I was loitering at my friendly local gaming store (patronize it with money!) lately, and a conversation sprouted about play styles. Specifically, we discussed a particular style of play formed around building powerful characters and having them do powerful things. Some at the table discussed some animosity to this style of play, a position I can understand. Eventually one participant pointed at me and said something to the effect of “I know this guy has the same reaction I do to the phrase ‘rules as written’ in a non-ironic context. It makes him want to reach across the table and throttle someone.”
Hang on now.
“Rules as written” (often abbreviated RAW) has gotten something of a bad rap over the decades. On its face it just means that we’re talking about the information as it exists in the book, distinct from house rules or our interpretation or the designer’s intent. Following the rules as written is a fairly important part of any gaming system; if we ignore the rules and allow wizards unlimited spells per day or let monsters move and still take a full attack, we have a different game than the one presented. Rules give us an ostensibly stable framework on which to build a game.
I’ve had plenty of occasion to say “rules as written” in a non-ironic context. I’m a DM. It’s our job to read the rules, interpret them within the framework of the vision we share with the players, and use them to keep the game running. If a player asks “Can I do X? The rules are unclear.” I’m as likely to rely on “How are the rules written?” just as much as I am “How ultra sick awesome would this be?”. Because if I wanted everything to be all awesome all the time, we’d go outside and play make-believe. Throwing out the rules is something that needs to be considered carefully if sometimes quickly, and keeping in mind how they’re written is important to keep everyone on the same page.
But that’s how DMs read rules. That’s probably how game designers read rules, too. Players are different, at least some of them. The stigma around RAW isn’t because DMs are tired of using the system they choose. The stigma is because there are players, a (probably) small but vocal subset, who wield the rules like a bludgeon. They don’t use the rules as written, they abuse the rules as written.
I own a copy of Complete Adventurer, a rulebook with options for skill-based characters in D&D 3.5. In this book is a prestige class named the vigilante, which is pretty much exactly how it sounds. A vigilante gets a certain number of spells per day of different spell levels. Somewhere along the line, the typesetting in that table broke.
An ordinary person would look at this and say “Ah, the typesetting broke. The second character in the ‘3rd’ column belongs in the ‘4th’ column.” A designer or editor might say “…frick.” But the sort of player who abuses RAW instead says “Awesome! A vigilante gets twenty 3rd-level spells per day at L7, and thirty-one at L8! Too bad they don’t get any 4th-level spells, but that’s a trade I’m willing to make.”
This is an extreme example, though not one so extreme that I haven’t seen it posited. When citing RAW, the speaker is trying to be free from intention or interpretation. Sometimes it’s helpful and clear. Other times it’s an excuse to exploit a loophole, error, or unexpected design consequence. The latter is the sort of behavior that inspires DMs to physical violence.
Since I love examples, imagine a character who threatens a critical hit on a roll of fifteen or higher with a scimitar. This is core, so it shouldn’t sound that unusual. You can even dual-wield them with the right build. But there’s also a fairly mundane feat that gives a character a free attack whenever they roll a critical threat with light maces. There’s a weapon enhancement in another book that lets scimitars count as maces. Using a prestige class in a third book, the critical threat range of maces (which are scimitars now) triples. In short, sixty percent of the character’s attacks generate a free attack, which in turn can generate another free attack, and so forth.
If this sounds powerful, you’re right. If it sound ridiculous, you’re exactly as right. And I see the appeal of building it as a thought experiment, or for a one-shot where everybody comes in with similar builds. One of my most fun characters sprang from a similar thought experiment, after some tweaking. But if you read the above and thought about how great it would be in a normal campaign, you are provably wrong.
See, a character like this is fun for one and only one person at the table. Nobody wants be in a party where they have to watch the critlomancer roll dozens of attacks, stretching their turn out far longer than anybody else’s and monopolizing the campaign’s combat time. Nobody wants to be in the party with the wizard who solves every problem effortlessly. Nobody wants to be in the party where the rogue runs off and slits the enemies’ throats before anybody else can interact with them.
It’s a DM’s job to step in and say “This character is hurting the campaign, the other players, and the mood at the table”. And it’s here where RAW gets its bad name, when a player’s primary, often sole, defense is that the rules allow it and thus they can’t be doing anything wrong. In this argument, cheating is a moral offense but actively harming other real, breathing, within-melee-range people is natural and expected. As far as I’m concerned, any position that manages to violate Law #0, Law #1, and Law #4 at once is provably wrong.
I can’t understand the sort of people who play cooperative games like D&D this way, in the same way that I can’t understand Twilight fans or I can’t understand not liking Sonata Arctica. I don’t even know how to approach it beyond forcing the player to acknowledge it. I’ve met people who played this way, at least when they started gaming. Some have developed into players who build living characters with faults and hard-fought triumphs, so I know such a transformation is possible. But I’ve met far more people who can’t or won’t accept that there are D&D tables where it’s not appropriate to wantonly abuse rules for a personal power trip. Those people are conspicuously not invited to the sorts of games our circle plays. It’s possible that given sufficient elucidation, cajoling, or alienation (in order of preference), this crowd might see how their fun comes at the expense of others, but until then I expect their gaming opportunities to dwindle smaller and smaller.
“Rules as written” isn’t a bad phrase, and it doesn’t have a bad meaning. It’s a victim of guilt by association. As the biggest arrow in the quiver of negative, selfish play, it’s subject to a Pavlovian reaction through no fault of its own. Instead of condemning the words, we need to return the concept to the DM’s toolbox. The next time you get a chance, use RAW non-ironically and start bringing it back into civil parlance. Until we do, it will remain the rallying cry of the players who have co-opted it for a very different type of D&D. The rules as written deserve better than players who abuse them.
On Inspiration
Left Oblique and I go back and forth a lot on what systems, players, DMs, and gaming in general are and should be. A lot of it comes down to simulationism versus narrativism, but it’s not always that clear-cut. One conversation we had recently was about what a system allows players to do versus what it encourages players to do. There are bits and pieces of my side of the discussion all over the blog, and the most relevant post from LO’s side is here: Why system matters (a brief example)
There’s a particular section I find somewhat prophetic:
Compare that to last week’s Legends and Lore, where Mike Mearls brings up a system called “inspiration”. In short, inspiration is binary: you either have it or you don’t. When you role-play, the DM can grant you inspiration, which you can use for a +2 to some roll that is related to your role-play (or isn’t; it’s a little vague).
Inspiration fades quickly (“Don’t I know it” says my inner writer), so the incentive isn’t to sit on it until a crucial moment. The most mechanically advantageous use of inspiration seems to be getting it and using it as rapidly as possible, which means acting in character as often and as thoroughly as possible. Alternatively, you can get inspiration by “bringing the game to life, keeping the action moving, or otherwise making the game more enjoyable for everyone.” It’s not just a bonus for roleplay, it’s a bonus for being a good person at the table.
And that’s kind of my problem with it, and with LO’s stance on it as well. The system itself is fine and does the job it’s designed to do (I imagine). My concern is that we live in a world where it’s necessary.
I’ve played with and DMed for plenty of people in my career. I’ve seen players who treat their characters as faceless bundles of stats, players who run roughshod through games unaware of or unsympathetic toward the way they affect the game for other people, and players who actively cheat for reasons I haven’t been able to understand. I’ve also seen players who treat their characters as living, breathing people, players who sacrifice their own experience for others, and players with respect for the game and the people who play it beyond a simple “we’re on the same team” aesthetic. And I’ve seen a startling number who combine both, like players focused entirely on the stats, ignoring any opportunity for in-character actions or growth, who are still a joy to have at the table. Similarly, I’ve seen players fully immersed in their characters who were still unlikeable drags. The point is that players are a disparate group hard to categorize into any meaningful bundles.
But one of the most common attempts is to put players on an axis of stats versus…well, versus not-stats. I’ve seen this described as role-play versus roll-play, talking versus combat, acting versus numbers, and any number of definitions that don’t fully explain each side or accept the possibility that somebody can do both at once. My personal favorite, perhaps because it’s the most pithy, is quiche versus cheese. But in order to use the least loaded words we can, let’s take a page from Dice of Doom and call them “left” and “right”.
The far left doesn’t need an inspiration mechanic to encourage them to participate in the role-playing aspect of a role-playing game. They do it because it’s entertaining or fulfilling. Good role-play, like good play in general, is in the short term its own reward. In the long term it connects the player to others with the same ideals, which leads to a better time all around. That’s not to say that this mechanic isn’t for the left as part of 5E’s “something for everyone” high concept, but I can’t see inspiration pulling somebody over the fence. It’s not for them.
Which makes it easy to say that the inspiration mechanic is for the far right, to encourage role-play by giving it a tangible reward, but I don’t see that either. The right will find a way to use or abuse any and all systems available regardless of their intent. If acting in-character gives mechanical benefits, fine. But it doesn’t change that we’re still dealing with players who only have respect for role-play when it gives them numbers.
As I see it, inspiration is for the people in the middle. These are the players who either don’t have a strong opinion on this scale or who actively try to stay between extremes. Many of these players are new, or at least that’s the explicit intention behind 5E. Inspiration is there to push these players toward the left, because the designers know that the books themselves have a focus on rules that leans to the right.
My argument is that the focus on rules isn’t a bad thing. The deep, heart-of-hearts core of a role-playing system is only to provide a method for conflict resolution; beyond that it’s all people sitting around a table and playing make-believe within the restrictions of that method. D&D has lots of ways to resolve lots of conflicts, usually using dice, and that’s what the rules do. But it’s up to the DM and the players to decide what conflicts are worth resolving, often using methods beyond the rules, and that’s role-play. I don’t see how adding rules for non-rules enhances the non-rules.
Say that I have a fighter. He has a bond with the cleric, and he gets a +2 whenever he’s doing something to help the cleric. This will encourage him to help the cleric, yes. To an outside observer, it’s more clear that the fighter is protecting the cleric. But a player on the left will help the cleric regardless of whether there’s an incentive. A player on the right will do it only because of the incentive. Everybody is still acting the way they always were. We’ve added something to the system to encourage role-play, and nothing has actually changed.
All that’s happened is that we now have a “reminder” for people in the middle. It tells the player “Ah, I’ve decided that my character should act this way, and there’s an opportunity to act this way.” It’s no different from dedicating a section of the character sheet to bonds or goals or allegiances. The rules benefit is completely ancillary to the aim of the mechanic, which is to encourage role-play. But role-play for the sake of stats isn’t role-play at all, or at least it’s not a role-play I want to see encouraged. It’s just a means to an end, and that end is exactly what role-play isn’t.
So we are teaching some role-play to players who are new to the game or don’t have a strong opinion. But we’re teaching them to expect a reward for it. When that happens, there’s a chance that we’ll instill a love of role-play, but there’s a greater chance that they’ll see role-play without rewards as something not worth the effort. I don’t want to see role-play become just another feat choice or optional system to be ignored, and presenting it that way isn’t doing anyone any favors.