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12-17-2017, 08:06 AM | #1 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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GURPS Hermeneutics
I spend a fair amount of time on the RPG Stack Exchange, and it's clear from the questions and answers there that the hermeneutics (methods of rules interpretation) of different RPGs vary quite a bit.
So it seems interesting to try to describe what hermeneutics we use here, given that we have considerable input from the line editor, his assistant and quite a few of the writers, on their intentions. There's also a refreshing willingness to admit mistakes and own up to lack of clarity. First, we have Rule Zero: the game assumes that there is a GM, and that their rulings will be sensible, at least for their desired game. We also have the principle that if you want benefits you should buy them, rather than trying to contort rules into giving them to you for free. An appeal to reality, or at least Occam's Razor for things that are not real, is generally worth considering. What else?
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12-17-2017, 08:23 AM | #2 | |
Join Date: Sep 2008
Location: near London, UK
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Re: GURPS Hermeneutics
Quote:
This overlaps somewhat with Rule Zero but I think it goes usefully further.
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12-17-2017, 08:28 AM | #3 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Hermeneutics
Extending on this: "Some rules are mutually exclusive" - not only are they not really expecting you to do everything at once, you really can't do some things at the same time.
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12-17-2017, 08:33 AM | #4 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: GURPS Hermeneutics
I'd argue that the "ABC" rule in Powers - that ability builds should first be Accurate (that is, model what you're trying to describe), then Basic (they should use the least convoluted build possible), and then Cheap (if multiple approaches are viable, use the one that costs the least points) is a pretty useful guideline for GURPS in general.
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12-17-2017, 09:32 AM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Hermeneutics
"If it doesn't limit you, it's not worth points" and the corollary for advantages and enhancements.
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12-17-2017, 09:56 AM | #6 |
Join Date: Jul 2008
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Re: GURPS Hermeneutics
For rules interpretation, as opposed to use, I've always considered a central tool to be presuming that the rules say what they mean to say, and if they do not say a thing it is because they mean to not say it.
I have never thought of that as being GURPS-specific...
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12-17-2017, 06:00 PM | #7 | |
Join Date: Aug 2004
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Re: GURPS Hermeneutics
Quote:
This doesn't come up often as a concern, but I'd like to think it's a principle of modern GURPS. I refer specifically to a minor grumble I had about older books occasionally slapping PC races with real limitations but under the Taboo Traits label. "You can't swim – which means that, unaided, you sink and die in any pool, lake, river, moat, dungeon cistern, or 3/4 of the Earth's surface. Taboo Trait, 0 points, try to stay out of the water." Not a fan of that. : )
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