Optional Rules
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
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
Interface Aspects
Narrative Aspects
Consequences
Optional Rules provides Freedom of Choice to players on a rules level.
Relations
Can Instantiate
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.