references/HowRPGRulesWork.txt
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     1 http://www.lumpley.com/archive/156.html
       
     2 
       
     3 ------------------------------------------------------------------------
       
     4 
       
     5 anyway. <opine.html>
       
     6 A Penny for Your Thoughts <mailto:lumpley@earthlink.net>
       
     7 
       
     8 ------------------------------------------------------------------------
       
     9 	
       
    10 ------------------------------------------------------------------------
       
    11 
       
    12 *1-18-05*
       
    13 *How RPG Rules Work*
       
    14 
       
    15 This is description, not prescription.
       
    16 
       
    17 The way I figure it, an RPG's rules coordinate three things:
       
    18 
       
    19 The fictional things and events and stuff in the game. The interactions
       
    20 of the players themselves. Dice, numbers, words, maps - real-world
       
    21 tokens, things, props, representations. Emily calls 'em "cues" and I
       
    22 think that's just right.
       
    23 
       
    24 If you can pick it up and hand it to another player, or change it with a
       
    25 pencil and eraser, it's a real-world cue. If it exists only in our heads
       
    26 and our conversation, it's in-game.
       
    27 
       
    28 So here's a rule: "1. Don't mess with the dark forest to the North, it's
       
    29 Vincent's."
       
    30 
       
    31 This rule coordinates the interactions of us, the players, with the
       
    32 made-up stuff in the game. The rule says that if the in-game stuff comes
       
    33 to include our characters entering the forest, we change our
       
    34 interactions in a particular way: we defer to me, Vincent, about what's
       
    35 what.
       
    36 
       
    37 The rightward-pointing arrow is "our characters entering the forest,"
       
    38 the leftward-pointing arrow is "we defer to Vincent about what's what."
       
    39 
       
    40 Here's a rule: "2. Subtract the roll on the damage die from your
       
    41 character's hit points."
       
    42 
       
    43 This rule coordinates our interactions with the real-world cues we're
       
    44 employing. The leftward-pointing arrow is "the roll on the damage die,"
       
    45 the rightward-pointing arrow is "subtract from your character's hit
       
    46 points." The die represents every real-world thing we're using: dice,
       
    47 character sheets, life stones, everything.
       
    48 
       
    49 Notice that non-RPG games' rules are all entirely like this one.
       
    50 Monopoly, Chess, Die Siedler - they have no fictional in-game, just
       
    51 people interacting and real-world tokens.
       
    52 
       
    53 Here's a rule: "3. If your character has higher ground than his
       
    54 opponent, make your attack roll at +3."
       
    55 
       
    56 Now this rule takes information from the fictional in-game and applies
       
    57 it to the real-world tokens we're using. The long rightward-pointing
       
    58 arrow is "your character has higher ground than his opponent, +3," and
       
    59 the leftward-pointing arrow is "make your attack roll."
       
    60 
       
    61 I've drawn the long arrow /through/ the people because of course it's
       
    62 the people who interpret the in-game and apply the rule.
       
    63 
       
    64 Here's a rule: "4. If your character takes damage greater than 4 on the
       
    65 damage roll, he's knocked down."
       
    66 
       
    67 Here the rules instruct us to have certain things happen fictionally
       
    68 when certain things happen in the real world. The rightward-pointing
       
    69 arrow is "the damage roll" and the long leftward-pointing arrow is
       
    70 "damage greater than 4, knocked down."
       
    71 
       
    72 Here's a rule: "5. If your character's opponent tries to disarm your
       
    73 character, make a Hold Weapon check. If you fail, your character is
       
    74 disarmed, and you thus suffer the unarmed penalty until you retrieve
       
    75 your weapon."
       
    76 
       
    77 The more complicated your rule, the more complicated the arrangement of
       
    78 arrows. The short leftward-pointing arrow is "your character's opponent
       
    79 tries to disarm your character." The long rightward-pointing arrow is
       
    80 "make a Hold Weapon check." The long leftward-pointing arrow is "your
       
    81 character is disarmed" - the part where we imagine your character's
       
    82 sword skittering across the rocks. The short rightward-pointing arrow,
       
    83 at last, is "suffer the unarmed penalty."
       
    84 
       
    85 If this were the Weapon Breakage rule instead of the Weapon Droppage
       
    86 rule, the short rightward-pointing arrow would be both "suffer the
       
    87 unarmed penalty" and "add 'broken' to your weapon on your character sheet."
       
    88 
       
    89 So now, we employ various rules in various orders and combinations over
       
    90 time.
       
    91 
       
    92 Right?
       
    93 
       
    94 This animation shows kind of what Dogs in the Vineyard or D&D or
       
    95 Shadowrun or PTA or V:tM is like in play.
       
    96 
       
    97 The way Charles' group plays Ars Magica would have practically only the
       
    98 arrows between the players and the in-game lit up:
       
    99 
       
   100 (I'm very open to correction about this, but it's my impression.)
       
   101 
       
   102 The way my group plays Ars Magica would be about the same, but we'd have
       
   103 the arrows crossing the players light up a few times per session:
       
   104 
       
   105 
       
   106 And finally, Jonathan Tweet in /Everway/ describes three kinds of rules:
       
   107 Drama, Fortune and Karma.
       
   108 
       
   109 Rules like this are Drama rules.
       
   110 
       
   111 
       
   112 Rules like this are Fortune rules if the real-world cues include dice or
       
   113 some other randomizer; Karma rules if they don't.
       
   114 
       
   115 On 1-19-05, *Matt* wrote:
       
   116 
       
   117 ------------------------------------------------------------------------
       
   118 I really only clicked to see if comments were working, but now I feel
       
   119 obliged to come up with something.
       
   120 
       
   121 My ideal game, I think, has a balance of movement across all the arrows.
       
   122 This might be a useful diagram for identifying the kind of play people
       
   123 prefer by making certain arrows darker, etc. Or not. Shit, it's only 6
       
   124 here and what am I doing up?
       
   125 ------------------------------------------------------------------------
       
   126 
       
   127 On 1-19-05, *anon.* wrote:
       
   128 
       
   129 ------------------------------------------------------------------------
       
   130 
       
   131 
       
   132 "Notice that non-RPG games' rules are all entirely like this one.
       
   133 Monopoly, Chess, Die Siedler - they have no fictional in-game, just
       
   134 people interacting and real-world tokens."
       
   135 
       
   136 I would strongly disagree with this. The fictional worlds may not be as
       
   137 pronounced or as strongly identified with as in RPGs, but they
       
   138 definately exist.
       
   139 
       
   140 Case in point: Diplomacy. There's you intereacting with other people and
       
   141 the game board, but there's almost always a shared imaginative space of
       
   142 diplomatic missions running back and forth and high-level meetings and
       
   143 so on.
       
   144 
       
   145 Even Monopoly can work this way. Who does not make sound effects when
       
   146 they move their pieces? Who does not chortle like Snidely Whiplash when
       
   147 they send another player to bankruptcy? And in these moments, a
       
   148 fictional scene plays out.
       
   149 
       
   150 Who knows, perhaps when Kasparov is advancing his knight, he's thinking
       
   151 of a medieval kingdom?
       
   152 
       
   153 later
       
   154 Tom
       
   155 
       
   156 
       
   157 ------------------------------------------------------------------------
       
   158 
       
   159 On 1-19-05, *Vincent* wrote:
       
   160 
       
   161 ------------------------------------------------------------------------
       
   162 I guess somebody was going to say that.
       
   163 
       
   164 Maybe my best answer is:
       
   165 
       
   166 Playing Monopoly, no arrows come rightward out of the fiction. Imagine
       
   167 whatever you want, nobody else cares.
       
   168 
       
   169 When we talk about the imaginary stuff in the game re: rules, we aren't
       
   170 talking about what I'm imagining in my own personal head anyway. We're
       
   171 talking about the shared fiction, which means that it's /communicated/
       
   172 and /agreed to/. Kasparov might be thinking about a kingdom or his
       
   173 laundry, I'm pretty sure he's not saying it all out loud and trying to
       
   174 get his opponent to buy into it.
       
   175 
       
   176 And just to head off the other half: of /course/ the players can create
       
   177 house rules to make Monopoly into a roleplaying game. Whatever! I don't
       
   178 think it's especially controversial to observe that, as written,
       
   179 Monopoly ain't one. Lord I hope it's not.
       
   180 ------------------------------------------------------------------------
       
   181 
       
   182 On 1-19-05, *C. Edwards* wrote:
       
   183 
       
   184 ------------------------------------------------------------------------
       
   185 "Notice that non-RPG games' rules are all entirely like this one.
       
   186 Monopoly, Chess, Die Siedler - they have no fictional in-game, just
       
   187 people interacting and real-world tokens."
       
   188 
       
   189 I totally accept and enjoy those kinds of rules in a non-RPG. They seem
       
   190 annoying, unsatisfying, and extraneous most of the time when they are
       
   191 incorporated into a role-playing game. It almost seems like a wasted
       
   192 action to have rules that don't directly interact with the shared
       
   193 imaginary space.
       
   194 
       
   195 I want to achieve nearly 100% efficiency in my rule/work to shared
       
   196 imaginary space exchange.
       
   197 ------------------------------------------------------------------------
       
   198 
       
   199 On 1-19-05, *Bryant* wrote:
       
   200 
       
   201 ------------------------------------------------------------------------
       
   202 Nice! Very nice. I agree with this 100% and I like the arrows a lot.
       
   203 ------------------------------------------------------------------------
       
   204 
       
   205 On 1-19-05, *Chris* wrote:
       
   206 
       
   207 ------------------------------------------------------------------------
       
   208 Wow! Vincent- it just struck me how much power goes into the traditional
       
   209 GM's hands in that they get final say not only over what goes into that
       
   210 imaginary space, but also what effects the imaginary space has back OUT
       
   211 into the game itself. So, say a player wants to put a character in a
       
   212 tactically advantageous situation, and even the GM agrees("You're on
       
   213 higher ground, with the sun to your back, etc.") but only if the GM
       
   214 decides to apply modifers back out to the Tokens in play, will the SIS
       
   215 have a solid effect.
       
   216 
       
   217 This is probably one of the best little ways of explaining the whole
       
   218 social effect of gaming there. Neat.
       
   219 ------------------------------------------------------------------------
       
   220 
       
   221 On 1-19-05, *Ben Lehman* wrote:
       
   222 
       
   223 ------------------------------------------------------------------------
       
   224 I have this whole essay brewing about this two rightmost little arrows.
       
   225 If you're going to beat me to it, let me know.
       
   226 
       
   227 yrs--
       
   228 --Ben
       
   229 ------------------------------------------------------------------------
       
   230 
       
   231 On 1-19-05, *Vincent* wrote:
       
   232 
       
   233 ------------------------------------------------------------------------
       
   234 I have no plans!
       
   235 
       
   236 What's your essay going to say?
       
   237 ------------------------------------------------------------------------
       
   238 
       
   239 On 1-19-05, *Ben Lehman* wrote:
       
   240 
       
   241 ------------------------------------------------------------------------
       
   242 Like most of my essays, it's going to say "Look, a thing!"
       
   243 
       
   244 We physicists aren't so keen on the "persuasive argument" thing.
       
   245 
       
   246 Essentially, I think some games have something called "toy quality"
       
   247 where the game's mechanic itself is fun to play without needing to
       
   248 reference the SIS at all. I think that games with toy quality are a
       
   249 bridge to board and card and dice games. I also think it might be a key
       
   250 to Gamism, but I'm not sure.
       
   251 
       
   252 yrs--
       
   253 --Ben
       
   254 
       
   255 P.S. Hey, remember when I was talking about how "everything is system?"
       
   256 I was going "look, see, those arrows are symmetric!" Just couldn't
       
   257 express myself well.
       
   258 
       
   259 P.P.S. Heck, I still don't know what system is. Is it that box on the
       
   260 right? Or is that just mechanics?
       
   261 
       
   262 P.P.P.S. Say we're using a published setting with canon guidebooks. Is
       
   263 the setting in the right box or the left box?
       
   264 ------------------------------------------------------------------------
       
   265 
       
   266 On 1-19-05, *Vincent* wrote:
       
   267 
       
   268 ------------------------------------------------------------------------
       
   269 The arrows are System. System is what we /do/.
       
   270 
       
   271 The left box is a snapshot: what's happening in the game right now. You
       
   272 can imagine its contents changing over the course of play, alongside the
       
   273 arrows lighting up and going out.
       
   274 
       
   275 The right box is everything that's real that we consult to help us
       
   276 decide what's happening in the left box. Along with dice and the writing
       
   277 on character sheets and stuff, it can include the contents of setting
       
   278 guidebooks. Really though, the vast most of the contents of setting
       
   279 guidebooks simply don't appear in the illustration; they wait outside of
       
   280 frame in case we want them.
       
   281 ------------------------------------------------------------------------
       
   282 
       
   283 On 1-19-05, *Ben Lehman* wrote:
       
   284 
       
   285 ------------------------------------------------------------------------
       
   286 Check.
       
   287 
       
   288 Rules printed in the game book: Cue or System?
       
   289 
       
   290 yrs--
       
   291 --Ben
       
   292 ------------------------------------------------------------------------
       
   293 
       
   294 On 1-19-05, *Vincent* wrote:
       
   295 
       
   296 ------------------------------------------------------------------------
       
   297 System if we're using them right now, nothing if we aren't. "Using them"
       
   298 includes things like "if we get into combat, there goes the whole rest
       
   299 of the session - let's talk to them instead."
       
   300 ------------------------------------------------------------------------
       
   301 
       
   302 On 1-19-05, *Ben Lehman* wrote:
       
   303 
       
   304 ------------------------------------------------------------------------
       
   305 Cool.
       
   306 
       
   307 Now I still can't understand that other thread, where I was like "it's
       
   308 all system" and other people were like "what?" I was hoping it would
       
   309 illuminate that. I think I'm still right, though.
       
   310 
       
   311 Anyway, thanks a bunch. Just going to go stare at the animations now.
       
   312 
       
   313 yrs--
       
   314 --Ben
       
   315 ------------------------------------------------------------------------
       
   316 
       
   317 On 1-19-05, *Vincent* wrote:
       
   318 
       
   319 ------------------------------------------------------------------------
       
   320 Link me to the other thread?
       
   321 ------------------------------------------------------------------------
       
   322 
       
   323 On 1-19-05, *Ben Lehman* wrote:
       
   324 
       
   325 ------------------------------------------------------------------------
       
   326 http://www.indie-rpgs.com/viewtopic.php?t=12001
       
   327 
       
   328 And look! There's your diagram!
       
   329 ------------------------------------------------------------------------
       
   330 
       
   331 On 1-19-05, *Vincent* wrote:
       
   332 
       
   333 ------------------------------------------------------------------------
       
   334 Linkinated <http://www.indie-rpgs.com/viewtopic.php?t=12001>.
       
   335 ------------------------------------------------------------------------
       
   336 
       
   337 On 1-19-05, *nothings* wrote:
       
   338 
       
   339 ------------------------------------------------------------------------
       
   340 I'm sure you've thought of all of this already, Vincent, but I found
       
   341 your explanation a little confusing, so I have tried to go through in a
       
   342 little more detail and a slightly different focus.
       
   343 
       
   344 http://nothings.org/writing/rpg/elements.html
       
   345 
       
   346 My apologies if I've slipped on any Forge-ian terminology, as I'm not
       
   347 actually a regular reader.
       
   348 ------------------------------------------------------------------------
       
   349 
       
   350 On 1-19-05, *Vincent* wrote:
       
   351 
       
   352 ------------------------------------------------------------------------
       
   353 Nothings: linkinated <http://nothings.org/writing/rpg/elements.html>.
       
   354 (corrected)
       
   355 
       
   356 Well, I agree that you have a different focus. I think that the
       
   357 differences between mine and yours can probably all be summed up in
       
   358 their opening sentences: my "...an RPG's rules coordinate..." vs your
       
   359 "...the activity of game-playing can be reasonably characterized by the
       
   360 interaction of..."
       
   361 
       
   362 Like, I don't include a picture of the rules because all I'm talking
       
   363 about is the rules. I also don't include props or snacks - except as
       
   364 real things inside the d6 picture, if and only if a rule refers to them.
       
   365 
       
   366 Also having a GM outside of the group is nonsense, no matter how you
       
   367 slice it. If you want to talk about distribution of authority within the
       
   368 group, cool, and that's when a GM can come up - but the GM's a person
       
   369 same as the rest of us.
       
   370 
       
   371 And about my arrows and dice: I consider the interesting bit of rolling
       
   372 a die to be the interpretation of it, not the rolling of it. Thus "roll
       
   373 the die" is an arrow pointing from the die to the players; from the
       
   374 origin of the information to its destination.
       
   375 
       
   376 Um, so now what? This conversation will make more sense if either you
       
   377 ask me to comment on yours, which I'd be happy to do in another thread,
       
   378 or else you ask me questions about mine, which I'd be happy to answer
       
   379 here. Or both!
       
   380 ------------------------------------------------------------------------
       
   381 
       
   382 On 1-20-05, *Vincent* wrote:
       
   383 
       
   384 ------------------------------------------------------------------------
       
   385 Ben, I reread that thread, most of it anyway. Here's a thing:
       
   386 
       
   387 The goal of designing rules is to change social contract.
       
   388 
       
   389 When I design a set of rules, I'm trying to change the way that people
       
   390 relate to one another, within the confines of the game. I'm trying to
       
   391 force, trick, or provoke them into treating one another in particular,
       
   392 possibly unnatural ways. I'm fuckin' around with their working creative
       
   393 relationships.
       
   394 
       
   395 Beyond apportioning credibility, rules create /permission/ and
       
   396 /expectation/. Permission and expectation are the real building blocks
       
   397 of social contract; cunningly designed rules have access to human
       
   398 interactions at a deep level.
       
   399 
       
   400 So, sure, there are no complete RPGs; as you say, the complete RPG is
       
   401 playerless. It may work better to think of RPG rules as strong or weak,
       
   402 flexible or brittle: a strong RPG draws the players into its particular
       
   403 play, where a weak one allows them to play however comes naturally. A
       
   404 flexible RPG can survive or redirect a broad range of preexisting social
       
   405 dynamics, where a brittle one requires a particular social dynamic to
       
   406 already be in place, or the game crashes.
       
   407 
       
   408 Am I making sense? Am I kind of on your topic?
       
   409 
       
   410 *I bumped this thread up to the front page. Let's talk about my diagrams
       
   411 here.*
       
   412 ------------------------------------------------------------------------
       
   413 
       
   414 On 1-20-05, *Rognli* wrote:
       
   415 
       
   416 ------------------------------------------------------------------------
       
   417 This is like the Central Theorem of Roleplaying. For dummies. With
       
   418 friendly, unscary illustrations. It doesn't get any better...
       
   419 
       
   420 Can I translate it for publication in the only Norwegian gaming-zine,
       
   421 "Imagonem"? And before you ask; no we can't pay you, cause we don't make
       
   422 any money. But I will tell everyone you are very cool.
       
   423 ------------------------------------------------------------------------
       
   424 
       
   425 On 1-20-05, *Vincent* wrote:
       
   426 
       
   427 ------------------------------------------------------------------------
       
   428 Sure!
       
   429 ------------------------------------------------------------------------
       
   430 
       
   431 Handle:
       
   432 
       
   433 
       
   434 Consider including your email address in the body of your comment.
       
   435 
       
   436 anyway. <opine.html>
       
   437 
       
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   439 	 
       
   440