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Rule-Playing Versus Role-Playing

A friend mentioned that when he is game mastering (GMing) he has a tendency of rule-playing instead of role-playing. It was an interesting statement, especially since I have played a number of games when he was GMing. Before I jumped feet first into a conversation that had the potential of getting me into a lot of trouble I asked him to explain further.

His concern is when he is the GM he gets so wrapped up in how the rules of the game should control the activities he ends up controlling the players' actions. Basically, he feels like he limits the players into a specific path down the railroad tracks. We discussed his personal concerns, but what he brought up is something I know I, and others, are guilty of—not all the time, but it happens.

His concerns ended up falling into a couple of broad areas.

Focusing on the rules of the game cause him and his players to have to step away from their characters to determine if the actions being taken are acceptable. He felt he is pulling his players out of the game setting and forcing them into the game system. He was even concerned that he forces people to change the character's action because of his concern of the rules.

I have seen this most in learning a new system and how we have been taught to learn. Much of what we do in life is dictated by the rules governing that activity. This goes from broad scope social activities to simple things like the rules governing how to play tic-tac-toe. Naturally when we get involved with a game we adopt the social training we have developed throughout our life. That gives the why we do it, but my friend wanted to step away from that activity to open up the game to more role-playing for his players.

He also finds himself giving out information about his adventures to direct the play of the players. Part of this is because he knows people spend time developing their characters and he doesn't want to be the one who killed the character on account of missing something he built into the adventure.

I know a number of others who have expressed the same concerns, from different perspectives and at different levels of concern. Every one of them who asked questions of their gaming group, or friends, were interested in how to make their game better for the players. This is an admirable trait in a GM. Taken with this perspective there are several ideas that can be implemented to help a game go better.

The rules are guidelines. One common aspect of role-playing games (RPGs) is the rules are guidelines. The GM, and the group, should use only the rules they want and if a particular rule does not work for the gaming group, just don't use it. RPGs are designed for people to have fun. There is no "winner" in RPGs unless you are do something like gladiatorial combats. Some players consider winning the gaining levels and gaining stuff. Exploring the aspects of a character's personality isn't why they are playing. Personalities are secondary, which is okay. Other players turn these in the opposite direction.

Players who are into RPGs because of the personality of their character are focused on what their characters try. For these players the stuff is nice and gaining experience is more about how it affects the character's personality. These players usually are the ones who have less concern about the rules of the game system they are playing in, or even the adventure they are on. For these players the experience of the game, the socializing, is a major reason for playing.

All players like a level of success for what they do, it is a basic human condition. Therefore, you should be willing to allow the player to take the risks to gain the triumph. Some players will be very prepared and have methods for overcoming every possible obstacle they have come against before. These players usually know the rules of their system well. The ones who are into the personality of their character will purposely do things they believe fit the way the character would act regardless of what the rules implicate. This might even be walking into an obvious trap. The players are going to take on this full range of action and it seems at times like some are just being dense or just plain stupid.

What is a GM supposed to do then?

The best thing to do is let them play. There are going to be times when you can step away from a rule and there will be other times when you will need to enforce one. But, keep in mind the objective of RPGs is to have fun. If the rule needs to be applied, let the player know about it and what the consequences of their action will be. If the rule is something that isn't going to influence the rest of the game, would it hurt to let play continue without interruption?

Let the players discover the world through their characters. If you are playing in a system your group is familiar with, then it is a good bet they know the consequences of doing something, or not doing it. Yes, it is a door where the character saw the enemy troops go through into their barracks. And, yes, they can follow them in. You don't have to tell experienced gamers they are taking a huge risk. For new players or in a new games system that has peculiarities, you might want to give some gentle advice.

Even when you give advice from beyond the screen don't dictate, or railroad, the players into an action. The people around your game table have different ideas, different backgrounds, and many times they have spent time contemplating what their character would do when in particular situations. Forcing them to take a particular action you deem right only creates resentment.

Role-playing is a unique style of game with rules that don't always have to be followed if they interfere with the experience of the game.

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