Heya,
Today I’m looking at a topic that became
a really hot-button issue in the early 2000’s.
And even to this day, arguments over it will arise on one online forum
or another. It’s called “Rule
Zero.” If you don’t know what that is,
it’s probably a good thing, but more than likely, you’ve had some experience
with it whether you know it or not.
Rule Zero basically states, “If you
don’t like something about the rules [provided for you in this game’s text],
change it!” Well, that’s the nice way to
put it. I’ve sometimes seen it also
called “The Golden Rule” which basically says, “The GM may ignore or change any
rule at any time.” If that looks like a
Social Contract disaster filled with GM Fiat punts, then you are right.
I wish I knew who coined the phrase
“Rule Zero” in this usage. My first
contact with it was in the Amber Diceless Roleplaying System, where it comes
right out and says that the GM can change any rule he or she wants. I know the White Wolf Games used the “Golden
Rule” terminology in its texts. I
suspect, whether this empowerment of the GM and/or players to just change the
rules on a whim was officially termed early or late in RPG history, people were
doing it from the beginning. I don’t know who first recognized this was
going on, but the point is, once the idea took hold, designers started incorporating
it into their games and RPGs have suffered ever since.
Why was Rule Zero/The Golden Rule
invented?
Rule Zero/The Golden Rule came about
because the early RPG texts that set the template for all RPGs to follow did a
horrible, awful job of communicating how to play. You don’t have to take my word for it. Listen to what the man himself, Gary Gygax,
had to say about his own game in his introduction to AD&D1e, “D&D hasturned into a non-game. There is so much variation between the way the game is played [that] there is no continuity and little agreement as to just what the game is and how best to play it.”
This could only happen if the text did
not explicitly lay out what the game was about, what the players were supposed
to do, and what the characters were supposed to do. I have my copy of the 1978 AD&D Player’s
Handbook right next to me, and there is not one page devoted to what players
should be doing at any given moment of play, during a session of play, or for
an entire campaign.
As a result, it became necessary for the
DMs to improvise, change, and modify the rules at will. D&D never empowered the group as a whole
to make these decisions and since the DM was seen kind of as a replacement for
the referee in wargaming, the players looked to him/her for what to do when
nothing made sense.
Why is Rule Zero/Golden Rule bad?
There are several reasons why relying Rule Zero is a
rotten idea for designers. If you haven’t read my
article on The Impossible Thing Before Breakfast, it’s some good background
knowledge to have for this article.
The first reason Rule Zero is awful is
that it encourages lazy design. By
including it, often in the introduction to a game, the designer is letting himself/herself
off the hook. Why worry about making all
the rules work tightly together when the GM/Players will just change them
anyway? While it’s true that the
designer cannot control how people actually play his game, it seems
contradictory to in one breath prescribe how to play your game and in the next
tell the players to just make it up as they go.
Second, players are disinclined to
actually try playing by the rules. By
including Rule Zero in your game, you give them carte blanche to start changing
things before they even play. Thus, they
often try to bend some new game into some old game they are more familiar
with. Consequently, they miss out on a
new experience. Is that what you would
want for your design? Wouldn’t it be
best if they were encouraged to at least try to play by the rules? Isn’t that why your wrote your game in the
first place?
Of all the games that have been Rule
Zero’ed more than any other, OD&D stands first. Yet, read this account of a group howfastidiously followed the rules of OD&D (as much as humanly possible) and
how much fun they had as a result and how much they learned about the emergent
properties of the game. It’s
brilliant! But I know of very few groups
and very few players who’ve stuck by the letter of the OD&D books, or any
version of D&D for that matter (with the possible exception of 4th ed. at
game shops while playing Tuesday Night Encounters).
Incorporating Rule Zero in a text shows
me that the designer has a lack of confidence in his or her game. Be confident.
As a customer, I am naturally pre-disposed to trusting you to produce a
fun game. I WANT to play the game the
way you intended. If you tell me upfront
I don’t have to, then you break that trust.
And I probably won’t play the game the way you envisioned.
Third, incorporating Rule Zero/The
Golden Rule overtly into your rules can often lead to heavy use of force by the
GM or players to “keep things on track.”
This could be an entire article on its own (again see my entry on
TITB4B). Force is basically covert,
social manipulation used by the GM to nullify player input in order to form a
narrative during play that fits the GM’s vision alone. How many of you like to be manipulated by
other people? How many of you enjoy
having your creative endeavors subverted then negated by someone else? That’s what the use of force and application
of Rule Zero often bring to the table.
And it’s something we’ve hopefully left behind for the most part.
Finally, no other type of game invokes
anything like Rule Zero. One of the
things that really bugs me about this is that this sort of behavior would be
totally unacceptable in any other format.
Imagine if Pat Sajack suddenly started changing the rules for Wheel of
Fortune right in the middle of an episode!
Or what if Dr. Richard Garfield had written into the original rules of
Magic: the Gathering- “Eh, if you don’t like the mana system or any of the
other rules of the game, just make them up as you go. It won’t matter.” It would be a catastrophe. Now, creating recognized variants of the game
(say, Commander or Cube in the case of M:tG) is fine, because everybody is on
board with the modified rules set from the beginning. But imagine if Rule Zero applied to something
like Poker at something during a Pro Tour?
If other games don’t tolerate this, why should we?
Wait, you might be wondering, if
variants are okay, then is Rule Zero actually a real thing? What about house rules and hacks?
Good question. So, after everything I’ve said, I’m going to
contradict myself for just one tiny second.
If you take the “you” in my original definition of Rule Zero to mean the play group as a whole, then it’s not really a bad thing at all. People can play however they want. Coming to a group consensus on how a game
should be played is a very functional thing.
Who hasn’t hacked a game they loved or mashed two great games together
to form something new? We’ve all done it
and had a blast! As far as play goes, the real problem with
the rule comes when that “you” is interpreted to mean just one person- usually
the GM. In these cases it is one person coercing the players to play according to a single, non-negotiable vision. This can very often lead to arguments,
disenfranchisement, and a big ‘ole heaping helping of the 20:4 ratio most
ESPECIALLY when rules are ignored, modified, or added during play without group consensus. I don't see this as a particularly desirable design element. Do you?
So, when making your game, I suggest not
even including anything in the text that even remotely resembles Rule Zero/The
Golden Rule. It’s not helpful, since people will ignore/modify your rules anyway if they want. It’s poor design, because you're letting yourself off the hook instead of working to find a real solution. And it just obfuscates the real intent of
your game, which is why you're writing this thing in the first place, right?
Peace,
-Troy
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