I always like it when people write a manifesto, and I found a good one recently, but before I talk about it I want to talk about this other post of the author. That’s Jay Dragon of Wanderhome fame.
In the linked post, Dragon argues that rules are inherently a cage. That we (and Dragon here blends player and character, confusingly) want to do certain things but the rules say we cannot. I agree. We can, for example, put the playing cards in any order we want and declare ourselves the winner of Klondike/patience. It is the restrictions that stop us from doing so that makes the game work, and playing a game is voluntarily putting barriers between what we want (all the cards in order) and how to get it (we’re not allowed to just sort them). We welcome the barriers to make the conflict that drives the game.
But Dragon’s next example is the avatar-stance of D&D: my character wants to climb a wall, but the rules won’t let me. And in her manifesto, he talks more about how this conflict drives his expressionist design philosophy. The good thing about all this is it is clear and well described, which means I can see clearly where we differ on things, and thus get better discourse. So I’m not trying to call Dragon out as being wrong. But I also think that I (and not everyone) plays RPGs this way.
I don’t know if my character wants to climb a wall. They might, but I’m not always working from this avatar stance. What’s more, I don’t see the roll and rules as getting in my way. The WALL is in my way. And that’s just as meaningful as the rules about the wall. And the presence of the wall in the first place is of course a kind of rule. In make-believe we can climb a wall if we want. But we can also just not put the wall there in the first place.
I might go further to suggest that there’s an adversarial approach inherent to this argument: that rules exist to stop us and prevent us and restrict us. Of course rules present some sort of control, but just because something is adversarial does not mean it is oppositional. My partner is a lawyer and she is frustrated that every game about the law ever made puts the players against each other. She says that although the law is adversarial, it is inherently cooperative. Each party has goals but their actual goal is to reach the best compromise everyone can live with.
A better example is in improv, where you learn how to introduce conflict without blocking. If someone has a gun you can’t just say “your gun has blanks”. That’s a block, it shuts an idea down. But “my god, that’s my wife’s gun!” is conflict without a block. It takes some control “away” from the gun-holder, but it doesn’t stop things dead. Good RPG rules work like this. They “oppose” actions in a way that creates story, not opposes it. If there is a wall in my way, who put it there? Presumably the GM, because it was an offer to create an excellent scene. The rules then are not blocking you from your goal, but saying “what’s this scene about? Is it about your amazing wall-climbing skills, or is it about how your character can’t get past this obstacle and has to confront that failure?”. In essence, you’re not even measuring success or failure, but because RPGs are story-machines running on wargaming code, we constantly think of it as judging if we are allowed to do a thing.
Ron Edwards did more to destroy RPG design theory than any human ever. He took a working theory that pre-existed (GNS) and turned it into a cudgel to beat people and a cult. He also said many times that popular games of the day caused actual brain damage, something people who dealt with brain damage found pretty fucking insulting, and with good reason. The glimmer of truth in that claim, however, was that if all you know is D&D and its descendants, you will end up seeing RPG design as a thing where the rules grant your permission to do what you want. And if you start from that place, you naturally end up thinking rules are bad. Since forever, a lot of people have believed that rules inherently by their very definition get in the way of the activity of roleplaying, and are at best a necessary evil. At its more extreme ends, this leads to people arguing that if you reward players for doing things, you’ve made a mistake, which is absolute nonsense. (That post also brings up Skinner boxes, as usual not understanding that Skinner is about gentleness)
Dragon definitely thinks rules are the enemy. She suggests that we should in fact be so desperate to go against the rules that we should wish, to some extent, to break those rules. In fact, she design games around this principle. The example given is one where the rules reward you for spending time with your family, and you are supposed to, in play, get so annoyed by this you will want to break the rules.
This reminds me a bit of Experimental Theatre techniques. Some of these included running into the audience and stepping out of “acting” to pick fights or shout at audience members, to try to get them to break away from their sense of “I’m watching this man shout at me” and into “this man is actually shouting at me”. But this technique often runs into the problem that was shown in the episode of Community where Annie puts Abed in an experiment where he is told to wait and the experiment is designed to make people get angry and break that rule – to basically trick people to go against the rules. Abed (who is autistic coded) does not break the rule, and there’s a tendency for autistic people to do this. This isn’t because we’re hidebound: it’s because the world is often so confusing we follow rules as a way to survive. Likewise, Experimental Theatre stopped doing this stuff because a lot of people followed the rules and just kept “watching the play”. Similarly, I’ve had bad GMs and escape room designers set up situations inside the game where A) it isn’t real, because it’s a game and B) the game rewards anti-social or taboo behaviour and then go HAHA! WE TRICKED YOU! You’ve done the morally questionable thing, so you are a monster! Power Kill was very much like this. In it, you play a regular RPG and then it is revealed that acting as the game tells you to act you have done something terrible in a completely different context.

(I tried to play Papers Please and the game said “do this to get points” and I said “no”, but I didn’t feel like I learned anything. Partly because I just didn’t like the mechanics but also because I know that systems of control exist. I had the same reaction to The Stanley Parable: I was already aware of how video game design sculpts behaviour so it was not shocking to me to have the game break the fourth wall and tell me they do.)
The game Dragon describes goes even further than Power Kill though: it says “This game rewards you for being pro-social, that should creep you out!” which is…a very specific line of thought. I wonder how many gamers actually had this experience in play. I have a feeling that it only works for players who think rules are bad – the ones with the “brain damage” built in.
Don’t get me wrong: I think violating consent, when used well, can be amazing. I’ve written before about the genius of great art in how it makes us complicit. But you’re not going to make me break the rules just by saying “these rules reward you for doing a thing”. I’m assuming the rules exist for a reason, and I am following them until I stop having fun. Now that may happen if I’m doing anti-social things in the setting of the game, yes. This is not really a great revelation, however. Nobody has ever made a game called Molest The Little Child where you get 1000 points for each molestation; nobody has ever played that game to get points, regardless of the explanation. Most people would go against the rules if faced with that game, and play to lose.
I also think Dragon knows all this, and is more curious than accusatory. She wants to put people in a maze and see if they knock down the walls to get the cheese, but it’s ok if they don’t. Yet she does end that blog with a heavy judgement against the mouse who fails to knock down the walls. She also concludes by saying that the best way to play is to strain as hard as possible against the rules and this includes safety rules. As in, when you set up lines and veils you should go as hard as possible up to the edges of those because that, to Dragon, is both necessary and the most fun.
In 2015, the porn star James Deen was accused of several accounts of rape and sexual assault by many women in the industry (Massive Trigger Warnings On That Link!). Deen was a frequent performer in BDSM scenes which involve simulated lack of consent. Deen would allegedly use the “No” lists of his fellow performers as guidelines to find their limits and push beyond them, and used the filming of “rough” sex as a cover and excuse for his violence, partly because the presence of safe words and rules protected him. If such rules existed in the framework, then of course he couldn’t have broken those rules.
I’m not saying that people who want to push safety rules as hard as they possible can are actually hurting people. But we know that safety rules are broken in RPGs all the time. And if you think all rules are made to be tested, pushed, wrestled with and even broken, if you build a cage to watch the rat throw itself against the walls, how am I ever going to be safe? Or more generally, how am I ever sure I’ll have fun? Especially if I am neurodiverse and rely on the rules as a core of my whole participation? And then eventually: why would I ever follow your rules to begin with?
I teach my game students that game design can be thought of as a very caring, nurturing artform, where we use our empathy all the time, to put ourselves in the mind of the player and use our tools of game design to control them, but with the intent of giving them a good time. They consent to give us that control with the implicit understanding that if they play the game under the control of our systems, they will have fun. If you violate that relationship, don’t expect me to come back for more.