Monday, February 12, 2024

You Can't Elide What Doesn't Exist

Jared Sinclair says, "rules elide." In general, I agree.

For those not yet familiar and who don't want to read the whole post, I'll summarize briefly with one of Jared's own exercises. Think about picking a lock in an RPG. If you wanted, and everyone at the table knew enough about how lockpicking works in real life, you could resolve that entire process just by describing it in detail: the ref could decide what type of lock it is and how the mechanism works, the player could describe exactly how they use their tools to examine and work with it, what motions they make, and the ref could describe how each motion moves each pin or whatever other part of the mechanism. If you know enough, you don't even need to roll any dice (maybe--I have my suspicions about that, but that's a subject for another post) or rely on any set mechanics beyond what you all know about how to pick a lock.

Of course most of us don't know nearly enough about how lockpicking works to do that (I sure as fuck don't). Luckily, we don't have to, because instead of going through that whole process of describing every detail, we can just say, "roll 1d6, add your lockpicking skill bonus, if you get a 5 or higher you do it."

This rule elides the true process of picking the lock. It takes away the full detailed complexity of picking the lock and replaces it with something simpler, quicker, and easier for most of us to understand. Depending on the desires of your group and your game, this might or might not be a good thing. In OSR gaming, we place a lot of value on player skill over character skill; by using rules to elide what happens in the fiction, we take some of that load off the players to know how things work in the fictional world and apply that knowledge, and put more of that load onto the characters. Every game and group will have its own ideal balance of what to elide and what to play out in full.

Jared's argument, in the strong form, is that this is all rules can do. They cannot create or inspire or evoke, only elide. Broadly speaking, I agree. Every rule we set for our game simplifies some part of the fiction.

However, I believe Jared makes an important oversight. The strong form of Rules Elide presumes that everything in the game fiction has a real-world referend. Picking a lock is something that can happen both in the fiction of our game and in real life. We can assume, unless told otherwise, that it works the same in the fiction as it does in real life. When we then apply a rule to the fiction for lockpicking, we elide that process. It is implicitly the real-world process of picking a lock that our rules are eliding, not the fictional one.

But our fiction doesn't always have to refer to real life. The fiction can create new things wholly from imagination.

Rules Can't Elide Magic

Magic doesn't have a referend in reality. When we say, "My wizard casts Magic Missile," they aren't doing something a person can do in real life. The interaction cannot happen if there isn't a rule to say, "A wizard can cast Magic Missile."

Now, technically we can assume there's some elision of the fiction happening. We probably imagine that in the fiction, there's a whole lot going on when we say our wizard casts Magic Missile that we aren't bothering to describe in detail. We might have an idea of what some of those details look like, or we really might not care at all. But I argue that when we talk about rules eliding, that elision of the fiction isn't what really matters to us. It's the elision of the real-world referend.

The reason we care about rules eliding is because when they do, they're shifting that balance of skill and knowledge away from the players and toward the characters. We want to be careful and thoughtful about what we elide because we want to make sure we leave the things in the hands of the players that we want to be there. If we want to run a game that challenges the players' skill at creative logistics, we don't want a rule that says, "roll 1d6 to figure out how you get the wagonload of treasure down the mountain to town." We want them to figure that shit out and explain it.

But when it comes to magic, to interactions that exist only in the fiction, the players can't know anything about them until they hear them explained. We can't make a game that tests the player's skill at magic without reference to game rules, because magic isn't a thing the players can be skilled at. (I'll leave aside discussion of real occult practices as not really related to how magic is used in most games.)

Now, you can argue, "But when you establish magic in your fiction, it's not necessarily rules creating that magic. It's the fiction, they're not the same thing." In this case, they are--unless you really are establishing how magic works in your fiction down to the last detail, which is impossible, and then creating simpler rules to elide that complexity. However you establish it, your explanations are always leaving something out. So, yes, maybe in that sense, your rules are eliding the truth of magic in your fiction. But at that point, who cares? How is it useful to talk about rules eliding something that can't exist without the rules to begin with?

(This ties into another thing I've been wanting to talk about: when you play at the world, your setting is your system. Hoping to have another post for that ready sometime soon.)

I think Rules Elide remains a useful lens for thinking about modeling real-world interactions through game rules. But when it comes to interactions that are wholly fictional, things characters can't do at all unless something in the fiction establishes them as possible, I think the argument breaks down. You can't elide something that doesn't exist--not in any way that matters.

7 comments:

  1. Hi there! Thanks for the post. I think you've mostly nailed what makes Rules Elide a powerful rhetorical tool, except that in your final example (regarding magic), you've suddenly gone entirely off the rails. Rules Elide was never about "modeling real-world interactions," it's about modeling the negotiation of fiction—it's about choosing what's important to us collectively, and what's not. In the case of magic or anything with no real-world referent, that fact does not change. I say "I cast a powerful fireball spell!" and then we have to work out what means together, and one tool we have for doing that is by introducing rules that shortcut things we've already decided, or gloss over things we don't want to bother making decisions about.

    I've always thought the idea of "magic rules establish how magic works in your setting" was misleading, and this is why. Rules do not create anything, they merely remove some portion of (in this case, Fictional) Truth from play and calcify it into another form so we don't have to contend with it. Just like rules for lockpicking.

    Thanks again for engaging with my ideas, it's always fun to see what people make of it! :)

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    1. Hey, of course! Really appreciate your insight.

      I'm interested in that hypothetical of saying, "I cast a powerful fireball spell." I'm still not quite sure what it is that you argue rules would be eliding in that situation. I'd be very curious to hear a similar example of the lockpicking scenario in this framework as you'd imagine it working without any rules to elide the process.

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    2. To make a simplistic example of it, it might be a case where I say "You aren't smart or experienced enough to cast a fireball!" and then you say "Well how smart or experienced do I need to be?" and then we roll 3d6 and write "Intelligence" beside it and it goes from there. Or I say "Your fireballs hit one of the fourteen goblins in this room" and you say "But the fireball is huge! It should hit ALL of them!" and we decide it hits all goblins in a 10' square, but they get a saving throw for half. These rules are eliding our negotiation of the fictional properties of magic (whether they're recording the result of negotiations we've already performed, or allowing us to just skip past negotiating at all), or they're eliding our need to *understand* the functional properties of magic at all, beyond their immediate consequences in the fiction.

      Hope those examples help.

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    3. Spent some time thinking about this last night. I was also reminded of the sequel post you wrote addressing counterarguments. Rereading that, I think I might see where you're coming from better.

      I can definitely appreciate the idea that what's being elided isn't some "true" fictional reality but the process of negotiating what that fictional reality is. However, I still think the framing breaks down for me in some edge cases, of which spellcasting by PCs happens to be a big one. In your sequel post, you summarized your vision of how rules elide in OSR play (as contrasted with storygames) like this:

      "In OSR Play, in response to a player action, we check the diegesis for things that might get in the way. And if there is some diegetic obstacle to the action succeeding, then we need some way to negotiate how the player’s action happens within the diegesis. This negotiation is precisely play. Rules exist to shortcut this negotiation, modeling the negotiation itself with some rule or other that probably involves dice."

      So it sounds like the way you see it, the process goes, "player acts > check fiction for obstacle > negotiate, with or without reliance on rules > resolve." The elision happens at the negotiation step, which is where rules exist.

      My contention, I think, is that the negotiation step isn't the only place where rules can live. Rules can also live at the action step by permitting actions that don't otherwise exist.

      To go back to the fireball example, in your framing as quoted, the action step is, "I cast fireball." We would then look to the fiction to see if there are any obstacles to casting fireball. For me, that framing of "I cast fireball" doesn't line up because you don't even *get* to the action step if the fiction hasn't affirmatively established that a character *can* cast fireball. It's not something you're *prevented* from doing by obstacles in the fiction the way that, say, opening a door is. We presume, unless told otherwise, that we can open a door unless there's some fictional obstacle preventing it because we can do that in reality, and the fiction of the game works like reality unless otherwise established. Casting fireball doesn't carry the same presumption.

      I guess you can say, to borrow more of your phrasing from the second post, "the rule that says 'PCs can cast fireball' is eliding the question, 'can PCs cast fireball?'" To me, though, that framing doesn't feel useful. Without a rule to establish that fireball spells are a concept in the fiction, a player might as well ask, "Can I zomble the floopway?" Those are nonsense concepts that carry no presumption of existence in the fiction, much as the idea of a character mixing bat guano and sulfur and waving their hands to hurl a great blast of flame is until the ref, as architect of the fictional world, introduces it. I don't think it's meaningful to say rules elide questions about the existence of nonsense-things, because there are an infinity of such questions, and none of them should be getting asked at all without being brought in by a rule of some sort. So I suppose what I'm rejecting is just the strong form of Rules Elide, but considering how much of OSR gaming is built around the introduction of these nonsense-concepts into the fiction of the game by the ref, I think it's an important line to draw.

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    4. A rule is most certainly not required to establish that magic exists, though. All it takes is anyone saying "Oh, btw, magic exists." If you make a rule that says "To cast fireball, roll 2d6 vs 8 blah blah," then you have not used a rule to establish magic in the fiction—you did that by /implicitly/ saying "magic exists." The rule instead elides the resulting question "How does magic work, then?" It's messy and unclear because it happens as one gesture, but it's exactly the same situation as I described w/r/t stuck doors in that second post.

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  2. Good evening,

    I'm from Brazil, and recently it came to our attention the text "Rules Elide and its consequences". We have been doing a lot of studies about TTRPGs, and, in doing this, we found you blog post, "Re: Rules Elide and its Consequences".

    We believe that it multiplies the discussions in the original text.

    One of the questions about those text was the possibility to translate them to brazilian portuguese so that it became accessible to more of our community.

    With all that being said: could you authorize us to post a translation to brazilian portuguese of your post in one of our blogs (as part of a list of texts discussing the idea of Rules Eliding?)

    PS: We've not been able to reach Jared Sinclair. Do you know how to get in touch with him?

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    1. Hey, sorry for the delay in getting back to you on this! Been dealing with final exams.

      You are more than welcome to translate and share this post, as long as you credit me.

      I unfortunately don't know where Jared can be contacted. Best of luck!

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