I’ve often been confused about how rules matter in traditional GMed games. But over time I’ve got clearer that explicit, formal rules are:
- Huge for GMless games (there’s a huge space to play with there, with all kinds of interesting effects possible)
- Nearly as huge for weak-GM games (think of Inspectres or Swords Without Master)
- … then progressively less important as the GM role gets stronger.
Justin Alexander then clinched it for me — “most RPG systems don’t actually carry a lot of weight, and are largely indistinguishable from each other in terms of the type of weight they carry.” (source). Most rpgs, at least those of a “traditional”, “mainstream”, big-book kind, are very similar to each other, having rules that cover much the same space of substantive rules about how the major game events develop. They often have huge fine-detail subsystems, but they don’t fundamentally change how the game plays out — they don’t change the kind of larger-scale narratives that it produces.
And it’s those large-scale narratives that I care about, whether as player or as GM. I care about how we shape the emerging story in meaningful ways. I can’t care much, any more, about fine details of how fireballs work or how magic recharges. What I care about is the big-picture shape of how the story develops, and whether I (as a player, as a GM, whatever) have control and/or responsibly.
The best explanation I’ve seen of this is Vincent Baker discussing the diceless core of Apocalypse World (see my post on that). AW’s agenda, principles, and “always say” lay out rules for conducting yourself as an AW MC. They have you hand over a lot of responsibility to the players. They are not rules in a narrow mechanical sense, but rules of conduct that require human interpretation. If you follow a reasonable interpretation of those rules, they will shape how you GM. They will rule out railroading, rule out forcing the players to listen you, and rule out several other pathologies.
It’s those kind of fundamental rules that I find interesting now — those rules that have real power to meaningfully shape play.
The AW MCing rules are similar to broad-strokes GMing guidance like McDowall’s ICI Doctrine. That’s not presented as rules at all, but it can be interpreted as such, and if followed it can have a powerful shaping effect on play. It certainly shapes how I GM at the moment, in the way that e.g. a particular combat system wouldn’t have.
To summarise — the vast majority of rpg rules changes don’t change how the game plays in terms of the high-level things I care about. If the rules hand the GM arbitrary narrative power, and give them no specific responsibilities or principles, then the other rules details don’t much change how players can shape the narrative. And to me, that’s boring. I don’t want to think much about those unimportant details — I want to get straight to the substantive agreement about how we will really play.