Tools Not Rules

There’s a phrase that’scliche in old school D&D circles. “Rulings not rules.” The basic idea is that role playing games cannot contain a rule for every possible situation and it is better for the game master to simply make a common sense ruling and keeping the game running than to look up an esoteric rule. This keeps the game moving forward without a long pause for a rules look up. This also reduces rules lawyering, min-max power gaming and probably other common issues in rpg’s.

While I think this concept of “rulings not rules” is broadly a good one, I think an approach I prefer is “Tools Not Rules.” That is that the “rules” as written in a game are part of the overall “tool kit” so to speak that the game masters and players have as a group to create the experience they are trying to have. The analogy here is that there are different tools in your box. Some are very specific and only have one purpose like a damage roll. Others can be used for multiple purposes like the reaction roll which can be used to determine what a monster does when it first encounters you, whether a merchant accepts your offeror  whether your henchman skips town after a particularly nasty trip into a dungeon. Some of the tools a game group will use may have been intended for one thing (or even another game entirely) and you can turn it to an off label use. I frequently use a concept from the Gumshoe system. If you have a skill and you utilize it at the appropriate time and place you succeed without rolling any dice. You get the information, you climb the wall, you find the book you are looking for. I apply this to my Swords and Wizardry game.

By focusing on the “tools” and not the rules you open yourself up to a richer, more enjoyable experience.

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