If there is one thing that all LARP (Live Action Role Playing) games have in common, that thing is House Rules. Special tweaks or exceptions, changes to the published rules (whatever the system may be) that are created specifically for that game. These rules are often a source of consternation and aggravation, and often times are reworked as the philosophy of the game works.
Every game has its own philosophy, and those making the rules will focus their attention according to it. Maybe the goal is to make rules simple and easily learned. Maybe the philosophy is just to make the rules as fair and balanced as possible. Maybe it’s to encourage PvP (Player versus Player) conflict, or maybe it’s set up specifically to avoid such things. Whatever the philosophy of the game may be, knowing and understanding it leads to more effective house rules and a happier player base.
This makes the creation of house rules an important rhetorical act, one that involves a fair number of somewhat advanced techniques. There must be an effective audience analysis; forcing a philosophy onto a group of players is not a good way to keep them interested in the game. The philosophy can’t just belong to those running the game; it must be part of the game’s culture, and knowing that culture involves an analysis of the audience. Knowing what people want, what aspects they focus on, and what kind of rules they are interested in helps determine that basic philosophy.
Once that step is completed, discourse analysis becomes paramount. Sometimes, rules need to be reconciled across a number of sources, in order to keep the feel of the game (the genre) consistent across several inconsistent sources. This involves understanding the underlying message of the sources, and an analysis of the existing discourse on the subject. Being aware of the audience –the players- and their desires will help guide this analysis as the writers of the house rules decide what to keep and what to ignore in the existing writing on the subject, be that published materials for the system or previous sets of house rules.
Clarity is vital in house rules. Those making them must examine the rules as they exist and must look for potential loopholes and misunderstandings. Sometimes, the simple act of how a sentence is read can change the entire meaning. Does “Plus two traits and a free retest on all friendly social challenges” mean that the person gets two traits all the time and a free retest in that special circumstance? Or does it mean that the traits are only given in the special circumstance? When writing the house rules, this is something that must be clarified. The clearer the wording, the easier the rules will be to understand, and to enforce.
If one were to adapt a LARP setting for classroom use, making an Edu-LARP, house rules would be a must. The audience and philosophy of the game might be easily determined; the focus would be on learning, and the audience would be students, after all. But the intended lesson of the game might change quite a bit. Is the point of the Edu-LARP to teach students social interaction? Strategic thinking? Social psychology? Public speaking? Improvisational acting? Whatever the answer will change the philosophy of the game.
Further, an Edu-LARP has a discourse that a LARP set up just for entertainment won’t have. Namely, the goal of the class. If the idea is to teach ethics, that becomes part of the discourse, not just the published material of the games. While the Edu-LARP will (or should) still be fun for the players, there will be a far deeper discourse analysis involved, whether that be at the front end with the house rules or later in the class with discussion of the game session.
However an Edu-LARP is developed, house rules will play a significant role. And that means that game philosophy, audience analysis, and discourse analysis will also play a significant role. There are far more rhetorical acts in gaming than there might seem to be at first glance.
Comments
Joe, Thank you for sharing
Joe,
Thank you for sharing your ideas on house rules as they pertain to edu-larps! In RPG theory, we've taken to calling this discursive act you describe "establishing the play culture." The play culture involves what is and is not expected from players; what is proper behavior in terms of immersion vs. out-of-character behavior; which topics are open and which are sensitive; what the overall goals of the exercise are; how to treat one another; aspects such as workshopping and debriefing, which I find especially important for edu-larps. Knowing what the players want may be part of the process, but it also involves structuring games to meet multiple player types, goals, and styles of play. Ultimately, establishing the play culture, just like in any other social group, requires strong leadership and clear statements of expectations from both facilitators and students.
You specifically mentioned published rule sets. Are you referring to leisure-based RPGs here? Or edu-larps? Can you provide some examples? A lot of the edu-larps I have studied, for example, do not feature mechanics for social interactions, but rather encourage the student to role-play such things out.
Also, I think in any healthy RPG community and especially in a classroom setting, "rules lawyering" should be kept to a minimum. It's a fine line and difficult to determine at times, but facilitators should be clear in what is and is not acceptable in the game world and OOC interactions in terms of negotiation of plots, rules, and player agency. Excessive rules debates can derail a role-playing experience for everyone, which is doubly problematic in terms of edu-larp due to the need for strong leadership in the classroom.
I enjoyed reading your perspective!
Sarah
"House rules" and other definitions
I enjoyed reading your perspective on House Rules in live action role-playing and how they might translate to the role of the teacher in edu-larps. I'm left wondering how you define house rules, and where they fit into the multi-layered rule systems of role-playing games: endogenous and exogenous, explicit and implicit, diegetic or non-diegetic. I can think of what you might be calling "house rules" in two different ways:
As the implicit rules that are not necessarily codified in the rules set, the ones that Sarah refers to as a "play culture" or what Markus Montola (2009) refers to as the "invisible rules" in level two of the system he outlines in his article, "The Invisible Rules of Role-Playing: The Social Framework of Role-Playing Process." These would be additions to, or tweaks of, codified rule systems in use in the community. They might be written somewhere, or they might just be understood by the players, and new members of the community would learn them through mentorship or by breaking them and being corrected.
As the emergent rules that happen as a result of game play. These would be the rulings by Game Masters (GMs) made dynamically when an interpretation of a rule must be made or when two or more players have varying views regarding a rule and seek arbitration from the GM. Once a GM makes a ruling about the game's existing rule system, it becomes law and other rulings are based on it as precedent. Another group of players or play community may interpret the codified rule differently, thus resulting in different "house rules." These are rules at the level of diegesis, and affect character goals and play, even though they may have been settled at the level of the player using "rules lawyering" to advocate for an advantageous position for him/herself and his/her character.
Without this distinction of your definition of House Rules, I'm not sure how to consider the rest of your assertions.
In addition, I would like to question your distinction that edu-larps have goals beyond entertainment, while leisure-based larps do not. While edu-larps may be engaging with specific educational content, I would offer that all larps engage with specific content that must be mastered (and the more mastery, the more possibilities for play) and that all larps also have goals -- both in-game/in-character and out-of-game/out-of-character. Indeed many larps are created with quite specific goals to engage in content that will provoke thoughts, emotions, and learning that can be carried beyond the game. I'm not sure I buy into "just a game" for leisure-based larps.
Lastly, you make this statement: "The clearer the wording, the easier the rules will be to understand, and to enforce." This is quite a positivistic view of language. While I am certainly an advocate of clear writing, I don't subscribe to the idea that a universally understood and enforceable rules-set can be written. I believe this based on more post-modern rhetorical principles as advocated by Hall, Biesecker, Foucault, Barthes, Bakhtin, and others, who state that meaning is made by negotiation between unique, diverse, historically and contextually situated audiences and the speaker/text, not transmitted or conveyed passively from the text to an imagined audience. I also believe one should not strive for a perfect and enforceably consistent rules-set because that is counter to the dynamism and co-creative properties of the role-playing game genre, which seeks to give agency to the players (students in an edu-larp) and less control to the game designer or manager. The rules-system and all the paratexts that codify a game are not the game itself. They are the beginning point for a unique instantiation of what becomes the game, an ephemeral act that is wholly dependent upon the dynamics of the particular players and the interpretations of that place, space and time. No two games are the same, nor indeed, should they be.
In education, "House Rules" (depending on your definition) could refer to classroom culture or teacher philosophy, as no two sections of the same course would be the same, even if they both operated from the same textbook, standards, learning outcomes, or scope and sequence (this is why the educational accountability reforms are so flawed, but that is another discussion). No two games or game communities will be the same, even with the same rules-system, mechanics, materials, etc. This difference, however, is part of the art of teaching, the magic of education, and the appeal of larping. Certainly House Rules (and explicit rules-systems and the enactment of the game itself) are rhetorical acts, as is teaching. There is much to theorize here. But to do so, I believe we need to agree on some basic definitions that will allow us to clarify the conversation.
Add new comment