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How Visible To players Should The Rules Be?

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overgeeked

B/X Known World
Everyone at the table should have at least a basic understanding of the rules. Period. This whole players shouldn’t know the rules thing comes from modern gamer bros reading Gygax waxing philosophical about how his mega death dungeons that were being played as competitive wargames at conventions were cheapened because players might exploit the rules and by exploit, he meant know the rules and They might know some of the stats or potential weaknesses of monsters in the game, and that was a great sin as far as he was concerned. As an almost 40 year GM nothing makes my life harder than players not knowing the rules.
Paranoia did it all the way back in 1984.

Dave Arneson did it all the way back in 1971.

Wilhelm Meckel did it all the way back in 1873.
 
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Umbran

Mod Squad
Staff member
Supporter
What do you think? How much knowledge of the rules should players have, both going in (creating a character, etc) as well as during actual play? Why? What aspects of players' knoweldge and awareness of the rules and play system impacts your opinion on this?

I think it depends upon what you are trying to do. How much players know the rules impacts the details and experience of play. Pick the level of rules knowledge to create the experience you want.
 

MGibster

Legend
Gameplay revolves around solving mysteries by examining crime scene and interviewing subjects and researching archives and stuff. Sometimes when you declare an action, the GM calls for a roll of 2 six sided dice, which you add together and tell the GM the result and then play continues.
We can call this game Delta Green, Bladerunner, Trail of Cthulhu, or even Call of Cthulhu. And to answer your question, yes, a player needs to understand the fundamental rules revolving around the acquisition of clues to enjoy the game to its fullest. They don't need to be experts, but if they're playing Bladerunner and they don't understand they're characters actually need to sleep or take some time to relax during an investigation they're going to grow frustrated as they become less able to accomplish their investigative goals. Alternatively, it might make for some tense moments when they have to decide whether to forgo rest in order to meet their goals. When a player understands the rules they can make more informed decisions regarding their character's actions.
 

aramis erak

Legend
It's obvious that you haven't seen the show or have much working knowledge about how law enforcement works. I remember being 17 and meeting an FBI agent in his 40s and he told me he had NEVER fired his service weapon, and neither had most of the people he worked with.
The FBI Firearms Policy of 2017 (https://vault.fbi.gov/firearms-policy-0888pg/firearms-policy-0888pg-part-01-of-01 ) notes that firearms are required carry when on duty for special agents. (Sec 2.7).

100 hours of the academy is firearms training...
I've been told by a retired SSA that hand to hand training was about as much time as firearms... and used far more in the field.
They're not shoot-happy - but they're trained and tested.

Just like every police officer. And every other Federal Law Enforcement Officer.
 


MGibster

Legend
Picking a show where the protagonists are expected to carry firearms as part of their uniform kit and are trained in both firearms and unarmed combat isn't exactly a sterling choice for a pure investigation setting.
Reynard specifically was talking about a setting where combat was "very rare or non-existant," so I think you're being unnecessarily nitpicky here. You can easily have a campaign revolving around investigation where violence is uncommon. Yes, yes, even if the player characters are American law enforcement officers who carry firearms.
 

aramis erak

Legend
Reynard specifically was talking about a setting where combat was "very rare or non-existant," so I think you're being unnecessarily nitpicky here. You can easily have a campaign revolving around investigation where violence is uncommon. Yes, yes, even if the player characters are American law enforcement officers who carry firearms.
My point being that even in such a setting, the option for violence is always there, and the protagonists are trained in doing so.
 

Micah Sweet

Level Up & OSR Enthusiast
My view is that if the system breaks when the players play it ("game" it), then it is a bad system.

More generally, if playing the system doesn't produce the fiction, and the experience of the fiction, that is intended/desired, then it is a bad system.

To put some flesh on the preceding bones: in my experience, the RPG which reliably produces the biggest gap between intended/desired experience, and experience of play; and which is most vulnerable to breaking when players actually try and play it; is AD&D 2nd ed. And I think it's possible to be fairly concrete about what the issue is: the mechanical system as presented sets out chances of success (to hit, damage, non-weapon proficiencies; thief skills) and also gives some players (the players of spell casters) some buttons to push (spells in the per-day spell load out); but the intended/desired play typically involves the GM controlling when the players succeed or fail (in order to manage the unfolding of the prepared story) and hence disregarding or setting aside those chances of success and mitigating the pressing of the buttons.

This won't work if the rules are transparent to the players!

The 1982 Traveller Book has the same issue. This is from p 123:

The choreographed novel [my emphasis] involves a setting already thought out by the referee and presented to the players; it may be any of the above settings [ship, location or world], but contains predetermined elements. As such, the referee has already developed characters and setting which bear on the group's activities, and they are guided gently to the proper locations. Properly done, the players never know that the referee has manipulated them to a fore-ordained goal.​

This sort of thing won't work if the rules are transparent to the players.
Who says 2e was about the GM managing the story by managing the success of the players? Where is that written?
 

DragonLancer

Adventurer
Who says 2e was about the GM managing the story by managing the success of the players? Where is that written?
I think it comes down to a shift in the hobby. Over the last... let's say 20 years... there has been a shift from the traditional role-playing structure to newcomers into the hobby pushing what is referred to as Player Agency. The days of a groups sitting down and playing the game has been pushed aside in favour of the players deciding/narrating everything. By modern approaches, I can see where Pemerton is coming from, even if it's not really accurate.
 

Reynard

Legend
Supporter
I think it comes down to a shift in the hobby. Over the last... let's say 20 years... there has been a shift from the traditional role-playing structure to newcomers into the hobby pushing what is referred to as Player Agency. The days of a groups sitting down and playing the game has been pushed aside in favour of the players deciding/narrating everything. By modern approaches, I can see where Pemerton is coming from, even if it's not really accurate.
I think player agency is foundational to the hobby. The ability to choose what you do emerged from inspirational games like Braunstein and has always been a part of traditional RPGs (the most important part IMO). What you are talking about is collaborative world building and narrative mechanics. Those are new-ish (although a look at the history of the hobby will show they have been around longer than you think) and have really come to the fore with the popularity of Powered by the Apocalypse and inspired systems.
 

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