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Topic: principled play Vs. lawful play and the "players contract"
Started by: Tyler.Tinsley
Started on: 7/29/2009
Board: First Thoughts


On 7/29/2009 at 3:01pm, Tyler.Tinsley wrote:
principled play Vs. lawful play and the "players contract"

I'm trying a little experiment with my latest project and it's helped me clear up some issues I have been having. On a lark I thought it would be a good idea to actually write a "players contract" for the game I'm working on. The term "players contract" is something I hear tossed around and wondered if by putting these loose ideals down in writing making players read and sign a contract agreeing to them would effect the play experience.

Well I had a whole lot of difficulty coming up with the terms of the contract and it's still a work in progress but in trying to write it realized a few things.

Game rules are laws (old news I know), "player/gm advice" are principles. however most people skip the advice sections in rule books. it's my belief that principles are a far better tool then law.

The player contract as I'm writing it is a clear and defining statement of the principles for the game, how players should approach it and ultimately what purpose the game serves. It's a very direct means to address issues of principled play and from the first test seems like a very good way to make sure every player at the table is aware of these principles.

For players who would otherwise avoid "gimmicky" rules the contract provides the minor incentive in that it's printed with the rule book and will serve as a reminder of all the people you have played the game with, or maybe people sentimental enough to enjoy that sort of thing already follow gimmicky rules, I don't know.

here are a few things I'm thinking about in regards to player contracts.

Each game should likely have it's own unique contract.

How much can a game lean on a clearly stated set of principles (how few actual rules does the game need to have)?

What tools have other genres of games used to enforce principled play (warmachine's page five could be a good example, sportsmans prize support ect)

so what do you guys think about all this jibber jabber?

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On 7/29/2009 at 4:45pm, HeTeleports wrote:
Re: principled play Vs. lawful play and the "players contract"

Just to fine-tune some of those thoughts (which sound intriguing),
you should probably read this:

http://www.indie-rpgs.com/forum/index.php?topic=9782.0
The Infamous Five.
There are a few articles at the top of the page worth looking at, but direct your reading eye towards anything labeled "Social Contract."

Then, come back and tell me (because I'm interested) what you drafted so far.

Also, what kinds of things have you knowingly omitted in your written contract?
The reason I ask: I've been steeped in legal documents (buy/sell and mortgage contracts, especially), and absolutely nothing gets omitted. Almost to the point of absurdity. No game contract should read like a legal contract.

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On 7/29/2009 at 4:51pm, Luke wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I think a "clearly stated set of principles" is another way of saying "system."

System isn't just about the dice.

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On 7/30/2009 at 2:45am, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

HeTeleports wrote:
Just to fine-tune some of those thoughts (which sound intriguing),
you should probably read this:

http://www.indie-rpgs.com/forum/index.php?topic=9782.0
The Infamous Five.
There are a few articles at the top of the page worth looking at, but direct your reading eye towards anything labeled "Social Contract." mind pointing it out for me?


Thanks for the link! thats some good stuff in there. i dug around a little bit but had trubble find the articals that talked about "Social Contract." mind pointing a few out for me?

HeTeleports wrote:

Then, come back and tell me (because I'm interested) what you drafted so far.

Also, what kinds of things have you knowingly omitted in your written contract?
The reason I ask: I've been steeped in legal documents (buy/sell and mortgage contracts, especially), and absolutely nothing gets omitted. Almost to the point of absurdity. No game contract should read like a legal contract.


i agree fully, here is the working draft

Player Contract
We the signed agree to

-challenge and be challenged in the pursuit of greater awesome.
-boldly explore the fantastic while suspending disbelief.
-create a tale worth remembering and retelling.
-grow and reach greater friendship.

These require a little explanation as to why these terms fit this game.

"-challenge and be challenged in the pursuit of greater awesome." The game's central mechanic lets players challenge any narrative spoken by another player. This term encourages players to challenge others and to accept it when other players challenge them.

"-boldly explore the fantastic while suspending disbelief." the game is intended to create situations of complete and total fantastic absurdity. This term encourages players to indulge that impulse.

"-create a tale worth remembering and retelling." The games components and rules automatically record key story points and make sure each player leaves with a memento of playing the game. This term encourages players to think forward and make sure there is something of value to remember after playing, it's the guiding principle of what should be considered "awesome"

"-grow and reach greater friendship." fancy way of saying DON'T BE A DICK! the rules are fairly open ended if someone wanted to grief the game it would be very very easy to do so.

Luke wrote:
I think a "clearly stated set of principles" is another way of saying "system."

System isn't just about the dice.

This is very very true. However what are players more likely to look up during play? The rules regarding dice and numbers or the principle of their actions?

The contract is just a simple reminder, a summation of the most important details often lost in hundreds of pages of rules and from my experience rarely told directly/correctly by the people who have read the rules to the players being taught.

maybe it lacks subtly?

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On 7/30/2009 at 2:58am, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I think there's definitely something to be said for stating your game identity in the positive rather than negative sense: "You are meant to do ___" rather than "Whatever you do don't do _____" also I think it's quite good to say, "for this game the other players need you to do ____", both because this flags up people's responsibility for each other's fun, and for the actual game designer writing it, it reminds you to insure that you haven't made the various parts of the game too independent.

A big part of inspiring people to play relates to what you might call principles, in that people get the idea they are supposed to be killing dragons or solving mysteries or dealing with grief or making political alliances. Once they know that they can work from there.

So yeah, this is just another way to think about "system", but a good one! And making summaries that people can look at quickly is good for all kinds of things. Imagine if you added page number notes and made this the contents page for the book!

I think your contract is a little stuffy/daft, depending on if you take it seriously or not, and I suspect some of the contract structure takes away from it's readability. I prefer something influenced by proverbs from the bible: "do ___ not ____" or something. Basically I'd make putting the principles out clearly (so people obviously agree with them or not) the priority, before any stuff about "the undersigned" or any other fake legal structures.

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On 7/30/2009 at 4:29am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Hello Tyler,

I think one issue is that usually all parties are in good will, and in good will try and forfil all of these points, but in doing so one of them gives something that just looks wacked out and alien to the point they look like they are giving an act of bad will (jeez, I seem to end up in that spot on forums often enough, actually).

It's funny how quickly, if there's any uncertainty about someones intentions, people will quickly assume the worst. No one wants to be a sucker.

Which is why I suggest adding a clause that everyone agrees to be a sucker (or however you want to put it). They will try to read good intent into everything, and hell, it's recognised amongst the group that it'd be so easy for one person to abuse that so no one has to feel like a full on sucker if it happens. Cause really the worst bit of being a sucker is feeling no one understands your position - so this clause helps everyone understand everyone elses position in trying to read good intent into everything anyone does in the group.

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On 7/31/2009 at 11:01am, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I like the sucker clause, how would you put it into words?

Oh I forgot to include my pondering about "principled play Vs. lawful play"

My game design background is from board and card games, when I started to work with RPGs I realized one of the largest differences was a great tolerance for exploitable rules, or stated differently RPG players are expected to understand what is appropriate behavior for the game they are playing.

Board games present a very limited scope of choices and are valued when there are as few rules that can be exploited as possible (in this case exploiting a rule means playing against the purpose/principles of the game) in other words board games are designed to stand up to "lawful play", Where the hard rules of the game naturally lead to the expected experience. board game rules would shy away from including behavior directions like "a player who cannot win should not take action to influence the eventual winner of the game." instead the rules of the game would be expected to prevent king making situations if they are undesirable. Games that do allow undesirable player behavior are often called "broken".

Role playing games seem to demand player behavior should be guided by more then the hard rules, a kind of "principled play". I think most people understand what that means. basically some "rules" are open to interpretation so they can cover a wide verity of player behaviors. Game authors have used various means to express their games principles. Some use the atmosphere of the art and prose in the book, some directly state it in the rule book posing as hard rules or advice, and some would pose as generic and deny more specific/useful principles.

A result of this difference is how player groups form and function.

I will play board games with just about anyone, however I'm more picky about who I want to play role playing games with or even what combination of people I like to have at the table. Much of the discussion I hear from role players is about problem players or how hard it is to find the right group to play with.

I think both approaches have merit and both have draw backs. I think the most sucessful games use both, rely to heavily on one and you will lose the benefits of the other. I guess the player contract is born from my background designing lawful games, forcing players to read and sign a contract forces an awareness of the principles of play that are acceptable for that game. It's a tool that i will use in some incarnation for any game that i feel needs to emphasize principle.

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On 8/3/2009 at 12:09am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

That's some important stuff that doesn't get talked about much in roleplay culture - I think mostly because it seems alot of roleplayers have decided all rules are principles, as you put it, rather than laws. I was in a discussion recently that seem to have mutated the idea of agreement, to something similar to if I stuff something under my shirt and walk out of a store without being molested, it's moment to moment assent. The RP example was a group of players who had agreed the GM gets final say on something, but amongst themselves without the GM, agreed to treat something as true that they had agreed the GM decides - the idea that if they go unmolested by the GM over it, it's moment to moment assent. There isn't much discussion about laws and principles in RP culture, because the majority seem to treat everything as an interpretable principle.

I will play board games with just about anyone, however I'm more picky about who I want to play role playing games with or even what combination of people I like to have at the table.

Personally I want that board game quality of play with just about anyone, and I thought roleplay culture and design was just in a mess and hadn't gotten there. But it seems alot of RP culture want that clique culture to stay, and revel in it.

On the sucker clause:

Well, you have to put it into words you'd agree with. Here are some words I'd agree with
We all agree to see good intentions in what other people contribute - even if at times other people contributions seem alien or 'damaging to fun'. But the heart of the session is finding the little differences between us and enjoying those - that is the fun. More fun on top of that is great, but even if that's reduced by a strange contribution, appreciate that's a reflection of the other person. Your finding out about how they think and feel - this is fun! This is a core fun!

Also, admittely, some people could do something without good intention. You either decide to expose yourself to some risk of that, or you cannot play this game. And basically everyone there with good will appreciates that it takes some guts for you all to expose yourself to that risk - you all know none of you are being a sucker, your taking a risk for that specific fun

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On 8/5/2009 at 6:40pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Here is a thought

In board gaming very few players are open to "house rules", preferring to play by the rules or to find a game that suits them better. it seems role players are far more open to playing off of "RAW" even to the point of explicitly stating in many rule books that players can and should do what feels right.

In your opinion what does this difference mean?

Does it mean there are significantly different cultures and backgrounds at play among the two groups? or does it mean RPG design has yet to advance to a point where games can be reliably counted on by the consumer?

is the personal preference clause printed in so many roulebooks a crutch?

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On 8/6/2009 at 4:13am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Me? I think that people were exposed to badly written formal rules from an early age and in the desperation of youth (aren't we all a little desperate when young?) took it that 'getting it to work' was part of it actually working (as contradictory as that sentence is). This bread things like constructive denial, but without the self recognition of that denial.

So you've got a culture that, essentially, wants products that can't be reliably counted on. The flaws and the personal preference clause are all fodder for a socio political machination at the table for individuals to try and grab hold of a social activity and shape it as they want their group to behave. That last bit is hardly exclusive to RP - my partners previous book group had similar situations of power manipulation, from her accounts. I've heard the same about wedding planning and such like. Many people revel in structures with ambiguity about power and authority.

Then you have what are essentially religous visionaries, which is basically the same as above but more brrrr - they see 'how it is' in the unreliable text. No, they don't see a cool way of doing things that isn't really there but it inspired them to the cool idea - it's 'really there'. I use the term religous, because they tend to rely on the idea that if you state something exists, and no one can prove it doesn't, then that proves it does exist. Sometimes I think the fundimentalist christians reacted so much to D&D, not because of any devil worship, but because they sensed it muscling in on their turf.

Hoo boy, and now I sound a little ranty! I think there is evidence the personal preference clause is a crutch. But openly saying it tends to bring in one of the above parties. So I'd recommend not letting go of the idea if you get a bunch of dismissals straight away.

What does RAW stand for, again? :)

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On 8/7/2009 at 1:23am, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

This thread was always on the borders between the "first thoughts" and "actual play" forums here, because it referred to techniques based on quite a general insight about games, which is probably better treated in actual play, both because the forum rules require examples, which help in this kind of communication, and because it will get on the radar of helpful and clever people who are into discussing this stuff.

With that in mind, here's my response to some of the more general stuff:

Transcending a rules structure doesn't require a rules structure to be bad. Yes the fact that they were bad forced people to overcome them, but it could be said that since the formal rules grew out of the experience, and then people budded off those rules into forming their own experiences, the rules being rubbish just clued people up to there being more to "this thing" than was in the book. Now that's a different history for you!

Now before I go any further Callan, I should probably unveil that I'm the same Josh W that you've been chatting to on the blogs, because seen as we are talking about some of the same stuff it could be weird otherwise!

The weakness you recognise in the informal rules are obviously true; if we take off the restrictions of lawyerly "Rules As Written" play, then we open up more opportunity for abusing other players, but RAW is a dodgy concept in itself because the more hardcore use of the concept means equating an rpg rules text with a computer language, ignoring that all such languages only exist as computer languages because they have a standardised interpreter! The same thing does not exist for human beings, our interpretation is always more complex and enigmatic than that, opperating more by contradiction: "So the rules work like this...[play contradicts written rules]...Ok maybe it's this instead" do you recognise that process from your own play? Setting up a hypothetical situation, going with it and seeing if it breaks? I've done it by checking play's correspondence to the rules text as we go, or by looking back afterwards and saying "oh we did that wrong". So interpreting "rules as written" means deciding if your interpretation as you've played it is identical with the existing rules text. I suspect this can be made rigorous, but that is going into "natural language processing".

Basically, your concern as to what can happen with an ambiguous text is actually what happens with every single text! The ability to change the rules is actually protection from the kind of people you mention, those who see no flexibility in the text, because it avoids the issue they so adamantly hold to, that their way is "the right way". Now as I say, it may be possible to construct a rigorous foolproof "rules as written" means of interpreting games texts, by following the distinctions they make, and it may be possible to write texts to better allow those techniques. But until then we will have people who "rules lawyer".

So on one side we have the person who uses the rules and their interpretation method to take control of the game, and on the other side there are those who just like to use "influence" of a more nebulous and social kind. We need to deal with both, unless we don't mind them doing it of course, but personally I'm too close to being either of those people myself to just let it lie; I restrain myself from changing rules mid-game for personal competitive advantage, and I'd rather like it if they stuck by that too.

But at this point I think we need to tie back together this preventative negative stuff with the stuff I mentioned before; if this is not a game about manipulating rules structures for competitive advantage, if this is not a game about political "setting the agenda" via social means, with "who's rules you use" as the score marker.

So what is it about?

Well it's about that other thing, you know, the exploration, the thing "creative agendas" are supposed to reveal. The reason we keep building games is because we want to find a way of creating stuff and imagining stuff together that is awesome in a way we intuitively get but want to nail down, and make reproducible. The "you can change the rules" clause is a recognition of what people who are reaching for that will do anyway: Tomorrow they will want to play a different game that is like yours but better! Technically I think it is a crutch that games may always need, if you still want people to be "playing your game", because the insights and experiences that they gain playing your game may well allow them to make a better game than you, just because your game has helped them. It's a crutch like inheritance is a crutch, it helps your game keep going, if only in name.

Now having said all that about the development and change of rpgs, I think that there are a certain group of people who like bending rule systems like mad. I am one of them! I used to love the Char-op boards on the D&D site even as I ran and played in campaigns of ever-evolving rules. Different challenge. Now if you just love manipulating rules systems, and to be honest finding optimum and innovative strategies can be very close to hacking the rules of the game, you will need the rules to stay still long enough for you to get a grasp on them. Or if they do change, then that itself becomes a tactical arena, with each player trying to create a rules system that they can pull in their direction more than the other persons playing. That's a fun game, but it's a different game.

I think that's about all I can reasonably put in one post, except I will add one last question: Callan, do you see any contradiction between enjoying the differences between people, and trying to standardise your experience?

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On 8/7/2009 at 10:18pm, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

This is a political machination I'll avoid as well, where I answered the OP legitimately, then somone else responds to me (not to the OP) contentiously, then I respond, back and forth and after awhile it looks like I'm just a big post hog. Everyone who responded to me (and not the OP/not on topic themselves) to begin with forgets how they participated in starting that off. Then whatever I've said can be written off as forum hog stuff (ah, storygamers...). Kind of prompting the other guy into being something that's dismissable (and thus the ideas are protected from critique because all critics are converted into forum hogs). I'm not saying this is being done conciously, but right now it is falling in exactly that direction regardless. Perhaps start a post in actual play?

On 'standardising the experience' I'm not sure anything productive happens if both parties can't humour some idea they may be wrong (we all have to put some amount of effort into trying to disprove our own hypotheses - no one else can do all of it for us - as far as I know). You sound certain I've said 'standardising the experience' and so I hesitate to enter into what looks unproductive ground.

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On 8/8/2009 at 3:05am, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
You sound certain I've said 'standardising the experience' and so I hesitate to enter into what looks unproductive ground.

Um yep, maybe that was over-harsh! I believe the moral of the story is not to post on sensitive issues late at night! What I was trying to go for was the concept of a "boardgame quality experience". I got the impression from what you said previously that the quality of a boardgame, one of the things that made it good for you, was in some fundimental way related to it's formality, to it's unchanging structure that can be learned and worked with.

Based on that assumption, which may be wrong, I then considered the contrast between the standardisation of experience such rules produce and the objective for rules to allow communication between people. I can see space to avoid contradiction; in Chess or Go the formal system provides a common language that allows you to recognise the opposing player if you are good enough, but I wanted to see if you had considered it.

Laying my cards on the table, I think that there is an inherent uncertainty involved with making rules for people, because of their variability. The closer the rules are to fit, (and that includes their suitability as a means of communication of personal difference) the more capacity they must have to be adjusted, but there will still be a level of structure required if they are to act as another channel of communication. So that question wasn't a trap! Just a too-rhetorical invitation to a useful discussion, which I thought would be fine because you ended your last post with a rhetorical question of your own.

I'll see what I can do on the new thread front.

Tyler, I've tried to respond to you as well, with an intentionally contrasting view, hopefully that was useful. I've tried to frame the issue in terms of what people get out of it, in a positive sense, with system manipulation and optimum strategy on one side, and this more hard to describe goals that we are aiming at on the other. For the latter, I think we need rules change, because all rpgs are in beta! Adding a clause to recognise that just means that people will play a different game while giving you free advertising for the inspiration!

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On 8/8/2009 at 4:56pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

oh no worries, compared to a few other places i post this is a very tidy and polite community.

on topic:

I think the key here is to understand the difference between a principle and a rule, and to use both to create a complete game. In my thought it's a misunderstanding to think that they are one and the same, and to me it stems from the central untruth that has held role playing games back for so long.

Player's are not game designers. Game design is a remarkable skill that covers a wide breadth of disciplines, it's unreasonable to expect someone to be good at this skill without experience. Much of why people buy games is because it is quite hard to make a good one. In a board or miniatures game it's the designers job to take a strong set of fun principles and turn them into a set of rules that exercise those principles in play.

It's the designer's job to use principles, to expect normal people to be able to translate principles into functioning law is ludicrous, law is a very tricky and hamfisted tool but it is a critical component to presenting a complete game. To speak openly I don't know why hobby RPG's are usually so grievously incomplete. But I'm fairly sure it has nothing to do with RPG's needing a certain amount of incompleteness in order to function. I know they don't need to be incomplete because I have played RPG's that were complete. Games like werewolf or even scholastic's old star wars adventure sets are examples of what I consider a complete RPG's.

However it is still very important for players to know a games principles upfront! This lets them know if it's something they are going to enjoy or how they should approach the game at hand. The "contract" is a means to those ends. Some games have other rituals or means to communicate the principals, if these principles are communicated effectively they can cover and guide a wide range of player behavior, making the laws easy to follow and helping players see the reason behind them. In this way they work together to make a complete game.

I forget if I said it here (forge) but the rpg industry is a vastly different landscape then what I have experienced in traditional gaming markets (both hobby and mass), given that some of my very best experiences gaming have been with RPG's it feels so backwards for these games to be served by such anemic economy and fan base. I feel creating complete games is a step to improving the situation.

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On 8/8/2009 at 8:37pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I'd say modern white wolf games have a lot what I'd call the good kind of incompleteness; there are loads of elements that are not nailed down, and are left for you to decide, and I'd like to make the distinction that they are complete in terms of functioning well, ie they don't decide everything but they decide what you want well.

But in my experience, we hacked the hell out of vampire when playing it! Maybe it's because we had two novice games designers in the group, but we found we wanted something different and made a system for the setting we thought was better. Even though it's incredibly simple, our GM at the time couldn't get his head round it (the dice pool probs threw him off) so we turned its resolution system into something more like heroquest.

Tyler.Tinsley wrote:
It's the designer's job to use principles, to expect normal people to be able to translate principles into functioning law is ludicrous, law is a very tricky and hamfisted tool but it is a critical component to presenting a complete game.


Hmm, have you changed your definition of principle here? When you are going "principle vs law = GM advice vs rules" I can totally get behind that, but I don't quite get this bit.

If you are saying the GM advice is "challenge the players" and the law is "here are the limits to stop challenges would be absurd", then I can see that making the limits would be about time, experience and testing, pretty hard. But if you get given example challenges and encourage the GM to shift them a bit, making something similar but different within the heuristics given, then the game designer has helped the GM make a fully functioning part of the rules, the rules for a new challenge. That seems totally legit to me, extrapolating from a case to make a new bit of rules, expanding the game appropriately.

I think that is part of what makes rpgs such a radical form of entertainment, they naturally encourage the people playing to become producers as well as consumers. On the other hand if they do that job badly, they put too much strain on players (and particularly on the GM). I'd put a different spin on it, saying that rpgs are always unfinished, but that is no excuse for not giving players a clear base to start with, and scaffolding pushing out from the standard core to help them produce new parts. Stuff like options to adjust the rules structure in predefined ways, or templates and design patterns for further adaptions.

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On 8/8/2009 at 9:24pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

JoyWriter wrote:

Tyler.Tinsley wrote:
It's the designer's job to use principles, to expect normal people to be able to translate principles into functioning law is ludicrous, law is a very tricky and hamfisted tool but it is a critical component to presenting a complete game.


Hmm, have you changed your definition of principle here? When you are going "principle vs law = GM advice vs rules" I can totally get behind that, but I don't quite get this bit.

maybe I'm expanding it a little? I'm not sure,

GM or player's advice, suggestions for player behavior are all principles. A designer also uses these principles when writing the rules, hopefully crafting law that encourages these principles in some way. A player (or GM) should not be expected to translate the principles into law.

JoyWriter wrote:
If you are saying the GM advice is "challenge the players" and the law is "here are the limits to stop challenges would be absurd", then I can see that making the limits would be about time, experience and testing, pretty hard. But if you get given example challenges and encourage the GM to shift them a bit, making something similar but different within the heuristics given, then the game designer has helped the GM make a fully functioning part of the rules, the rules for a new challenge. That seems totally legit to me, extrapolating from a case to make a new bit of rules, expanding the game appropriately.


As I'm using the terms the law would be the hard rules regarding challenging something and how that challenge is resolved, the principle behind when and how often you should challenge something is stated in the contract.

-challenge and be challenged in the pursuit of greater awesome.
-boldly explore the fantastic while suspending disbelief.
-create a tale worth remembering and retelling.
-grow and reach greater friendship.

all of these can be used as guidelines for when you chose to challenge or not challenge someones narrative, if I wanted to I could enforce hard limits using rules, to an extent the challenge system has built in fail safes to discourage bad behavior. These are an example of how rules are designed to encourage the principle.

These same methods of design are used for board & card games. In principle, poker is a game of great chance and great skill, the rules enforce these qualities. Players who understand this principle have a better time dealing with momentary losses and understand the strategy that plays out over many hands of poker.

Maybe this helps explain what I'm thinking about?

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On 8/8/2009 at 11:22pm, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I think I know what your saying - there's this TV program on here where they show 'mystery items' and quite often they are tools - but they don't tell you what the tool is for. There was one which was this curly, ornate bit of fashioned wire...it was a clothes peg (an old school clothes peg). But without being told that principle, it was just an funny little object. Is that what your saying, Tyler?

To speak openly I don't know why hobby RPG's are usually so grievously incomplete. But I'm fairly sure it has nothing to do with RPG's needing a certain amount of incompleteness in order to function. I know they don't need to be incomplete because I have played RPG's that were complete. Games like werewolf or even scholastic's old star wars adventure sets are examples of what I consider a complete RPG's.

I share the same question about typically greviously incomplete RPG's. But I will say alot of people insist they aren't incomplete - upon being questioned they start adding stuff but insist that's how you do it, "so it's adding nothing".

I know a little about werewolf and in terms of it's procedures it seems to have gaps - if you drew it up as a flow chart, some parts of the chart don't connect to the rest. And with other parts, like with what skill a GM could invoke, there are dozens and dozens of options spreading from the one point, which gives very little guidance on what to choose - it may as well be disconnected as well. I'm surprised you call it a complete game - why do you say it is?

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On 8/9/2009 at 9:07am, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I think we are on the same page about principle, that is a very good analogy.

by werewolf I mean the very light party game usually played with a stranded deck of cards, some times called "are you a werewolf" and mistaken for a board or card game. to me this game represents the elements of role play distilled. It's rules are solid and clear, it sets an objective for the players, and the rules play directly to a resolution and the most important part of the game is your ability to play a role. how well you role play in this game is a matter of life and death!

Most role playing books are not games but designers notes and rules for making a game. Character creation rules are a whole lot like the systems used to generate a miniatures stats in a miniatures game. In a very real way the method these games are presented is exactly what makes them incomplete. This incompleteness is why it's so hard for average people to get a game together and to an extent can be blamed for how tiny the market is for RPGs. basically the role of the GM is far too demanding with incomplete games.

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On 8/9/2009 at 10:35am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Ohhhh, sorry sorry! I thought you meant the whitewolfs 'werewolf: the forsaken' RPG, the guys who made vampire and mage and such. I've vaguely heard about the werewolf and peasants game - sounds like it rests heavily on bluff and perhaps a certain amount of imagined fiction can/does enter into that bluff? But I don't know about it really - my comments were about the 'werewolf: the forsaken' RPG. Okay, getting you more now - and as a minor side point, I'm now curious about those scholastic's old star wars adventure sets you mention. Never heard of them?

Can I ask, what do you think about the old pick a path books, in terms of structure? If you took the same sort of structure, but say that certain rules ask a GM to judge the players fiction and give out a set bonus (set by the book) if the GM judges the fiction warrants it, is something like that what you mean by a complete design (not specifically what you mean, but would it be one particular example of a complete design)? Or too odd a question?

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On 8/9/2009 at 12:35pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Depending on how it's played werewolf has varying degrees of fiction, i have played games where each person develops the character they play in the village, and games where were not concerned with the fiction at all, however my strongest plays in the game have always revolved around the theme, i got my accuser lynched and turned the whole room away from me by calling to attention his "image of trogdor" (he was wearing a trogdor shirt) the enemy of all peasants! any veteran of the game knows excessive body hair will often get you lynched. even if you remove the fiction entirely your still trying to play the role of someone who is not holding the werewolf card.

Pick a path books would be an example of a complete game, modules for traditional rpgs are a kind of complete game though their context usually hinders an effective presentation. And that's basically what scholastic's old star wars adventure sets were, a chose your own adventure book but you also had a character sheet listing different skills and at various points your choices would have you roll some dice add your skill and your success or failure would also drive the story. This sort of thing is just one example of what I would call a complete RPG.

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On 8/10/2009 at 11:57am, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Tyler.Tinsley wrote:
Most role playing books are not games but designers notes and rules for making a game. Character creation rules are a whole lot like the systems used to generate a miniatures stats in a miniatures game. In a very real way the method these games are presented is exactly what makes them incomplete. This incompleteness is why it's so hard for average people to get a game together and to an extent can be blamed for how tiny the market is for RPGs. basically the role of the GM is far too demanding with incomplete games.


I can agree with you here! One of my biggest objectives is to reduce needless effort on the part of the games master, or indeed the players. Having said that, I do believe that there are objectives people can have playing rpgs that cannot be met by adventure paths and "choose your own adventures". Insuring that the events have emotional resonance in that amazing personalised way cannot be done unless the structure of events actually echoes or mirrors the memories or event patterns (Will Wright calls them "schemas") that have that same resonance. In other words, many of the amazing personal experiences you attribute to rpgs may be attributed to the GM and other players working within the incompleteness of the system, adding in real dynamic structure

The game you mention, although fun, and although it includes "playing a role", is constrained to the interpersonal dynamics of a lynch mob. It reminds me of what they call the "attitude of the knife" in Dune; chop of the incomplete and say it is complete because it's ended here. You definitely can do that, but I'd insure that your not cutting out those experiences that you have most valued in order ot make "rpging" accessible. How to do that? Look very carefully at what you have enjoyed most, and explore where that came from. Then don't chop those bits out! Instead support them so other people can replicate them.

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On 8/10/2009 at 1:09pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

JoyWriter wrote:
I can agree with you here! One of my biggest objectives is to reduce needless effort on the part of the games master, or indeed the players. Having said that, I do believe that there are objectives people can have playing rpgs that cannot be met by adventure paths and "choose your own adventures". Insuring that the events have emotional resonance in that amazing personalised way cannot be done unless the structure of events actually echoes or mirrors the memories or event patterns (Will Wright calls them "schemas") that have that same resonance. In other words, many of the amazing personal experiences you attribute to rpgs may be attributed to the GM and other players working within the incompleteness of the system, adding in real dynamic structure


Anyone who plays JPRG's would strongly disagree. granted not everyone digs that experience but it certainly earns enough money to be valid. Like I said "pick a path" is just one possibility of creating a complete game. There is a vast difference between presenting a complete game and only giving hints as to what may possibly be a game.

Other industries make it a point to sell complete games, in video games the only people who use tool kits are actual developers or people who make mods, the RPG industry is currently only selling to that tiny fraction of potential the market.

JoyWriter wrote:
The game you mention, although fun, and although it includes "playing a role", is constrained to the interpersonal dynamics of a lynch mob. It reminds me of what they call the "attitude of the knife" in Dune; chop of the incomplete and say it is complete because it's ended here. You definitely can do that, but I'd insure that your not cutting out those experiences that you have most valued in order ot make "rpging" accessible. How to do that? Look very carefully at what you have enjoyed most, and explore where that came from. Then don't chop those bits out! Instead support them so other people can replicate them.


Yes the game is specific, still it ranks highest in my favorite experiences. The fact that it's not generic is one reason it's such a complete game. Many people here are looking for games that are not generic or hate games that seek to be generic.

I will tell you my worst experiences at the game table have been when a game is improperly constructed from hints in a book.

What do the other people on this board think about this discussion? is it compelling enough to continue?

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On 8/11/2009 at 12:09am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Well, its so compelling to me atleast, that I was giving it time to properly form a post for it. I'm still not sure I've given it enough time, as well!

It's funny in that I slightly disagree with your post about pick a paths (or I think I do). You didn't mention anything about the bonus assigned by GM, that I mentioned. I'll call this an imagination coupling device, for this thread. I see this as pretty pivotal in order to engage an imaginative space that's typically made at the table, during play. Pick a paths engage an imaginative space that was made when the author wrote the book...its not engaging an imaginative space  that bubbles into existance upon play itself. Not that that's a vital quality to have in some galactic sense, but it is nifty (feel free to challenge this and I'll continue on it)

To keep it simple, a really basic, fairly dull imagination coupler might be like this - the play so far has been pick a path like, but then the book instructs some person  with a ref/GM job to judge the players description of his actions as to whether he gets a bonus (a set amount, determined by the book and not the GM) on a certain skill roll the book has instructed the group to make.

That way the GM references the current imaginative space that happens to exist in play at that moment, and assigns the bonus if it seems fit. It's a complete game, but it also has an imagination coupler that makes the current imagined space, part of play itself (well, to the degree the GM lets himself be influenced by the current imagined space).

What alot of traditional RPG's do is be completely loose assed and incomplete, as their means of having an imagination coupler (then the crowd utterly embraces incompleteness as the only means they percieve as accessing the imagined space). Here's a typical example
You want to do something that sounds like it involves a skill.
The GM decides if you can roll at all on the matter, or he just says you can/can't.
The GM decides the difficulty, from o to a million.
The GM decides any bonus you get, which is totally redundant given the above step.
What the fuck a passing or failing roll results in, in terms of narration or in terms of other invocations of 'mechanics' like this, is up to the GM.
Note: Most groups will defend or deny this, as they say it is not up to the GM - the group will burn the GM at the stake if he actually decides this on his lonesome, even if the text the group agreed to says he does decide it. It gets to be a lord of the flies situation.

What do you think about the imagination coupler I described before, Tyler? I know it's a dull one, but I'm keeping it straight forward. And does the second one seem familiar from traditional RPGs?

I will tell you my worst experiences at the game table have been when a game is improperly constructed from hints in a book.

I'll just argue this a little - if there are only hints in the book, then there is no proper way to construct the game. That's part of the problem - people have a bad experience and conclude that must mean it was not done the right way. Hell, that's part of my history as well.

Really there is no right way when there are 'hints' - someone just spews out what they 'see' amongst the hints and funnily enough the result of spewing something out is typically...spew. Sometimes, rarely, it's a gem.

Effectively reading and especially trying to comprehend a traditional RPG is alot like taking a halicinagenic drug and then creating stuff from the visions. Except while I'm sure some painters have taken drugs then known the visions they saw and painted were just visions, roleplayers as a culture seem to think the vision they saw really are in the text.

It's a real pain in the arse, because some of what roleplayers see are gems, but they can't distinguish that it's not in the book, so they never write down this gems properly and thus no one else gets to experience them. It's been going on for about thirty years, it seems.

It's that notion that the game was 'improperly' constructed, that keeps it going.

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On 8/11/2009 at 5:46am, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:

What alot of traditional RPG's do is be completely loose assed and incomplete, as their means of having an imagination coupler (then the crowd utterly embraces incompleteness as the only means they percieve as accessing the imagined space). Here's a typical example
You want to do something that sounds like it involves a skill.
The GM decides if you can roll at all on the matter, or he just says you can/can't.
The GM decides the difficulty, from o to a million.
The GM decides any bonus you get, which is totally redundant given the above step.
What the fuck a passing or failing roll results in, in terms of narration or in terms of other invocations of 'mechanics' like this, is up to the GM.
Note: Most groups will defend or deny this, as they say it is not up to the GM - the group will burn the GM at the stake if he actually decides this on his lonesome, even if the text the group agreed to says he does decide it. It gets to be a lord of the flies situation.

What do you think about the imagination coupler I described before, Tyler? I know it's a dull one, but I'm keeping it straight forward. And does the second one seem familiar from traditional RPGs?


I think those steps all sound like the job of a game designer and not the job of a GM. The trouble here is not that the rules are too vague for the situation but that they are too specific. If you want a game that exercises freedom of narrative your rules should probably govern the narrative it's self and not the specifics of what it's talking about. The frame work of attributes and skill is not the best match for that kind of freedom.

While not perfunctory the GM is a useful and interesting role for a player to fill, however the harder you lean on this player the fewer people who will be able to do the job correctly and thus your market will remain very small.

A player's ability to be engaged in the story and to feel like a part of the events I would argue, has little to nothing to do with their control over the fiction. the fiction can remain totally static (like in a JRPG) the trade off for a player being able to guide the fiction is that the fiction can have the best possible writing and execution. the attachment JRPG players gain with their characters is just as intense as the most free form rpg.

Callan wrote:

I will tell you my worst experiences at the game table have been when a game is improperly constructed from hints in a book.

I'll just argue this a little - if there are only hints in the book, then there is no proper way to construct the game. That's part of the problem - people have a bad experience and conclude that must mean it was not done the right way. Hell, that's part of my history as well.

Really there is no right way when there are 'hints' - someone just spews out what they 'see' amongst the hints and funnily enough the result of spewing something out is typically...spew. Sometimes, rarely, it's a gem.

Effectively reading and especially trying to comprehend a traditional RPG is alot like taking a halicinagenic drug and then creating stuff from the visions. Except while I'm sure some painters have taken drugs then known the visions they saw and painted were just visions, roleplayers as a culture seem to think the vision they saw really are in the text.

It's a real pain in the arse, because some of what roleplayers see are gems, but they can't distinguish that it's not in the book, so they never write down this gems properly and thus no one else gets to experience them. It's been going on for about thirty years, it seems.

It's that notion that the game was 'improperly' constructed, that keeps it going.


I think were in agreement

"tools and advice to make a game" are equatable to hints. An experienced game developer can take hints and make a game from them and it can be good, but most people wont be able to do so. So there would possibly be both right a wrong ways to play a game made from those hints. but if a game requires this talent it means there will be very few people who get any real use from it. I think most RPG's or what people think of as RPGs require this talent and as such are mostly useless.

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On 8/11/2009 at 11:16pm, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I pretty much agree as well. But what I want to get at is do you think an RPG has to have something like the following, or is something like a JRPG or pick a path sufficient?

To keep it simple, a really basic, fairly dull imagination coupler might be like this - the play so far has been pick a path like, but then the book instructs some person  with a ref/GM job to judge the players description of his actions as to whether he gets a bonus (a set amount, determined by the book and not the GM) on a certain skill roll the book has instructed the group to make.


And I just realised I myself said 'has to have' like there's a right way, which bugs me no end when other people do it (usually to greater extents, though). I'll rephrase it - which way are you going at the moment? More like a JRPG/pick a path, or like a JRPG/pick a path but with stuff like the above quote spread throughout the game?

It's just that, JRPG/pick a path books do not draw on/have a means of drawing on fiction that was made (by more than one person) during the act of play itself (play does tap into fiction made before play started, but not during). It's an interesting quality to have, where the game mechanics tap into fiction that is being made at the same time as play itself. Is that something that interests yourself as well?

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On 8/12/2009 at 2:30am, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

i'm not sure what an rpg has to have or what qualifies something for the label. I think overall the distinction between board games, card games, miniatures, and RPG's is mostly artificial and modern hybrid products continue to blur the lines. So i don't really want to get into what is or is not an rpg,

Callan wrote:
It's just that, JRPG/pick a path books do not draw on/have a means of drawing on fiction that was made (by more than one person) during the act of play itself (play does tap into fiction made before play started, but not during). It's an interesting quality to have, where the game mechanics tap into fiction that is being made at the same time as play itself. Is that something that interests yourself as well?


It interests me deeply and is to some extent what draws me to rpgs, but to me if a game is going to try to tell new and interesting stories as part of the game play then the game needs to focus on creating a story, not simulating a reality in order to force realistic character choices. There is a reason traditional RPG's have been around for 30 years and never truly escaped the dungeon, the scenario's limited nature presents players with just the right amount of control to feel important but not so much that they become lost, unpredictable, or uninitiated. trying to adapt these kinds attribute/skill rules for broader scenarios is far more demanding on the players and so is inherently limiting the market.

The game I wrote the contract for is something that simply provides a framework for group narration. It's rules address when a player may narrate, how that narration may be challenged by other players and what the goal of that narration is. it's a game made to inspire and help people tell stories of outlandish fantasy. If I finish the game and execute it properly it will hopefully allow for an interesting form of narrative freedom, however it will still consistently produce stories in line with it's core principle of outlandish fantasy.

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On 8/12/2009 at 1:13pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Cool, we've got a nice clear tradeoff here: I want to make the most banging mod engine the world has ever seen, that not only allows people to mod the game before play begins, but during too, but in a way that is stable and plays in a way the players all want.

You want to spread the awesome experiences you have had to more people, by making it very easy for them to replicate what happened with you, through a mechanism equivalent to jrpgs or choose your own adventures.

What I'm saying is that generating a character is a bit like modding the game, "suddenly mentioning trogdor" is like modding the game, to me they are on the same continuum.

I've played jrpgs I've liked them, but I moved from computer game mods and "complete" games towards where I am now, because what I wanted got missed out. I've already been on this journey, in the opposite direction, almost:

I wanted to make more choices, and change more stuff. Now when you have choices you should also have information. Playing right in a strictly defined game can just be about "doing what the book says". But that is because the person who made the book has put hours of his life into making an experience that people will be happy with. So correctness is actually not about the rules, but the enjoyment and challenging of the people at the table, and in a game that is less complete, the objective should not be to divine the "right way" in some abstract sense, via cattle bones or psychic powers but to understand that the game designer was trying to make a game for you. He sat far away and tried to work out how to make a game fun for you, based on certain principles and objectives, and those bits he couldn't specify exactly where he was he left as options and frameworks for you, for you to decide based on your knowledge of each other.

This agreement between players and designers stops people being abusive with "designer authority", and clues up designers to the stress they are putting on players to do their job! That's why I love explicitly declaring the principles of the game, and the roles and attitudes of the players.

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On 8/12/2009 at 4:31pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

JoyWriter wrote:
What I'm saying is that generating a character is a bit like modding the game, "suddenly mentioning trogdor" is like modding the game, to me they are on the same continuum.


were basically in agreement but i would make one distinction.

I don't think bringing up trogdor is modding the game. none of the rules changed, and the game still played to it's natural conclusion. i think it's a very natural kind of player action for werewolf.

Games inherently involve some form of player action, a good game will make this action interesting enough that people keep playing. I feel there is an important distinction between player action and designing a game.

When I design a game I do my best to account for player action, play testing the game again and again with various groups and players to try and understand what actions a player is likely to make. some of my playtesters even role play as problem players to see how the game can be broken.

With the way traditional character generation rules work your correct, making a character is very much like modding the game. In the same way the books give you hints on what to run as a game they also give just hints as how to make playable and interesting characters. Most games allow for uninteresting or non-functioning (rules wise) characters to be created To me the traditional methods are too demanding, the use of computer software for a table top game is clear evidence that something is wrong.

If your going to allow players to create characters then creating characters becomes just another set of player actions that needs to be tested. when designing a miniatures game much thought is usually given into how forces are constructed or how a deck of cards can be built with a tcg. These processes are just extra games that can be played.

Player action places some demands upon the players, some people may find a game demands to little (candy land) or too much (advanced squad leader) and for others these games are perfect match.

JoyWriter wrote:
This agreement between players and designers stops people being abusive with "designer authority", and clues up designers to the stress they are putting on players to do their job! That's why I love explicitly declaring the principles of the game, and the roles and attitudes of the players.


I feel exactly the same way.

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On 8/12/2009 at 11:33pm, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

In terms of the agreement Joywriter describes and formality, I don't think that agreement has ever existed between designer and end user/players, except at a consult the cattle bones/psychic level.

The idea of that agreement, if expressed on the cover or blub, and also repeated inside, seems fine and functional. It's just never been there in an RPG product.

Ever heard the story of stone soup? It's funny, I've heard it with two inflections - one is that the two soldiers who started the pot of stone soup were conning the village. The other inflection is that the village learnt that sharing their ingrediants enriched them all.

Personally I go with con job - in a world of formal games, if a product wants to be a make your own content moddable game, it needs to say that on the cover or blurb, and in the text. However, alot of gamers seem to think that roleplay is so much about modding, they don't actually have to tell anyone it is. Even if someone hasn't roleplayed before and is joining their game, they apparently don't have to tell them. For some reason it's vital to perpetuate this bait and switch con job.

But by the same turn many gamers, like JW, may have found that wonderful sharing of ingrediants to enrich them all, in the midst of something a bit sleazy. And it might be hard to seperate the wonderful thing from the con job - it might seem if one part of it is wonderful then the whole thing is wonderful/not telling anyone in advance its about modding is wonderful. No, some of it is sleazy and missrepresentative. But we get the opposite of throwing the baby out with the bathwater - instead the sleazy bathwater is prized as much as the baby is. And that's my charitable reading - I could just read it that alot of roleplayers are basically con artists themselves and roleplay culture is a wretched hive of scum and villainy.

So in terms of formality, I think in a world full of formal games, you do have to show on the cover or blurb, your selling a modable/user makes the content game, rather than a formal game. I'm saying 'have to' as in these are some of the typical duties (ones which seem to have worked fairly well for a few thousand years) involved in looking after your fellow man.

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On 8/14/2009 at 9:06pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
In terms of the agreement Joywriter describes and formality, I don't think that agreement has ever existed between designer and end user/players, except at a consult the cattle bones/psychic level.

The idea of that agreement, if expressed on the cover or blub, and also repeated inside, seems fine and functional. It's just never been there in an RPG product.


Unfortunately you may be right, unless the product includes the designers website/conversations at conventions etc. In more recent games, it's becoming more explicit, thank goodness, but not everyone realises how important this is to say.

Some of it just tone; people not knowing how to express their game, and not really hitting on this subset of what you should mention, some of it is people not being comfortable with the anarchic rebuilding involved, and try to shove it under the carpet. For the most part I think it's just people having a culture to fill in the blanks, if they met some pre-existing group and got involved with it. Assuming it's obvious they write their own books in a similar style. When I say "assuming it's obvious", obviously they know it is not obvious to everyone, (people speaking another language for example) but they do not write an introduction that is accessible to you.

There is an element of cross-culture stuff going on, with the art-improv people and the formal-games people meeting. You may be appalled that people don't mention this stuff, they may be appalled that people actually try to spell this stuff out and loose interest!

You get the idea; you must be clear enough to the people who do not understand, while not turning your book into Euclid's geometry or english for beginners. Some median way. Or maybe selling the short form and the long form to different people.

On a more serious note, do you have experience with people who consider abusive power games and stealing the credit for other people's ideas as a part of the game to be cherished? Or is it just something you think people somewhere think? If it's the latter I wouldn't get too worked up about it, but if the former, whoo, we seriously need to get to the bottom of that! How do you think those people see those things that they find them them acceptable to support?

Tyler.Tinsley wrote:
I don't think bringing up trogdor is modding the game. none of the rules changed, and the game still played to it's natural conclusion. i think it's a very natural kind of player action for werewolf.


Well you added a new form of argument for people to accept; he is a werewolf because ---- (I'm not going to spoil the comedy of your scene by turning it into formal logic!) It was a choice of how to play the game, a choice you added that whoever made the game up ages ago didn't think of, but that fitted into the previous framework they had created. This choice was not something they could playtest, except in general terms, and those people who started playing by those rules with you trusted you to do something like you did with that freedom, rather than something abusive and un-fun. They did this rather than wholly trusting the designers to remove abusive stuff from the game. (Equally I'm not going to spoil your fun by suggesting how people could be abusive in such a game) You may even find that you don't enjoy such strategies, but feel compelled to use them because you can think of no other.
etc etc, player freedom means players can spoil things, and finding a path for themselves through those possibilities is a form of design, especially if none of those possibilities are previously delineated.

D'you know what I mean? I'm trying to mix in your last post's kind of language to show the similarity in where we are coming from.

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On 8/15/2009 at 12:44am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

I'm not familiar with the rules of werewolf myself, but in terms of that what I'd be looking for now in the games procedure is the ability for someone/rest of the group to prompt play onto the next stage of the procedure. And thus move on from any crap declarations (and effectively this is the designer removing abusive stuff, by providing the rest of the players a broom, so to speak). As opposed to common RPG design, which does not offer any way of just getting onto the next procedure if someone's declaring crap. If it's 'design' to get past crap in that situation, I'm curious about whether werewolfs rules actually require such 'design' or just a prompt to get on with the next step of the procedure.

If it's the latter I wouldn't get too worked up about it, but if the former, whoo, we seriously need to get to the bottom of that! How do you think those people see those things that they find them them acceptable to support?

Power games, yes, but stealing the credit for ideas I think is something you brought up, JW.

A recent example that seems to be pretty standard came up on RPG.net (Where I'm under the handle 'Noon'). Here's what someone said
If you come to my game expecting us to rigidly follow every rule no matter the context or feel of the moment, I would tell you to lighten up or find a different group. There's no room for rules-lawyers at my table.

Also apparently he didn't have to tell anyone this in advance if 'enough' GM's do things this way.

I'll highlight the priorities there - if someone threatens the context and especially 'feel', they get ejected. This 'feel' comes before people. People are there for the benefit of the 'feel', rather than than the feel being there for the benefit of the people.

I don't know what makes them think it's justified, except perhaps as a quasi-religion. Particularly with the 'if enough people/GMs do this, then that's how we can treat people', it seems.

The same sort of behaviour gets a significant reference in the nar essay
Rarely, another person participates and (horrors!) actually overtly moves the planchette, or discusses how it's being moved. That person is instantly ejected, with cries of "powergamer!" and "pushy bastard!"


And remember, charitably I've said it's possibly power games because they think you can't have the baby without the sleazy/power games water. As if you can't throw one out without throwing it all out. I didn't just call it power games - you shortened it to that. It's possible this discussion is a power game - which I would reject completely if I knew for sure - I'm definately not interested in playing such a thing. My continuing participation would not be out of assent to such a power game, but out of ignorance to the reality of the situation (heh, which reminds me of the smelly chamberlain threads on anyway...but that's another story).

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On 8/15/2009 at 11:25pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
Power games, yes, but stealing the credit for ideas I think is something you brought up, JW.


Yep, I wondered which bit of "the bathwater" you were referring to. I'm pushing hard for common definitions just so we can communicate faster, by using your own terms, and rephrasing stuff etc, hopefully we will root out misunderstandings quicker. In this way I hope we will be able discuss something successfully here that some people have skirted around for years.

Callan wrote:
A recent example that seems to be pretty standard came up on RPG.net (Where I'm under the handle 'Noon'). Here's what someone said
If you come to my game expecting us to rigidly follow every rule no matter the context or feel of the moment, I would tell you to lighten up or find a different group. There's no room for rules-lawyers at my table.

Also apparently he didn't have to tell anyone this in advance if 'enough' GM's do things this way.

I'll highlight the priorities there - if someone threatens the context and especially 'feel', they get ejected. This 'feel' comes before people. People are there for the benefit of the 'feel', rather than than the feel being there for the benefit of the people.


Awesome, now we're getting somewhere!

Imagine instead people were thinking "Someone threatens the rules and they get ejected, the rules come before people."

See? Your doing exploration of rules, they are doing exploration of colour. That's the real thing they are after, and rules are a means to an end. Someone who tries to elevate the rules above that end gets ejected. As far as I see it, in that example they are not after power games but the dream, the feel.

To make you both happy, they should play by a different rules system that fulfils the feel and story dynamics they are after, so the two of you can engage with the same stuff in your own ways. They are getting into colour, setting and situation, etc, and your getting into system. As I tried to say in my first big post:

if this is not a game about manipulating rules structures for competitive advantage, if this is not a game about political "setting the agenda" via social means....what is it about?


Rules lawyer is a term often used inappropriately because people do not understand what the other person wants from the game. There is an equivalent term you might want to use for where someone uses "the dream" as an excuse for abuse. Maybe "dream lawyer"? :) In the same way as with rules lawyer, the term hides those who are just trying to explore something, a setting and style of play, based on the fiction in the book and possibly it's reading list, which they thought everyone had agreed to. The game "A-state" was designed setting and reward cycle first, with the actual resolution rules as an afterthought! I don't have the game with me, but I wouldn't be at all surprised if they encourage a lot of rules shifting to produce the tone it is designed for.

I suspect games like Fate are starting to encourage "right to dream" play to come together in a way that is not participationism, either in the GM's world and story or (if I stretch the term) the designer's. The difference is that we are not living one persons dream, and participating in it, but trying to weave multiple dreams together. Careful and clever GMs have done this for years, but there have been few rules structures associated with it.

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On 8/16/2009 at 2:35am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Imagine instead people were thinking "Someone threatens the rules and they get ejected, the rules come before people."

See? Your doing exploration of rules, they are doing exploration of colour.

No, the rules are there to protect people. You may as well try and say the laws against stealing come before people, because people are put in jail if they break that law. No, the laws are there to protect people (specifically protecting people who live in a certain way/who don't steal). People come first.

The examples I gave show where people do not come first. It's where the 'feel' comes first and people are ejected to protect the 'feel', not to protect other people. That's why I describe it as quasi-religious.

Tyler, in terms of this, it's interesting to note that if people are willing to derogitorily name someone and/or eject them if they threaten 'the feel', clearly any documented agreement that's there to protect people will also be thrown out - as that's just not a priority.

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On 8/16/2009 at 5:02pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
Tyler, in terms of this, it's interesting to note that if people are willing to derogitorily name someone and/or eject them if they threaten 'the feel', clearly any documented agreement that's there to protect people will also be thrown out - as that's just not a priority.


If people value a game more then their friends there is little i can do to help them

I value people more then any specific game experience, usually if the "wrong" people show up for the intended game I switch to a more suitable game or lower my expectations.

I think stating a game's principles up front will make sure people are agreeing to play a game they can deal with.

As for power gaming, it's just a case of miss matched principles. Some games require players to make beneficial choices in an effort to provide the best possible challenge for the other players. If that kind of play is undesirable then it's best to make sure anything that would allow, inspire or reward that player action is not in the game.

rules lawyering is a possible symptom of a few thing's
A player is being competitive
A player is being idealistic
The rules are actually unclear

given the difficulty of writing law that is both easy to understand AND definitive, unclear rules will happen but it's the game designers job to do it and the better you do the more often your game will work.

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On 8/16/2009 at 5:29pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
No, the rules are there to protect people. You may as well try and say the laws against stealing come before people, because people are put in jail if they break that law. No, the laws are there to protect people (specifically protecting people who live in a certain way/who don't steal). People come first.


Really? I'm a little surprised you equate the rules of a game and general law. Now maybe that's hyperbole, but surely rules can exist that are not there to protect people, that are just made up to be officious? Or even just fun! Say I make up a rule for an rpg that, for example, you have to complete a sudoku before saying anything. That's just be pulling a bad example from the air to stand in for the hoops that you often have to go through in games. That rule, by definition is not necessary to protect people, because you can just add it to any existing game.

So surely you don't need to follow all the rules to protect people!?

So what am I trying to say here? Sometimes, people will play a game with rules, not because they need protecting from each other, but because they just enjoy the rules. Sometimes they will follow different kinds of "rules", more nebulous and more defined by hard-to-state aesthetic considerations, which also come with a set of more classical rules, that are supposed to help you match that specification.

In that situation that is not "life or death", some people will get pissed off that you are not playing by what they think is important, and say that they would rather not play with you.

Would I? Well it would depend; I play lots of different games with different groups of my friends, and sometimes I might suggest that a game is going very well for a few players and not for others, and we should split off those people who really want to play it, and the other people can do something totally different. This is a more polite and friendly version of the same thing.

Tyler.Tinsley wrote:
rules lawyering is a possible symptom of a few thing's
A player is being competitive
A player is being idealistic
The rules are actually unclear


I'm interested in that second one, what do you mean by idealistic?

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On 8/16/2009 at 5:57pm, Tyler.Tinsley wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

idealism in this situation means when a player gets picky about the rules not because they want to bend them to their benefit but because they feel the rule should be something. correct to the designers intent, the flavor of the game or “realistic” are all ideals that can lead to rules lawyering.

personally I always like to dice off when the rules get fuzzy

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On 8/17/2009 at 12:22am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

JoyWriter wrote: Really? I'm a little surprised you equate the rules of a game and general law. Now maybe that's hyperbole, but surely rules can exist that are not there to protect people, that are just made up to be officious? Or even just fun!

Not by, atleast, my use of the word 'rule'. In some countries they call it marriage when 12 year olds are 'married' - I don't call that marriage and I wouldn't call these rules. In every other human activity like sport or boardgames, rules are there to protect first.
"Ah, but roleplay is different!"
If your tempted to say that, were getting back to quasi religion where you apparently don't have to tell people in advance what you mean by rules, if enough GM's do it that way (just like the example guy I gave above). Though if your tempted to say "Ah, but roleplay is different and I would write that in the blurb and in the forward or somewhere else as well!" okays then - that gives people fair warning and if they want to adopt your definition when playing, they've been given the opportunity to decide if they want to do so, so that's still protecting people first.
Say I make up a rule for an rpg that, for example, you have to complete a sudoku before saying anything. That's just be pulling a bad example from the air to stand in for the hoops that you often have to go through in games. That rule, by definition is not necessary to protect people, because you can just add it to any existing game.

So surely you don't need to follow all the rules to protect people!?

Your example lacks a certain amount of theory of mind. I'm on the inside track with you here on the forum because your defining your use of the word 'rule' to include this. How the heck would I know in real life, unless your there to tell me or write it in the text? If you don't do either of these things I will assume these words are there to protect/are 'rules' as I use the word 'rule'. Your thinking that if you know something, someone else will as well and in doing so, your making an inadvertant con job/bait and switch.

Just to lighten that up, I heard an anecdote from someone where they came from overseas, where jetlagged, with their baggage around them, and a massive five o'clock shadow. He was waiting outside a bank for it to open up early in the morning (his plane had come in way early). Someone gave him a $20, because he looked like a homeless person. He tried to give it back, but the guy who gave it to him refused and walked on.

This was an inadvertant con/bait and switch. Trying to give that example so as not to be a jabbing moral finger, but still calling it a con job and a bait and switch none the less. (actually since he tried to give it back, it reduces the con aspect, but go with me on this)

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On 8/17/2009 at 11:20pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Tyler.Tinsley wrote:
idealism in this situation means when a player gets picky about the rules not because they want to bend them to their benefit but because they feel the rule should be something. correct to the designers intent, the flavor of the game or “realistic” are all ideals that can lead to rules lawyering.

personally I always like to dice off when the rules get fuzzy


Yeah that's been my method for some years; if there is a disagreement in how to interpret it, which comes to a head at a specific moment, we tend to roll off between the two interpretations and stick with the one that wins. Sometimes we weight the dice if people concede that the other way is probably more right. I remember quite a few discussions after games though! Sometimes all people dislike about "rule's lawyering" is that someone brings up a very technical dispute in the middle of the flow of events, stalling everything. Other times it's that they feel they cannot compete in a technical dispute, even if they want to.

Developing on the ideas of "weight the dice if we think they have a case" and thinking of ways to stop people always disputing everything led me to almost re-create the game Universalis, which I have since bought almost out of obligation in case I was secretly influenced! This system works a bit like werewolf in that the main part of the game is just deciding who's right about what, but by dice and bidding rather than voting. If you haven't come across it I recommend you look at some reviews, because it is pretty proper! To be fair to it's designers, my own version of the game was a lot less advanced, and they do a pretty good job of spelling out how such a system works and can be played.

As to the idealism, the funny thing about that is in a way we are all being idealists when we say we want to play a game "where everyone is a magical criminal on the run from angels in a high tech Venice". If you're going "awesome I want to be in that", then your buying into realising an ideal. The trouble can come when people have different preferences for running speed; one person would rather a slowmo view of everything, down to the slight expressions of twitching your ornate cyberwear mask, as your familiar spirits scan the crowd from the candles, whereas some people would rather a breathless chase through the streets, with gondolas and advert drones blurring past. Someone slowing down the game to discuss every little detail could drive some people mad! That's some of the stuff I was getting at with blending dreams, making the various views on how things should (or rather could) go, come together. Hmm, I seem to have convinced myself to start doing shadowrun again!

My point was supposed to be that it's really good when you can distinguish people who want all this cool stuff but are just not that great at expressing it or compromising from those people who are just intentionally stepping on other people's fun. That's probably a pretty obvious one though. :)

Callan wrote:
JoyWriter wrote: Really? I'm a little surprised you equate the rules of a game and general law. Now maybe that's hyperbole, but surely rules can exist that are not there to protect people, that are just made up to be officious? Or even just fun!

Not by, atleast, my use of the word 'rule'. In some countries they call it marriage when 12 year olds are 'married' - I don't call that marriage and I wouldn't call these rules. In every other human activity like sport or boardgames, rules are there to protect first.


Ah, see I would call it a rule if someone puts it in their game text and says "these are the rules of my game" or something similar. To me a rule is just a restriction or form of behaviour that someone asks you to conform to, for whatever reason. Good reason, bad reason, doesn't matter, it's still a rule they made up.

Rules to games you play by yourself are still rules, like the rules to solitaire. They are not protecting anyone there, they are just there to play with. You know, to be fun?? If you don't like solitaire, just look up any number of the 1-player boardgames.

So if you put a condition or requirement or whatever in your game, and ask people to stick with it, it's part of the rules of the game, whatever it is! You say "everyone must roll evens on a dice before they narrate an attack", or "people must finish a sudoku before they narrate an attack" or even the movement rule from monopoly, and it's a rule. The question is then whether those are good rules.

Callan wrote:
Just to lighten that up, I heard an anecdote from someone where they came from overseas, where jetlagged, with their baggage around them, and a massive five o'clock shadow. He was waiting outside a bank for it to open up early in the morning (his plane had come in way early). Someone gave him a $20, because he looked like a homeless person. He tried to give it back, but the guy who gave it to him refused and walked on.

This was an inadvertant con/bait and switch. Trying to give that example so as not to be a jabbing moral finger, but still calling it a con job and a bait and switch none the less. (actually since he tried to give it back, it reduces the con aspect, but go with me on this)


Fair enough, I'd call that an amusing misunderstanding! Anyway, how do you know he thought the guy looked like a homeless person? He could have thought that he looked like a beleaguered man who just needed to sit down rather than wait outside a bank, and was being generous! :P

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On 8/18/2009 at 6:04am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Given a gamist objective, yes, even the rules in solitare are protecting other people - you follow the rules so you know when you say to someone that you beat it, your not giving them the wrong impression. Outside of a gamist objective, I have no idea - the idea leaves me cold and empty.

You keep refering to rules just being for fun. The first priority, atleast in how I'm using the word 'rule', is protection - they can have a second priority (and a third, and so on), but it's a screw up in design if the first priority isn't met first. If someones just writing 'rules' 'for fun' then they are just screwing around with someone who plays with protection first in mind. It doesn't matter how much it's explained in this thread, it's screwing with them unless the document says, upfront, the 'rule' texts have been written with 'for fun' as the only priority. I'm pretty certain the massive board/card game market runs off protection first design. No, not fun first. That's not contradictory - the protection, by protecting people, protects what fun is generated. Fun cannot protect fun because it's just fun. It's not protection - fun doesn't mystically provide protection as well (except on the monkeys out of my butt principle). One type of fun often kills another type of fun - that's why so many roleplayers wrestle with GNS, because they thought they could 'do anything' in an RPG and there would be no conflict.

Mid play, it's not a question of whether they are good rules. If that's the only question that comes to mind, your disruptive to anyone who has protection as first priority. Hell, I'd say your disruptive to yourself, if you take it fun cannot provide any protection to itself.

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On 8/18/2009 at 7:11pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Callan wrote:
Given a gamist objective, yes, even the rules in solitare are protecting other people - you follow the rules so you know when you say to someone that you beat it, your not giving them the wrong impression. Outside of a gamist objective, I have no idea - the idea leaves me cold and empty.

You keep refering to rules just being for fun. The first priority, atleast in how I'm using the word 'rule', is protection - they can have a second priority (and a third, and so on), but it's a screw up in design if the first priority isn't met first. If someones just writing 'rules' 'for fun' then they are just screwing around with someone who plays with protection first in mind. It doesn't matter how much it's explained in this thread, it's screwing with them unless the document says, upfront, the 'rule' texts have been written with 'for fun' as the only priority. I'm pretty certain the massive board/card game market runs off protection first design. No, not fun first. That's not contradictory - the protection, by protecting people, protects what fun is generated. Fun cannot protect fun because it's just fun. It's not protection - fun doesn't mystically provide protection as well (except on the monkeys out of my butt principle). One type of fun often kills another type of fun - that's why so many roleplayers wrestle with GNS, because they thought they could 'do anything' in an RPG and there would be no conflict.

Mid play, it's not a question of whether they are good rules. If that's the only question that comes to mind, your disruptive to anyone who has protection as first priority. Hell, I'd say your disruptive to yourself, if you take it fun cannot provide any protection to itself.


I wish this had come out earlier! Look at the rpgnet thread with GNS glasses and you will see that you are going "step on up" and he is going "right to dream". Rules just are for something different to him, and I suspect very strongly that if the rules at all times matched the tone and mood he was going for, he would stick to them as strictly as you. He (and presumably his group too) is not after doing negative things to people, he simply wants to protect a way of playing the game that works for his group. Creative denial is not that you are "in denial", but that you deny what doesn't fit to that specification. It is a wall not a blindfold. It is creative because you carve out a space with alternative feel/tone/dynamics/whatever from the rest of the world, like processing an audio signal to reveal a song.

According to the design articles I've seen, most people don't design with a protection vs fun idea, what you call protection is I think totally built into one simple design perspective: The game will specify as clearly as possible how to reproduce the structured experience that the designer has designed. The simple formality with which the game is conceived provides all your protection stuff. (If I understand what you mean by it)

Many sorts of interactions between players are allowed, and the degree to which players are "protected" is very limited, in many games it is simply limited to protection from confusion, (in the case of clear design) and possibly, (as many games don't bother to mention it) from other people picking up their game pieces. I can make a game to do that easily; it's not a heavy design constraint. All the other more complex stuff that distinguishes chess from backgammon, that's about making a game that is enjoyable. The strategic depth, all of the rest of it, that's design for fun!

I want to emphasise that I never learned either from a rule book, I saw why the rules are good and stuck with them as I learned them. My first game of chess was an unfolding of slowly changing rules as I moved pieces and found out what they did. I've learned many card games and boardgames in the same way, not from up-front rule-memorisation, but from learning bits as the rules came up.  If that was "unprotected" playing, well it didn't do me any harm! I didn't learn a million sub-restrictions about not hitting people with chess pieces, I got into the idea of representing some abstract world in which we could compete. In a game of chess I was playing, we could take the bishop piece off the table and replace it by an old camera film cartridge, providing we put it in the same place, with no fear of breaking the protection of the rules, because we didn't need protecting, we just needed clarity.

In short then, you can follow the rules of a game and still hurt people, or simply offend people and annoy them. These rules are not protecting them from your actions. At the same time for a game to operate it needs a certain level of clarity, and rules protect this. I would suggest that rules are designed to protect themselves, not players, and the extent to which they do the latter or enrich a player's life is a way to distinguish good rules from bad ones. Have you never said "This game sucks, let's play a better one"?

Just look at the Reiner Knizer podcast on the top of the playtesting forum (skip the first ten minutes if you want to get to the good questions) the rules are for something, and you shift around your rules text until it produces that something. That's what it's all about! We (and I now feel confident to include large swathes of game designers in that categorisation, smug or what!) don't build games for the protection of players, that's dealt with on the level of relationships or game playing structures like tournament structures. Discouraging "anti-social" playing within the rules structure is a serious bonus, but there are so many variants of anti-social behaviour you can't catch them all. Instead you just try to create an awesome experience and challenge that people would rather do than be annoying.

Fun can protect fun, or at least stop it being damaged, because people keep going with an activity they enjoy, and many people will restrain themselves if they see that their actions are spoiling another players enjoyment. In other words the same behaviour that creates "going easy on people" can also encourage people to stick to rules, because other people enjoy them, or because they themselves find them interesting to explore. Surely you've played a game with a small child before where they make up the rules as they go along? If you know them well enough (and they are over about 6) you can get them to stick to a reasonably constant rule set just by giving good reasons at every stage. Now that I think of it most of the children that works with are the very imaginative exploring ones, I can think of a little "pow pow" kid who would not value that much at all. But still, a game can be sustained just because the people in it value the interaction. As I implied by comparing the different children, that depends on the person you play with.

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On 8/19/2009 at 1:59am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

This is sliding into a pattern I've encountered before - the wall of text/swarm of points that come at it from a dozen different ways at once. In terms of practicality I think it ceases to be discussion once this happens.

I'll touch on a couple of points before wrapping up - with 'The right to dream' alot of people have focused on the 'dream' part and have kind of looked past the 'rights' part, as if insignificant. And in terms of hitting people with chess pieces, I've seen this before with roleplayers reasoning - a certain inability to distinguish what is game and what is not, and using that as reasoning that you can play a game and still hurt people. Imagine a circle, and inside it are moving a bishop diagonally, a pawn a square forward, a knight in his crooked step, checkmate, etc. Outside that circle is throwing chess pieces at the other guy. It is not a sub restriction *bopping you on the head with the crook of my cane*, it's outside the game itself!

I think traditional RPGs (and not a few indie RPGs) are broken circles - they do not completely encircle something, so what is something that's inside the game and what is outside, is blurred. Participate in them for long enough and even with games like chess, something like throwing pieces at the other guy blurs as to whether it's in the game and it's a sub set rule or it's outside the game entirely and not relevant as an example at all. This seeming inability to determine what is part of the game/inside the circle and what is outside almost makes me draw paralels with the brain damage threads. It leaves me concerned and chilled, somewhat. Hopefully it'll simply be disproved simply by delinating what is outside a circle/game and what is inside, or atleast confirming that there is an outside and inside. And so I'll leave it there - this post hog is done. Hope there are some useful parts you can take away from it, Tyler!

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On 8/19/2009 at 12:21pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Hey man, I'm just trying to engage with what you said:

1- Most designers design for "protection" of players

2- Fun cannot protect fun

3- The people in your example thread do not value people properly

If you refuse to read and think about what I said, then yep, this is the end of the discussion. But I'd ask you to consider what I've said, where I'm right or wrong and come back to me in maybe a week or so. This discussion uses text, so it's entirely possible just to pause and consider, I won't mind.

When you refer to things being "outside the game", I think I agree with you; it's outside because it might happen or might not happen, the rules don't decide that. They don't say where you should play or what you should be wearing either. And because they don't refer to it, they cannot be "protecting" you in all those avenues. Because at the same time as you play a game of chess you might be hitting your opponent on the head. The game is providing no protection to the other player in that case.

I think putting too much faith in a game to protect you from the other players is the wrong focus, and too much of a strain to put on the designers, whether of boardgames or rpgs. Instead just play with people who like you or within a structured environment. If you want games to be clear, then as I've tried to emphasise that is a very different objective.

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On 8/19/2009 at 5:14pm, JoyWriter wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

Hmm, on reflection, the distinction I made was too definitive: Taking it back to the original point, about principle and rules, I can see an affinity between sportsmanship in chess or other boardgames, and the principles you suggested right at the start Tyler.

In other words, real protection for players, (in terms of people not griefing or worse), can be associated with the game, in terms of the culture of playing attached to it. People don't just play chess by the rules, they usually learn a form of sportsmanship around it that includes things like "not insulting people for hours about their cheap tactics when they win" or "sitting down and playing the game without jumping about or being distracting as you do it".

Perhaps the problems that some rpg groups have had is that they do not have an equivalent model of socially acceptable play for rpgs, because there is sufficient difference across the divide from one type of game to another that the experience cannot be directly transferred. To be honest I suspect a role-playing game needs a much higher level of mutual respect because of the creative effort involved. In this case perhaps the "players contract" is best as a spur towards a more healthy playing culture with clear expectations of what people are here for, to head off incompatibilities like the hypothetical Rick/Callan one.

In that case I would use the first chapter of the rpg text to say exactly what principles the game is designed around and requires, sort of like stating the pre-requisites of a course. You can still make it like a contract by saying that everyone must read it and agree to it, or play can't really continue, but many people may consider this a bit preachy. I might even include it in the "what you need to play this game" section, almost as a sort of emotional equipment!

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On 8/21/2009 at 4:32am, Noon wrote:
RE: Re: principled play Vs. lawful play and the "players contract"

JW, I've read you through atleast twice, I wish you wouldn't keep deciding what I've done or haven't done with absolute certainty. Feel free to start a new thread in actual play, cutting and pasting from here or whatever, and I could try and get somewhere there. This isn't really our thread to tell each other to come back a week latter.

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