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* Subverted with ''TabletopGame/{{Munchkin}}'', which has a Rule Zero, but that rule reads "Disputes should be settled by loud arguments among the players."

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* Subverted with ''TabletopGame/{{Munchkin}}'', which has a Rule Zero, but Zero that rule in the rulebook that reads "Disputes "Any other disputes should be settled by loud arguments among arguments," followed by a DoubleSubversion, adding "with the players.owner of the game having the last word."

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* In ''Roleplay/DestroyTheGodmodder'', the GM always has the last word on if an attack, charge, entity, sidequest, or plotline can go through. '''Always.'''


** This is prevalent in UsefulNotes/MixedMartialArts, still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:

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** This is prevalent in UsefulNotes/MixedMartialArts, still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes loopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:

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** More prominently, in tournaments, the head judge specifically has the power to make any ruling he wants, and his word will be final, even if he turns out to be wrong (ie. the ruling was actually against the official rules of the game). The only recourse a player has for this is to make a complaint afterwards. Fortunately these types of wrong rulings happen very rarely (but there are cases).


Rule Zero is simply a reminder to the players that the GM has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

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Rule Zero is simply a reminder to the players that the GM has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.
table - also known as "Rule -1: The GM is not always right, but what the GM says goes. If they say enough stupid stuff, [[ScrewThisImOuttaHere the players go as well."]].


* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few tabletop games in which arbitrary use of Rule Zero is '''encouraged'''. The GM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the GM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]

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* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few tabletop games in which arbitrary use of Rule Zero is '''encouraged'''. The GM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the GM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]execution -- of the player's character, not the player himself![[/note]]


* RugbyUnion's laws has a long list of what is defined by "dangerous play and misconduct", one of which is that players must not commit "acts contrary to good sportsmanship".

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* RugbyUnion's UsefulNotes/RugbyUnion's laws has a long list of what is defined by "dangerous play and misconduct", one of which is that players must not commit "acts contrary to good sportsmanship".


* The TropeNamer for Rule Zero is ''DungeonsAndDragons'', the first tabletop roleplaying game. Many other games take it from there, but it's OlderThanYouThink.
* ''MutantsAndMasterminds'' is notable for having a game mechanic for Rule Zero called "Gamemaster fiat". The Gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities).

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* The TropeNamer for Rule Zero is ''DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'', the first tabletop roleplaying game. Many other games take it from there, but it's OlderThanYouThink.
* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' is notable for having a game mechanic for Rule Zero called "Gamemaster fiat". The Gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities).


--> Rule 1: The GM is always right.
--> Rule 2: If the GM is wrong, refer to rule 1.

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--> -> Rule 1: The GM is always right.
--> -> Rule 2: If the GM is wrong, refer to rule 1.


* ''TabletopGame/{{OnlyWar}}'' directly specifies early in the general rules section that the Game Master should excercise common sense and discretion to make things work ideally and many rules refer to "Game Masters' Discretion" for things where any specific rule set would be impractical.

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* ''TabletopGame/{{OnlyWar}}'' directly specifies early in the general rules section that the Game Master should excercise exercise common sense and discretion to make things work ideally and many rules refer to "Game Masters' Discretion" for things where any specific rule set would be impractical.


** This is prevalent in {{UsefulNotes/MixedMartialArts}}, still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:
*** Grabbing the fence is illegal, but ''pressing your hand'' against the fence is not. Where exactly the point between grabbing it and your hands natural curl is left up to the ref. Additionally, the rule was thought for years to only apply to hands/fingers, not feet/toes, and it was a common sight to see someone grabbing the fence with their feet. Recently, many referees have started cracking down on this practice too.
*** It's illegal to hit the back of the head, but what point is exactly the back of the head can vary depending on head types and the referee's discretion. The general rule is anything past the "headphone" area, but with people punching fast and people moving their head to avoid damage, the ref needs to make a judgement call on whether or not a blow went to far or whether it was an unavoidable accident, etc.

to:

** This is prevalent in {{UsefulNotes/MixedMartialArts}}, UsefulNotes/MixedMartialArts, still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:
*** Grabbing the fence is illegal, but ''pressing your hand'' against the fence is not. Where exactly the point is between grabbing it and your hands hand's natural curl is left up to the ref. Additionally, the rule was thought for years to only apply to hands/fingers, not feet/toes, and it was a common sight to see someone grabbing the fence with their feet. Recently, many referees have started cracking down on this practice too.
*** It's illegal to hit the back of the head, but what point is exactly the back of the head can vary depending on head types and the referee's discretion. The general rule is anything past the "headphone" area, but with people punching fast and people moving their head to avoid damage, the ref needs to make a judgement judgment call on whether or not a blow went to too far or whether it was an unavoidable accident, etc.


* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few tabletop games in which arbitrary use of Rule Zero is '''encouraged'''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]

to:

* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few tabletop games in which arbitrary use of Rule Zero is '''encouraged'''. The DM GM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM GM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]

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* Played with in Arcanik. While Rule Zero still applies, players are capable of using the "Ingenuity System" in response to it. The system allows players to combine skills, attribute scores, and so on to create a ridiculously high skill roll that is almost guaranteed to succeed at whatever the problem is. The catch is that all of those numbers must be combined into a stupid plan that has no chance of working otherwise.


* The TropeNamer for Rule Zero is ''TabletopGame/{{Thrash}}'', an RPG by Ewen Cluney (better known as the translator for ''TabletopGame/MaidRPG''). His formulation of the rule (drawn from the obscure ''Anime/ProjectAKo'' RPG) was: "If a rule annoys you, ignore it."

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* The TropeNamer for Rule Zero is ''TabletopGame/{{Thrash}}'', an RPG by Ewen Cluney (better known as ''DungeonsAndDragons'', the translator for ''TabletopGame/MaidRPG''). His formulation of the rule (drawn first tabletop roleplaying game. Many other games take it from the obscure ''Anime/ProjectAKo'' RPG) was: "If a rule annoys you, ignore it."there, but it's OlderThanYouThink.


*** It's illegal to hit the back of the head, but what point is exactly the back of the head can vary depending on head types and the referee's discretion. The general rule is antything past the "headphone" area, but with people punching fast and people moving their head to avoid damage, the ref needs to make a judgement call on whether or not a blow went to far or whether it was an unavoidable accident, etc.

to:

*** It's illegal to hit the back of the head, but what point is exactly the back of the head can vary depending on head types and the referee's discretion. The general rule is antything anything past the "headphone" area, but with people punching fast and people moving their head to avoid damage, the ref needs to make a judgement call on whether or not a blow went to far or whether it was an unavoidable accident, etc.

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