A little bit of talk around here about an old blog post of mine, "Rules vs Vigorous Creative Agreement," and it reminds me of one of my favorite things I've ever said about rpg design. It's from a different thread, a few years later:
"When we want to let our characters off the hook, we need rules to threaten them; when we want to kill our characters, we need rules to protect them."
The idea that we choose game rules in order to be frustrated by them is funny to me, and not untrue!
@lumpley Do you think a rule is better if it's used or not? Is a rule still a rule if no one uses it? Isn't it a bit like standing on the head of a rake?
I'm going to go with: some rules are good only when they're used, some are good when they're used but better when they aren't, some aren't meant to be used and are terrible if they are. Some of my favorite rules are fine if you never use them, but when you want them, no other rule will do. So, it depends!
I think rules are still rules if no one uses them, sure. For instance: roll, and on a 6, set fire to your dining room table. This is a rule but I can't imagine anybody doing it.
@herrold Oh but regardless, I definitely think it's better for people if they don't use rules they don't like.
@lumpley :"The idea that we choose game rules in order to be frustrated by them is funny to me, and not untrue!" I get that life is complicated and contains multitudes, but you could see how both of these things that you've written could be sometimes hard to tell apart? Frustration and not liking. Like in music or any art really, having an internal rule often helps, if only to move things forward, and to have something to contradict later on.
@herrold Oh sure! It's part of what I find funny about it. "Frustrate me in just the way I want you to. Not like that! Not like that!"
And it's not the only reason we choose rules, just one of them, of course.
@lumpley Oh, and when you make a new game, do you think of it like a quasi-living thing, with its own needs and wants(truths)?
For a fact I do.
@lumpley How did you think of Apocalypse World say in comparison to ... Murderous Ghosts? How do(did) they feel different?
@herrold That's too much to take on! I guess Murderous Ghosts, being so much smaller in every direction, had a lot less flexibility in its nature. It would work the way it knew it must, or it wouldn't work; I couldn't fudge it along or leave it to work itself out.
I dunno!
@lumpley Do you think you were more careful/worried/fearful with Murderous Ghosts?
@herrold The opposite. I knew that Murderous Ghosts would either work great, or I'd abandon it, and that there wasn't anything I could do but find out which.
Apocalypse World took a lot more care: more moving pieces to balance and double-check, more opportunities to mess it up and cause problems for its future.
@lumpley Were there games that seemed to work themselves out?
@herrold Yeah! Some games just fall out of my head whole onto paper. The Wizard's Grimoire was like that.
Murderous Ghosts took a couple of tries to find its feet.
A lot of games have a key to unlock, a trick to their design, and if I can find it, the game becomes easy. It and I are working together.
It's never easy to communicate what they key was. For Apocalypse World, it was to always write what I'd want to read. For Under Hollow Hills, it was the idea of "how are you going to play this?"
Oh wait — but that's only in relation to me, it's creator. I don't think it has needs and wants in relation to anybody who'd play it.
In relation to play, I think that games have editorial positions, which were built in by their creators, not wants and needs at all.
No player's accountable to a game's editorial position.
@lumpley Yes, we're on the same wavelength. I mean as a "parent" of an idea. I assume you weren't alone in feeling a need to nurture a particular idea. I mean, I kind off assumed you had a great play group that helped make Apocalypse World pretty great. I'm sure many of them might have different feelings as well. Maybe I'm wrong?
@lumpley Would you say that the procedures of a game like Fiasco, which are mostly there to give some initial input and then structure the process of reaching agreement, are not really rules? Or merely that they are a different kind of rule, which is possibly less interesting to you? This may sound like a semantic quibble, but I guess I'm wondering whether it's useful to distinguish rules (which decide something about the fiction) from procedures (which help *you* decide about the fiction).
Oh, I'd definitely say they're rules.
I think we choose rules for a lot of reasons, just one of them being to frustrate us. (Challenge us, I suppose I should say.)
We choose rules for inspiration and structure too, for example. For all kinds of reasons.
Like, we don't choose to follow traffic rules because they make driving more frustrating!
@lumpley Yeah. Rules (and the GM role) exist to an extent to provide resistance. It's simply more satisfyng to do a thing in the face of resistance than to do it easily and trivially, so when we want to do something, we add factors that add resistance, add a chance of failure so it feels like accomplishment.
@lumpley Well yeah -- no one needs a rule to force them to do things they want to do. No one needs to make cat-petting mandatory.