Taking Robert to the Dungeon
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In 1876 a book was published outlining rules for gentlemen’s meetings. It established precedence for all formal meetings that would follow. With it, meetings were changed, people knew how to act, and there was order. In 1976 another book was released, and it too brought order. It structured everything into die rolls, hit points, and classes. Our games were forever changed.
Robert’s Rules of Order outlined what was to become parliamentary procedure. It’s been reprinted numerous times and still holds high value in the United States congress. Dungeons and Dragons has not seen nearly as many copies but still holds a high value to most people in the gaming industry. Both of these books set out to establish rules in their fields, and each has succeeded admirably.
Going Overboard
There comes a time for revision and replacement. D&D goes through this with almost every print run. Constraining how stories are told, and what rules are used to make things fair. Robert’s Rules of Order has been revised countless times. But at what point do the rules become too constrictive, binding too tightly the story you want to tell? Imagine a roleplaying game that was held to Robert’s Rules:
“I propose that we stab that Orc in the face,” says the party leader.
“I second the motion,” says the ass-kissing under-lackey.
“Objection,” says the prude. “This is beyond the established power of the party leader to decide. I make a motion that says we form a community to discuss this course of action before continuing any further.”
“Guys, the Orc eats you,” says the annoyed GM.
Child’s Play
Of course we need rules; even as children we developed rules for our play. The difference was, we’d make them up as we went along. Games of Pirates, Ninjas, and that One Girl (I mean, who didn’t have at least one sister that wanted to play?) would begin with simple, imaginative play, and when we’d come into conflict, we’d make a rule to resolve it. The problem was, the rules didn’t always make sense.
“OK,” says the bossy kid. “Anytime that the couch is touched three times in a row with a gentle pat we need to spin around six times quacking like a duck.”
“That’s stupid…” says another.
“Can I play someone who doesn’t need saving all the time?” says the little girl. “I’m bored.”
The Compromise
No matter what the game you play, it’ll have rules of order. Some systems, like Savage Worlds, will have less than others. Think of it as less ammunition to give to the rules lawyers. No matter your game, or your rules, remember the fun first and foremost.
And speaking of the rules lawyers, we have a motion on the floor that needs to be put to a vote. All in favor of killing all the rules lawyers say…
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