How tabletop roleplaying games decide what is true at the table.

14

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One line per piece. This is the dense list; the front page is not.

Fourteen pieces, in section order
PieceSectionWhat it covers
Who gets to say it happened?Who gets to say it happened?Every roleplaying system is an answer to one question — how a table shares authority over what is true in the fiction.
The referee inherits a wargameWho gets to say it happened?The role came out of umpiring, where somebody adjudicated what the rules did not cover.
Player-facing rules, and what they moveWho gets to say it happened?Putting the roll in the player's hands changes who carries the burden of knowing the system.
BraunsteinFour evenings that changed what a rule was forA wargame in which players were given individual characters and objectives rather than armies, and the session ran away from its own rules.
Lake GenevaFour evenings that changed what a rule was forThe dungeon campaign that put single characters into a medieval wargame and produced something with no win condition.
Apocalypse WorldFour evenings that changed what a rule was forA system built on moves and player-facing rules that rebuilt the procedural layer around conversation.
The OSR argumentFour evenings that changed what a rule was forReturning to the 1974 assumptions is itself a design position about where authority should sit.
What the dice are actually doingWhat the dice are actually doingA resolution system is a probability distribution with a story attached, and the shape of the curve decides how often the unlikely happens.
d20 against 3d6What the dice are actually doingFlat against bell: one makes every outcome equally likely, the other makes the middle ordinary and the edges rare.
Roll-under, and the appeal of a number you already knowWhat the dice are actually doingTesting against a stat the player already has removes a layer of arithmetic from every check.
Dice pools: many small chances instead of one big oneWhat the dice are actually doingCounting successes across a handful changes the texture of failure as much as its frequency.
The layer nobody noticesThe layer nobody noticesInitiative, the exploration turn and the reaction roll are what stop a session becoming an unstructured conversation.
The reaction rollThe layer nobody noticesDeciding an encounter's disposition by dice removes it from the referee's mood, which is a deliberate transfer of authority.
The exploration turnThe layer nobody noticesA unit of time that makes resources tick — light, rations, wandering checks — and turns exploration into a system.