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Old 12-17-2017, 09:06 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default 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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