Discussion about this post

User's avatar
Medieval Cat's avatar

You all meet at a tavern. You've come to this borderland region to quest for the Tower of the Mage Who Tried To Get Rich By Casting Continual Light Once Each Day But Got Punished By GM Fiat. Adventurers whisper of the piles of gold he hoarded, but also of the doom that befall him. Will you dare to face Blinding Rays? Visitors from the Plane of Sun? Mirror golems? Deceitful apprentices? Will you summit the tower to do ultimate battle with the demented wizard himself? Will you learn the lesson of the tower, or will the same arrogance and doom befall yourselves? These questions swirl in your minds as a sunburnt man with mad, radiant eyes enters the tavern, screams and collapses. What do you do?

orodley's avatar

"Rulings over Rules" is one standard OSR doctrine I often find myself at odds with. Like yes, sure, we don't need rules for how cutting a rope with a sword works, you can just think that through logically. And yes, if a situation is very infrequent then it's unreasonable to expect the rulebook to contains specific rules for it.

But "just think it through logically and come up with a ruling" is actually quite hard:

* The specifics of the ruling have a huge impact on the particular situation in which you are making the ruling. Your players are fleeing from a threat which will certainly TPK them. They encounter a 15 foot wide bottomless pit. Let's come up with some ruling for how easy it is for them to jump across. Make sure to be totally impartial. Good luck.

* The situation might intersect/overlap with something provided by a class feature or game mechanic. The classic example is the Thief, where the existence of Thief skill checks implies other classes can't do these things... or can do them, it's just more difficult? Or can do them in easy cases but not at all in hard cases? What about this thing which is kinda adjacent to the skill but not exactly like it? Does my Thief get a bonus? Does this "taint" this action for other classes?

* There's some numeric/probabilistic component, and you want the maths to work out nicely and not interact in a degenerate way with other mechanics.

* Common sub-case: ability scores or other character features should reasonably influence the chance of success. But what should the mapping be, to achieve the intuitively desired result, and to not have it be too little or too much?

* Many rulings fail this on even a very basic level, making something objectively quite difficult succeed for free, or making something objectively quite easy into a 2-in-6 chance of success.

* The specifics can swing a particular action from totally useless, player feels silly for even trying, to completely overpowered and will now be abused forever. The space in between the two is often quite narrow. And it can depend heavily on specific mechanical details or worldbuilding elements which are hard to reason through precisely on the fly.

* "Just think it through logically" is actually quite hard because the real world is complex, unintuitive and full of fiddly details. See https://johnsalvatier.org/blog/2017/reality-has-a-surprising-amount-of-detail

* Even when you do get it right, realism often conflicts with fun and interesting gameplay. For instance if you know anything about climbing then you know that 99% of things people just straightforwardly do with climbing/ropes in RPGs are totally impossible even with modern climbing gear. But you probably still allow them because it's much more fun than the alternative.

* Like you say, the bar usually isn't "realism" as such, it's like, a mixture of realism and a sort of verisimilitude with a rough genre/set of tropes associated with the game/setting.

* And if you're not purely designing for realism, you've opened a whole other can of worms regarding what a good rule even is.

* Game design is quadratic. The more rulings you make the more interactions between your rulings you have to consider to make sure it all works nicely.

* Making the ruling at the point where the action is being attempted can often lead to the player thinking "well, if I'd known it was going to work like that I'd never have done this in the first place!". You can avoid the worst of this by letting the player decide if they want to do it after you've explained your ruling, but this doesn't help with longer-term things ("oh, well if I'd know it was so difficult to climb a rope I never would've planned to sneak up around the back and go in through the window!"), as you have to draw the line on takebacksies somewhere. Decisions are much more fun when they're informed, and if the rulebook is made up on the fly then you can't make informed decisions.

* Explaining / expressing it in a concise and easy-to-understand fashion is difficult. Especially verbally. And if you just describe it verbally you'll have to re-explain it several times as people miss or forget different elements.

* Ideally it's fairly mechanically elegant, doesn't require some cumbersome procedure, or introduce some new mechanic when it could be handled using an existing one. (See OSE's half a dozen resolution mechanics which could all just use unified d20 roll-under or something).

Now of course you don't need to get all of this perfect right away. You start with something simple which you write into a document (because of course rulings should be consistent). You refine it as you get more experience using it and have more time to come up with something better. And eventually end up with a nice rule... sorry, "ruling", which you've written into your book. A "rulingbook", we could call it...

Again, I'd understand if the action in question is uncommon. But your https://rancourt.substack.com/p/common-osr-system-questions is full of extremely common things which are inexplicably left up to rulings in the majority of OSR systems. What are we even doing here? Why are we publishing half-finished rulebooks and requiring every individual GM to finish designing the game themselves, instead of just doing it once? Just so we can claim our game is "rules-light" and feel superior to those silly modern gamers who like to have rules already written down? Because looking up a rule in a rulebook is supposedly slower and more momentum-breaking than designing a new one from scratch?

And the cherry on the top is that a lot of these systems don't even seem to be designed to make rulings easy. You can design a system such that it's (relatively) easy to figure out how to slot rulings in, and have them work nicely with the rest of the system, and be more confident the numbers will work out, etc. If you have a rules-light system, purportedly with rulings filling in the gap, but you haven't even designed it to be easy to make rulings...

(oh and one final pet peeve. often such missing elements are handwaved away because, well, "obviously", you should do X... but then it turns out that everyone has a different value for X. or, "obviously" it doesn't need to be spelled out because there's a rule written in some random sourcebook for an unrelated system)

(this turned into a bit of a big rant, sorry)

61 more comments...

No posts

Ready for more?