Difference between revisions of "Optional Rules"
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+ | Any rule can be made an [[Optional Rules|Optional Rule]] by simply stating so. However, for [[:Category:Computer Games|Computer Games]] these need to be coded and for any game diegetic content may need to be created so it may be ineffective and confusing to provide too many [[Optional Rules]] in any single game. | ||
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Revision as of 22:01, 12 February 2011
Rules of a game that players can choose to use or not.
This pattern is a still a stub.
Since the gaming rules[1] of any game is decided by the players, all games in one sense have Optional Rules.
Contents
Examples
Tabletop Roleplaying Games can easily be modified by the game masters and players themselves so they have rules that suit their needs and wishes. In addition, many of them include various Optional Rules that can be added if more options or detailed outcomes are wanted, as one example GURPS provide many Optional Rules for actions and modifiers in combat situations.
The expansion Settlers of Catan Event Cards offers players a way to modify the gameplay of Settlers of Catan - by using cards instead of dice the distribution of resources can become less random so the outcome depends less on players' luck. Besides being optional themselves, expansion to board game often include Optional Rules. One example of this can be found in the exodus expansion to Battlestar Galactica: The Board Game which provides the Cylon Fleet, Conflicted Loyalties, and Ionian Nebula options that can either be added individually or be combined depending on how players wish to change the gameplay.
The Civilization series allows players to set options before gameplay begins to, among other things, control how barbarians behave, if leader personalities should be randomized, and which victory conditions should be used. The hardcore mode in the Diablo series and Torchlight is an option players can use which makes character deaths permanent - instead of being able to respawn one must complete the whole game without dying a single time.
Using the pattern
Any rule can be made an Optional Rule by simply stating so. However, for Computer Games these need to be coded and for any game diegetic content may need to be created so it may be ineffective and confusing to provide too many Optional Rules in any single game.
Handicap Achievements can be seen as providing Optional Rules that players need to follow in order to receive the specific Achievements.
The Optional Rules do not necessary need to be created as part of the main design of a game. This since Self-Facilitated Games or those with Game Masters can create Optional Rules before gameplay begins to tailor the rule set to their wishes, and may even do so during gameplay.
Diegetic Aspects
For Tabletop Roleplaying Games, Optional Rules are often created and inserted to fulfill the need of players or Game Masters for Diegetic Consistency. If this really is Diegetic Consistency or a want to make the game system behave more like they perceive the real world to behave can however be discussed.
Consequences
Optional Rules provides Freedom of Choice to players on a rules level and, as long as the decisions on which to use are in their hands instead of a |Game Master's, a Player Decided Rule Setup. If they are added during gameplay they either create Varying Rule Sets or Evolving Rule Sets depending on if they can be removed or not later.
Relations
Can Instantiate
Freedom of Choice, Evolving Rule Sets, Player Decided Rule Setup, Varying Rule Sets
Can Modulate
Can Be Instantiated By
Game Masters, Handicap Achievements, Self-Facilitated Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
- ↑ Sjöblom, B. (2008). The Relevance of Rules: Negotiations and Accounts in Co-operative and Co-located Computer Gaming. Proceedings of the [player] conference, IT University of Copenhagen, August 26-29, 2008, pp. 335-378.