05-04-2020, 10:26 AM | #11 |
Join Date: Jul 2008
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Re: Rules Lawyers: The Most Important Rules in all GURPS
I don't really trust any GM who thinks it's good to lean on rule zero, rather than a sometimes-necessary backup option for failure modes, especially realtime ones.
GM's unassisted judgement, no matter what else it may be, is opaque. It makes cause and effect into a psychological guessing game.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-04-2020, 11:19 AM | #12 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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I played an online game with a player who did the rules lawyer thing. When I showed a list of dozens of times Basic says some variation of "the GM has the final say," he insulted me and immediately left.
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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05-04-2020, 11:37 AM | #13 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
When it comes to games where the rules can and do clearly cover every single thing that can be done in game play, I'm a rules lawyer. If I play tabletop Poker, Monopoly, Chess, Checkers, etc., I keep the rules handy. Doing that can discourage and even eliminate arguments. When a disagreement starts, I'll say, "Let's look that up."
But RPGs like GURPS let you do everything you could possibly do in real life and a whole lot more (engage in starship battles, travel back to World War II, turn an elf into a frog, etc.) There's no way any set of rules is going to cover all of that in precise detail. Which is why the GM's word is final--although, again, the most important rule is "have fun."
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
05-04-2020, 11:47 AM | #14 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Rules Lawyers: The Most Important Rules in all GURPS
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In some cases, this is because they lack some fundamental social skill, making them bad at negotiation and renegotiation with the other people at the table. In others, it's because they got burned by a bad GM one time, and have decided to overreact and assume that all GMs are like that (in extreme cases, they see the GM in much the same way that anarchists see "the Man" or "the System": inherently corrupt and adversarial to them). In yet other cases, it's because they came to RPGs from boardgames or wargames, with the mistaken belief that since boardgames, card games, dice games, RPGs, wargames, etc. are all tabletop games made by the same kinds of companies and sold at the same kinds of shops, they should all play the same way. And in a rare few cases, it's because they don't like playing games at all; their real hobby is mathematical modeling, whether that means creating characters, vehicles, or worlds. I think we just have to suffer the existence of such people as part of the price of playing RPGs. We get the same thing in Argentine tango: There are people who can't grasp that it's a 100% improvised dance, with no basic step or fixed patterns that go with particular music; that it has no globally recognized standards for teaching or competing; and that it has a deep, broad, opaque social dimension that's more important than the technical one. They try to compare it to ballroom dance, or to salsa, or to some other style. They wonder where the "level system" is. They think the teachers should be able to produce teaching certificates. They can't grasp why conversational skills, networking, looks, style of dress, personal hygiene, etc. all matter more than how well you dance. So they become difficult, cause issues, and eventually have to be invited out. My interest in RPGs actually comes from the same part of my brain as my interest in Argentine tango: a desire to engage in improvisation, interpretation, social interaction, and semi-structured chaos.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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05-04-2020, 12:00 PM | #15 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Rules Lawyers: The Most Important Rules in all GURPS
The problem is that while it's true that the GM makes the rules, that doesn't tell me why I should play GURPS rather than make up my own rules. I heard Douglas Cole discuss adventures and why he doesn't accept stuff like "the GM may insert his own treasure here." The reason I buy adventures is because I don't have the time, the inclination, or the aptitude for doing that. The same goes for rules.
Also, Kromm - have you thought about learning how to play jazz?
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05-04-2020, 12:04 PM | #16 | ||
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Quote:
Quote:
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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05-04-2020, 12:10 PM | #17 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Rules Lawyers: The Most Important Rules in all GURPS
The corollary to rule zero is this:
"The GM must have the fun of the players as his foremost concern" Without that rule, rule zero can easily wreck as much harm as good on a game. Players need to be able to trust their Game Masters.
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05-04-2020, 12:51 PM | #18 | |
Join Date: Jul 2008
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-04-2020, 12:58 PM | #19 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Quote:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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05-04-2020, 01:01 PM | #20 |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: Rules Lawyers: The Most Important Rules in all GURPS
Also – and I don't expect agreement, but this is important to me and certainly how I see it – those games fail at interactive storytelling because they generally offer rules for that. GURPS takes the stance that interactive storytelling comes almost entirely from the players of the game and doesn't require rules. Thus, by focusing its attention away from that, it does a good job of supporting it.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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