeons and Dragons, right?"

I have no conclusions to offer at the moment. One of these days I plan to sit down and pore over those texts very, very closely. I'm hoping that others with a deeper knowledge of those specific texts might offer suggestions for how they did it. Because there really is something in the books that clicked. I'm damn sure of it, even though I cannot at the moment prove it.

Message 14294#152206

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 6:30am, M. J. Young wrote:
RE: Credibility of the rules as written

Noon wrote: There seems to be a mix up between "This text has authority that I grant it" and "This text has (intrinsic) authority that it then grants to me"

The latter is incorrect.

I think you miss a point here. Sure, you're absolutely correct that the text has authority because the players grant it; but the players grant that authority the moment they say, "We want to play D&D." To play D&D, you check the authorities on how D&D is played, and those authorities are the rule books.

It's not any different in that regard from playing Monopoly. You get out the board and you read the rules, and you recognize that the rules are the authority on how to play Monopoly. Maybe you invoke that common house rule about free parking getting the money in the pot--but if you do, you acknowledge that this is not a rule garnered from the authority of the rules, but one agreed upon as part of play here.

In exactly the same way, when you say you want to play Multiverser, you're saying you want to play the kind of game that is derived from following the Multiverser rules, and thus in doing so you give those rules authority--they define what it means to play Multiverser. You recognize that to the degree that you follow those rules, you're playing that game, and to the degree that you're not following those rules, you're varying from the game.

That is all that is meant by saying the rules have authority: they define what it means to play the game as written. To the degree that you intend to play the game as written, the rules are the authority that tells you how to do that. If you want to make Nestle Toll House Cookies, you follow the recipe on the package; if you don't, you can make good chocolate chip cookies, but they're not Toll House Cookies, because the authority that defines what Toll House Cookies are is that recipe. The authority that defines what D&D play is is that rule book.

That's all.

--M. J. Young

Message 14294#152208

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 6:31pm, coxcomb wrote:
RE: Credibility of the rules as written

It seems like this topic has about run its course, and I certainly don't want to argue the metphysical nature of "authority" with anyone here. I am interested in the subject of the success of D&D and Vapire that crept in here, but it probably belongs on a different thread.

Anyway, as a last part of my argument that the written rules do have authority assignedby virtue of RPGs being "games", here is an actual play (albeit not of an RPG) example.

The other night I played the wonderful board game, The Traders of Genoa, with some friends. I explained the rules, being the most familiar with them, and we got going. Part way through the game, one of the players didn't like the way a rule affected him. He started by asking the human authority (me), "are you sure...". When I confirmed, he grabbed the rules to look it up.

Sure, board games and RPGs are very different, but I have seen this same scenario a thousand times in RPG play. The group accepts the authority of the experienced player (usually the GM) until something in the game makes them unhappy. Then they start leafing through the rulebook to check the rule. The authority of the rules trumps the authority of the human authority--but most of the time you don't need to refer to the rules, because you don't have a problem.

So I think that a group selecting a game to play means that, at the social contract level, they are agreeing to give the rules of that game authority over play. This is particularly important when a traditional GM is present, because the players are agreeing to give the GM power over the SIS in exchange for his agreement to at least appear to be playing by the rules (I say appear to be playing by the rules, because lots of things can happen behind the GM screen that have nothing to do with the rules, but that is a topic for another thread.)

Message 14294#152313

Previous & subsequent topics...
...started by coxcomb
...in which coxcomb participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/14/2005 at 11:14pm, Noon wrote:
RE: Credibility of the rules as written

they are agreeing to give the rules of that game authority over play

It sounds like your saying everyone would always do this.

If I join a game and the GM says 'My word always comes before those in the book' and I accept that, then I've accepted it. I can't then go and grab the book and spell out rules to him...that's an SC violation.

Sure, I might reflexively reach for the book every so often during such play. But that's not because the rules have intrinsic authority...that's because I'm used to an SC where everyone agrees (including the GM), that the rules can trump the GM's word.

Just because I'm used to it, doesn't make it a reality.

Message 14294#152403

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/14/2005




On 2/15/2005 at 12:08am, Noon wrote:
RE: Credibility of the rules as written

John Kim wrote:
Noon wrote: There seems to be a mix up between "This text has authority that I grant it" and "This text has (intrinsic) authority that it then grants to me"

The latter is incorrect. But rewind me to 10 years ago and I wouldn't have said that. Instead as I reflexively said they had intrinsic authority, as much as I had no control over that reflex, I granted them authority. Since I reflexively gave it and didn't instead pause, think and then consent to grant it, in a way they had authority whether I liked it/consented or not.

Wow. In my experience, that's peculiar. Virtually everyone I have known in gaming had house rules and/or fudging. As far as I know, this has been true since the start of the hobby. For example, Gary Gygax was near-universally mocked for his "play by the book" rants. I believe that you unquestioningly played exactly as written -- it's just that it is very different from what I have seen of gaming.

To clarify, I would have said they stand up once put into place. See, even as I set up SC (ie, what rules we would abide by), I didn't acknowledge the existance of SC.

Fudging was a 'wait, that's wrong...wait, that's also right? Huh?' confusion which in part lead me to what I know today, about rules.



M.J. Young wrote: but the players grant that authority the moment they say, "We want to play D&D." To play D&D, you check the authorities on how D&D is played, and those authorities are the rule books.


Yes. Unless we all just decide to stop checking them, mid game. Then no.

Every second they have to be granted cred, in order to have authority. You can't just grant it once and the rule keeps the cred/authority. I mean, it's clear when one person throws up their hands mid game and says 'Ah, this rule sucks" and then everyone pauses, thinks then nods and they ignore it, exactly how unintrinsic the authority is.

Strangely, they are actually sticking tightly to SC there. Because usually people are commiting credibility to some other goal that's higher in rank. "Having fun" is a vague, but common one.

The SC rule with higher rank cut the supply line of credibility to the book rule.

Message 14294#152413

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 2/15/2005