There's been a lot of talk around the web about RPG gamers who stick too closely to the rules.  I've been called all sorts of things for even suggesting that the letter of the rules be upheld in all circumstances, from just flat wrong to all sorts of names that describe various vulgar acts being performed on various vulgar objects.  Today I'm going to elaborate on why we use RAW, how it's used at the Wargate, and why it's better than using GM fiat in our particular group.

So, why are we so finnicky about using the rulebooks here?  It probably has to do with all the wargames, which are competitive and the letter of the rules is often used to resolve attacks correctly and any disputes that might come about during the game.  Happens all the time really, and there's two ways a club can deal with such situations.  For us, we simply consult the rulebook and have a 3rd party interpret as well.  Since most of us are very technical, the legalese in the books reads very easily and most arguments are clear cut once the rules are read aloud.  However, there are a few occasions upon which a player has read fluff passages to me indicating they were rules and that's what was happening.

During our game sessions, whichever game that is, you can bet there are at least two basic rulebooks at the table.  At least.  Those get passed around quite a bit, and over a decade ago I got used to the idea of RPG players having their own Player's Handbook (or equivalent) for that game in their hands.  I also got used (surprisingly quickly) at players coughing up passages from the rulebook when I was about to rule something, and that sorta started the trend of the players here being able to jockey the rules as well as I.  Keep in mind, I was used to being the only person who had even read the book, let alone knew what rules to call up during the game.

After a few games like this, something dawned on me.  It was much easier to adjudicate the rules if the players had the damn books as well.  Being freed from having to look up every spell description, every skill DC, every piece of equipment with a special effect or what happens with this or that characters' feat was a great boon to me as DM.  It was so awesome in fact that I swiftly integrated it into the game, and made it clear to the players that any time they could find something that overruled me in the book I would (without fail) adjudicate the scenario from the book.

Today, this is the unspoken writ of the Wargate, but today...well it's now actually writ.  There are usually three Advanced Dungeons & Dragons Player's Handbooks for our 1st Edition game hanging around the table.  Navigating the MESS that is AD&D 1e's ruleset, we've learned quite a bit about it, and feel that our take on the adjudication of combat is quite stellar compared to some attempts I've read about.  Certainly, we have more than one rulebook at the table with more than one person helping to determine how actions are resolved.  We adjudicate the rules RAW as best we can, but that brings me to another point.

We actually prefer games that have more delineated rules so that we can reference them easier.  It's amazing how fast a game goes when everyone is on the exact same page, literally.  In fact, at this point it's anathema to suggest not using the rules, and any DM who repeatedly threw out sections of the rules manual (for whatever reason) would find themselves quickly deposed.  Unless, of course adjudicating a scenario in a certain way was dictated in the scenario notes themselves, whereupon the DM would conduct the resolution of actions in the manner so noted.

Some folks feel that that sticking to the rules so hard actually somehow limits the reign of the DM in designing scenarios, but how could that even be?  It's done nothing but make my job easier and easier over the years, and I can't really stress that enough.  I really don't understand some trains of thought on this, and I'll reiterate one last time.

It's better when all your players know the game, and can have free access to the game rules.

For games that don't present a coherent set of rules, but that we feel we want to play anyway (we're looking directly at you, Siembieda) we'll be taking a different approach.  There will be a sort of FAQ or other document on the table that will take the place of the rulebooks in certain scenarios.  The first of these will be available when we return to the Palladium Megaverse, and will compile all combat sequences and protocols from across the entire line to present a coherent reference for our games.  Since they can't be bothered to do this, we will.

Next weekend, have your Player's Handbook ready...you'll need them to reference your spells and (most likely) roll up a new character - because AD&D 1e RAW is so far the most deadly design of any RPG game we have thus far encountered.