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Clerics , Magic Users , Fighters and Thieves : Theoretical Approaches to Rules Questions on the Role-Playing Games Stack Exchange

by Brian Ballsun-stanton, Ernest Mueller, C Ross Eskridge
International Journal of Role Playing (2012)

Cite this document (BETA)

Available from Brian Ballsun-Stanton's profile on Mendeley.
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Clerics , Magic Users , Fighters and Thieves : Theoretical Approaches to Rules Questions on the Role-Playing Games Stack Exchange


Clerics, Magic Users, Fighters and Thieves: Theoretical
Approaches to Rules Questions on the Role-Playing
Games Stack Exchange
Brian Ballsun-Stanton
The University of New South Wales
Australia
brian@ballsun.com
Ernest Mueller

United States
geek.related@gmail.com
C. Ross Eskridge

United States
c.ross.eskridge@gmail.com
ABSTRACT
Many different approaches to the understanding of RPG rules
exist within the gaming community. The rules as written conflict
with the player’s urge to mimic reality. The freedom of a game
master’s imagination fights with the reassuring weight of
authority of established sources. From these axes, a design space
emerges. We label the quadrants of the design space with the
classic archetypes of RPGs. Clerics (Jurists) find answers to rules
questions within the rules as written. Magic Users (Innovators)
invent new rules to complement the sourcebooks. Fighters
(Realists) use external reality to inform the rules-as-intended.
Thieves (Imaginatives) obey the rule-of-cool and consider that
anything goes in the pursuit of entertainment. We apply this
design space to a case study of interesting questions and answers
found on the RPG.stackexchange.com site, and apply archetypes
to the answers we found.
1. INTRODUCTION
This case study aims to identify common characteristics in
answers found on the Role-playing Games Stack Exchange
(RPG.SE). This Stack Exchange site is a community-based Web
site dedicated to questions and answers about role-playing games:
Role-playing Games Stack Exchange is for expert
Q&A by and for players and gamemasters of tabletop
role-playing games. If you play or run Dungeons &
Dragons, Dogs in the Vineyard, Shadowrun, World of
Darkness, or any of the thousands of other pen-and-
paper RPGs, and need answers to your questions (or
would like to answer questions about these games),
this is the place for you. The best questions are those
that have specific answers; RPG.SE is not a general
discussion forum. (RPG.SE Community, 2011)
By describing a two axis design space and assigning archetypes to
the four quadrants thus produced, we will demonstrate the
different common philosophical approaches that many users on
the site take when answering questions about the rules.
With our use of archetypes named for the original character
classes in first edition Dungeons and Dragons, we hope to evoke
some of the connotations of interaction-with-world that those
classes possess. Clerics recite truth from their holy books, fighters
are grounded in physical reality, magic users shape the forces of
the universe to their whim, and thieves reject the law to do
whatever they want. The more serious archetypal categorizations
are meant to be evocative of Robin Laws’ (2002) player
motivation archetypes.
The positing of a design space is a tool for players, game masters,
and game designers for understanding the theoretical approaches
that game participants take when understanding and articulating
their own views of the rules and the game experience that the
rules are intended to help create. The design space explores an
axis of form and an axis of source. The axis of form indicates the
respondent’s relative prioritization of formalized rules versus the
mimesis of reality. The source axis determines whether a
respondent is more willing to use external sources as his
authorities or prefers to rely more on his own opinions and
intuition.
2. LITERATURE
This section explores the nature of a stack exchange, a unique
question and answer venue that, for our purposes, captures
coherent individual answers in a far more effective manner than a
forum. We also look at RPG literature that impacts our domain,
articulating archetypes and the Rule of Cool. We also touch on
the articulation of nomothetic and ideographic approaches to
rules.
2.1 What is a Stack Exchange?
Stack Exchange is a network of question and answer (Q&A)
websites, each dedicated to a specific topic. It is an open,
voluntary knowledge exchange where the community assesses the
merits of each question and answer by voting upon them:
We are an expert knowledge exchange: a place where
physics researchers can ask each other about quantum
entanglement, computer programmers can ask about
JavaScript date formats, and photographers can share
knowledge about taking great pictures in the snow.
After someone asks a question, members of the
community propose answers. Others vote on those
answers. Very quickly, the answers with the most
votes rise to the top. You don’t have to read through a
lot of discussion to find the best answer. (Stack
Exchange, 2011)
Role-playing Games Stack Exchange is a younger spin-off site
dedicated to the specific domain of expert Q&A by and for
players and GMs of tabletop role-playing games. This stack
exchange was created in August 2010. It is slowly gaining
acceptance and momentum as a source of knowledge about role-
playing games.
The single question multi-answer format encourages multiple
answers per question to address the different possible viewpoints
in an answer. The site encourages objective answers, as well: “All
questions on Stack Exchange are expected to be objective and
have concrete answers; we’re not a place for conversation,
opinions, or socializing. We also expect questions to represent
real problems, not just imponderables, hypotheticals, or requests
for opinions.” Despite this requirement of objectivity, the site
admits that there is a degree of subjectivity in all answers,
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especially on questions without provably correct answers, and
there is a rubric for assessing the quality of a subjective answer.
“Good subjective” responses are founded in personal experience
and real-world precedent via the Back it up! principle articulated
by Stack Exchange moderator Cartaino (2010):
Stack Exchange is about questions with objective,
factual answers. ... Insisting on objectivity is fine for
computing and mathematics. But once you get past
the hard(ish) sciences, you veer towards the much
softer social sciences. There are experts in these
fields, but they are by definition, not exact. In fact,
most academic fields don’t have objective answers. ...
The folks at Moms4mom owned up to the subjective
issue and came up with a set of principles to create
useful subjective discussions on parenting: the Back It
Up! Principle. Back It Up! means that your answers
must be based on either: Something that happened to
you personally, [or] Something you can back up with
a reference
The need for the differentiation between good subjective and bad
subjective is a common problem on RPG.SE, as many of the
questions asked do not have firm, simple, and unambiguous
answers within the rules of the role-playing game from which
they stem.
2.2 The Rule of Cool
TVTropes (2011), a Web site providing an encyclopedic listing of
tropes encountered throughout modern media, describes the Rule
of Cool as the principle that “The limit of the willing suspension
of disbelief for a given element is directly proportional to the
element's awesomeness.” From a theoretical perspective, the rule
of cool privileges the imagination of the players over external
sources required for realism or rules consistency.
Laws (2002) states a similar rule of: “Roleplaying games are
entertainment; your goal as GM is to make your games as
entertaining as possible for all participants.” The nature of the
rule of cool and Laws’ linked statement emphasizes that role-
playing games are indeed entertainment. However, while the rule
of cool exists as a function of the player’s entertainment, casually
violating a player’s relationship with the rules through either
overly strict enforcement or overly casual improvisation can
violate Laws’ rule. The research presented in this document
should enable gaming groups to more accurately understand their
tables and to realize the best instantiation of the rule of cool for
their particular situation.
2.3 Nomothetic versus Ideographic
Guba and Lincoln (1994) articulate the nomothetic debate in
social sciences where they note that general theories may not fit
specific cases well: “This problem is sometimes described as the
nomothetic/idiographic disjunction. Generalizations, although
perhaps statistically meaningful, have no applicability in the
individual case.” While their argumentation is in support of
qualitative research, the theoretical basis of the nomothetic as
“law-making” conflict with the ideographic study of the
individual case maps quite strongly onto the axis of form and the
ideas will be used throughout this document. Players seeking the
support of rules are far more nomothetic than those seeking
mimesis with specific, individual cases of reality or imagination.
2.4 A Hermeneutic Approach to Rules
This document is compatible with Harviainen’s (2008)
hermeneutic approach presented in IJRP volume 1. The proposed
design space articulates a number of observed approaches to
textual analysis of rules. These analyses, proposed by players
operating outside of their home game, represent the internal
philosophical approaches of the gamers to the rules, rather than
the constructed and shared narrative of the game. Harviainen
(2008) explains: “There is a strongly interpretative, semiotic and
textual side to all role-playing games, yet to treat a role-playing
situation solely as a singular text removes a part of the game
experience from the equation.” Our study explores different
semiotic interpretations of the same questions from different
player perspectives, exploring the philosophical frames of
archetypal answers.
3. RULES PHILOSOPHY DESIGN
SPACE
Two major axes seem to govern the types of responses present in
answers on RPG.SE. The philosophy of an answer is
fundamentally a question of which authorities can be used by the
respondent to justify the correctness of their response to a
particular question. There are two major forms of authority: rules
and mimesis. Similarly, there are two sources of authority:
internal and external. The two axes of form and source make up
the design space onto which we can then map these philosophical
archetypes.
3.1 The Axis of Form
Questions in RPG.SE are commonly about edge cases of a given
rule system. An edge case of a rules system is a use of a rule or a
potential action taken by a player that the rules do not explicitly
cover. The rules can fail to cover a given situation through their
contradiction, obscurity, or absence, whether unintended or
deliberate. While these questions are not the only questions on the
site, they do represent the majority of questions and are the easiest
basis of a design space.
Rules, in a role-playing game, represent an encoded mimetic
reflection of the fictional reality of the game filtered through the
author's understanding and stylistic habits. They are an encoded
social contract that players agree to insure that bad or otherwise
undesirable things happen to their characters in ways that appear
realistic or fun. A game where there is no chance of conflict or
failure has no need of rules.
While rules are mimetic themselves, the act of encoding them and
describing the statistical operations upon attempts at agency
changes them from a purely mimetic representation of a world
into a framework for understanding their own reality. Players at a
table then build their own understanding of a world from these
rules, instead of purely trying to mimic reality. However, answers
to rules questions that are not well situated within the rule system
can choose to derive their answer from other rules present in the
system: showing how the edge case is indeed covered by the rules
as written, or may try to describe a mimicable aspect of reality.
The act of using the rules as a reference to uncertain situations
within the rules represents accepting the form of the rules: they
have a structure and a meta-statistical pattern that can be used to
adjudicate the situation in question. The acceptance of the form
of the rules requires that the answers be from or suggested by the
rules and internally consistent with the rules.
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On the other side of the axis is the understanding that because the
rules are designed to mimic reality, answers to rules questions
should be drawn from reality as the primary form of the source.
While the rules are a useful mediator, there is no need to draw
upon them to cover edge cases or even to respect their authority
when they imperfectly mimic something from the “real world.”
Most people on the site, however, do not have a pure adherence to
either rules or mimesis but fall between the two extremes. The
articulation of archetypes within this design space is not meant to
indicate that all who belong to a certain archetype always have
answers that are at the extremes of the archetype, but that they are
privileges of mimesis or vice versa.
3.2 Axis of Source
The source of authority is orthogonal to the form that authority
takes. The source of authority represents the direction or source
from which respondents draw their answer. The axis spans from a
purely internal expression to a purely external. The purely internal
source of value articulates only the respondent as the source of
possible answers1. The purely external source leaves no room for
opinion, instead seeking established and published sources for all
argumentation.
There are no fundamental differences in ontological value
between these axes: external sources are not necessarily better
than purely internal or vice versa. While querents may value a
certain type of answer over another, all responses to answers have
strong subjective components. At the same time, there is a bias
within the site towards objectivity. Even subjective answers are
directed towards more phenomenological responses through the
use of the “Good subjective/Bad subjective” criterion as discussed
above.
This “good subjective” requirement limits the scope of internally
sourced answers and the prevalence of people on that side of the
axis. However, the fact that the criterion exists is a powerful
argument that the axis is important to the concept of answering
questions about role-playing games.
3.3 Archetypes
This work aims to present a useful conceptualization of each
quadrant of this fledgling design space. It may be useful to
describe a respondent in terms of these archetypes either for
purposes expressing value of a potential answer or in a game
design sense for articulating the intended audience that a given set
of rules is designed for. It may also be useful to explore these
archetypes when forming a group to play a role-playing game as
each archetype has different expectations of the rules and the
game master’s responses to conflicts within the rules.
These archetypes have been named to reflect the roots of the role-
playing game genre, being labeled “Cleric, Magic-User, Fighter,
and Thief” to represent the four traditional archetypes of the
hobby. The authors have found the connotations associated with
these character archetypes useful when describing respondents
and their approach to discussing the rules of a role-playing game.

1 Internal axis priviligees like to cite "Rule 0" a tenet cited
explicitly in many systems and applied implicitly to others, that
a game master or gaming group is free to alter or disregard the
rules as they see fit.
3.3.1 Cleric - The Jurist - Rules-centric / External
Source
A cleric is someone who finds answers within their “holy book.”
The cleric qua Jurist acknowledges the primacy of the rules to the
game system and feels that the rules should be able to cover most
contingencies. Most clerics want to use the “rules as written” to
answer questions with literal passages from the rules and other
supporting texts of the game in question.
For an answer to be considered good by a cleric, the answer must
be well cited and situated within the literature of the game. While
there are situations that may have not been anticipated by the
rules, those situations should either be coerced into an
appropriately fitting aspect of the rules or ignored outright. While
a cleric may despair over the rules as being poorly written, they
believe that departing from the rules will only create more
misunderstandings and arguments without improving the quality
of the game.
Clerics view “thief” answers with a great deal of skepticism as the
answers of a thief, to them, do not have statistical equivalence to
the game and introduce actions that were not planned for,
potentially leading to game-breaking exploits or ad hoc rulings on
the part of a game master. While Jurists acknowledge the utility
of imagination, completely breaking the system for the sake of
imagination strikes them as something un-fun and unpredictable.
3.3.2 Magic User - The Innovator - Rules-centric /
Internal Source
A magic user also acknowledges the primacy of the rules. Instead
of viewing them as an authoritative document, the magic user qua
Innovator considers the rules a “good start.” Innovators provide
answers that are extensions or manipulation of the rules. These
answers present “house rules” or entirely new subsystems to
handle the edge case or game mechanic in question.
For an answer to be acceptable to a magic user, it must not be a
blind recapitulation of the rules. Instead, good answers are
considered responses that present fundamentally good or effective
rules. The effectiveness of the answer in question based on the
rules presented is far more important than the rule being a
fundamental component of the game in question. Magic users are
perfectly happy to graft components of other systems into new
systems to make up for real or perceived deficiencies of the
system in question. If no component exists, they create one,
imagining a framework of rules that corresponds to the activity in
question.
While a magic user engages in mimesis when they create new
rules, the emphasis is on a coherent rule structure that translates
the activity to the game rather than on a high fidelity. A good
house rule must be coherent within the system rather than
coherent within the outside world.
The non-systemic common sense presented by a fighter can be
quite disturbing to a magic user. Intuitive responses that try to
articulate the real’s expected consequences to actions without any
concern that the rules support that expression is a rejection of the
Innovator’s norming behavior.
3.3.3 Fighter - The Realist - Mimetic / External
Source
The fighter qua Realist, views the rules as useful suggestions.
They certainly allow people to create a shared fiction, but they
should be ignored in any specific case where they are contrary to
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reality. To a Realist, imagining the consequences of an action in
their own umwelt is far more authoritative than the consequences
for the action suggested by the rules.
The fighter’s umwelt is externally sourced, however. It draws
from fiction and discussions of physics. Few actions are purely
original in the fighter’s weltanschauung. The must be precedent
for an action in either the real or the literature of the genre of
interest. Ad hoc decisions made during a game are completely
acceptable so long as they are realistic within the bounds of the
game’s genre.
A fighter, when considering the rules, prefers to consider the
“rules as intended,” a term which represents looking not just at the
rules but also at the “flavor text” that those rules are supposed to
support and the game-world concept the rule is supposed to be
illustrating. By considering the intent of the game designers as
expressed through flavor text and their other literature, the Realist
can understand what situation the rules were trying to represent
and adjust the rules for a better representation.
Fighters can be uncomfortable with the a priori nature of magic
users. Most Realists do not see the need for coherent and
systematically applied house rules: the judge of accuracy is not
house rules but verisimilitude to “the real.” Rules should be
discarded as soon as they are unrealistic, not enhanced by new
and more complex rule subsystems. Fighters tend towards the
“good subjective” category of answer, as they can cite
circumstances and prior art from other media.
3.3.4 Thief - The Imaginative - Mimetic / Internal
Source
To a thief, anything goes. A RPG is a free narrative space to
explore and have fun within. Anything that hinders or constrains
the Imaginative’s fun is beyond consideration. Rules, as to the
fighter, are useful guidelines to be set aside when circumstances
warrant. A thief places the entertainment quotient of a game
above the consistency supplied by a game’s rules or the
constraints of realism.
Thieves are the least interested in answering questions
specifically about the rules. When they do answer, it is to present
a case for a cool situation or other imagined possibility rather than
a studious justification from within the rules or the world. While
the rampant creativity of the Imaginative can be a useful basis for
more articulate answers, the thief’s overwhelming emphasis is on
“fun.” Thieves tend to quote TV Tropes’ Rule of Cool - “The
limit of the willing suspension of disbelief for a given element is
directly proportional to the element's awesomeness.” (2011)
Thieves categorically reject the cleric’s emphatic embrace of the
“rules as written.” During play, an Imaginative uses whatever
rules they remember at the time and see little use in arguing fine
points of the rules. The rejection of the primacy of rules allows a
thief to allow their imagination free reign and play the game
without worrying about external constraints.
4. Case Studies
In this section, we explore how the archetypes map to specific
questions and answers found within RPG.SE. While future works
may apply more nuanced archetypal descriptions2, this first foray

2 One may even start talking about “levels” of certain classes,
alignments, and even races. Drawing on the history of gaming,

into the archetypal profiling of gamers is restricted to the simplest
archetypal identifications for ease of communication.
4.1 Case 1: How do you help players not
focus on the rules?
This question3 by mxyzplk is exploring the edge case of the
different cultures of gaming. In many ways, the question is
looking at a group of fighter/thief archetype players wanting to
teach cleric/magic-user players their worldview. The question
generated a significant amount of discussion and animosity, not
least because it was asking respondents to step out of their gaming
paradigms and to consider alternative means of playing. This
paradigm shift is roughly analogous to asking a scientist to
consider an antithetical paradigm as valid and to explain how to
change one’s thinking to fit. Despite that, the question attracted
many different types of answer, some of which involved
remarkably useful suggestions.
4.1.1 Question:
When I GM, I run games loosely from a rules
standpoint, and do not feel bound to adhere to what
the rulebook says when it doesn't make sense in a
given situation. I adapt things to fit the game-world
reality over the written rule and use my judgment as
the final authority for in-game events. ... We have an
existing large gaming group playing a variety of
existing game systems (we've run long campaigns in
Pathfinder, Savage Worlds, Alternity, Mutants &
Masterminds, GURPS, Silhouette, nWoD, and shorter
games in Dresden Files, Feng Shui, Unknown Armies,
Godlike, Adventure!, and many more). At the table,
players own rulebooks and roll their own dice. I am
not looking to retool the group or choose a new
system or make major changes to our order of
operations. Things are working well for us and we are
having fulfilling gaming experiences. ... We get new
players from time to time, and sometimes their
previous experience is that they've been steeped in
3e/4e D&D to the point where they just instinctively
go to the rules over rulings. They want to spend ten
minutes looking something up rather than just running
with it, or are surprised when I say something can't
happen, or look at another player who tried something
not defined in the rules and succeeded like they're
cheating or something. They want to build whatever
options they can buy into their character and are sad
when I restrict them. I want to help these fragile new
souls adapt to our gaming style. ... Assuming we don't
think that they are just so incompatible with our
playstyle that we wouldn't invite them in the first
place, how do we help a willing new player become
comfortable with our more freewheeling approach to
the game? Naturally we inform new players of our
approach, but group and individual approaches are
poorly defined things, it's not as easy as matching our
label to their label and voila, they slot in to our style
perfectly. When anyone goes into any group, there is a

archetypes can be incredibly useful descriptive devices that
resonate with gamers.
3 http://rpg.stackexchange.com/q/6212/760
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certain amount of adaptation that happens implicitly
or explicitly. We want to facilitate the culture change
process a new player may be going through.
4.1.2 Answers
This case will explore the archetypes seen in excerpts of some of
the top answers, positioning them on the internal/external
sourcing axis and the rules/mimesis axis. While the question itself
is strongly biased towards mimesis, some respondents articulated
a process or series of rules to help people to transition. The top
five voted answers will be analyzed.
4.1.2.1 Magic User: Valadil
Here's a technique I've used. When I invite people to a
game I tell them that the game we're playing is a
homebrew system called "Valadil's Game" which is
loosely based on D&D.
This does a couple things. Firstly, it scares off rules
lawyers who want to play RAW. I figure those players
aren't compatible with my games anyway and I'd
rather just nip that in the bud. It also signals to the
players that this isn't another kick down the door, slay
the monster, loot the treasure D&D game. It removes
that expectation and opens them up to something with
more story.
If you want to get technical about it, this is just a
restatement of Rule 0. But it works.4
This answer is the answer of a magic user. An Innovator as game
master demands complete control of the rule-space of the game,
stating “my game, my way.” There is a consistent rule applied
from the beginning, the rules are acknowledged as important, and
the source of the rules is the game master.
The comments following the answer also illustrate this case.
ExTSR notes, “Since you're not using a published game, does that
clearly say "DM is god & game designer both" (a possible
turnoff)?” To which the respondent agrees, “@ExTSR, yes I
clearly say exactly that. It's a turnoff for some players and I don't
miss them. They probably wouldn't like my style of game
anyway.” The respondent indicates that his methodology is an
explicit filtering mechanism to discourage players with
conflicting rules ideologies.
4.1.2.2 Thief: Chaos
The most important thing I do to achieve this, I think,
is to communicate to my players that, while I am
responsible for handling the actions of their enemies, I
am not their enemy. In fact, I am on their side,
because what we are all working to do is enjoy
ourselves and put together some bits of story worth
remembering.
A lot of factors go into this, from body language and
tone of voice to the overall structure of drama and
consequences in the campaign. For somebody new
and possibly traumatized like you're talking about,
discussing it explicitly is probably a great idea. They
may not quite believe you right away (cue
testimonials from current players at this point), but my
general experience is that once a player has some

4 http://rpg.stackexchange.com/questions/6212/6215#6215
evidence that you're not a sadist who feels like he's
scored metaphysical points if he manages to kill their
character, their need to hedge themselves about with a
forest of rules starts to ease up. Creative interpretation
on your part becomes something to look forward to
rather than fear, and dice rolls can be allowed to be
more of a source of possibly unanticipated flavor to
the course of events than ironclad, micromanaged
determiners of all outcomes.
If someone is still clinging to the rules after a gentle
introduction to non-adversarial gamemastering, the
next tactic I would try is moving too fast for the rules;
creating a situation where you're asking for responses
and describing consequences at a speed that leaves no
room for number-crunching, and (very importantly)
doing so without inflicting terrible consequences on
the new player, even if they freeze up or try to lawyer
and you have to declare their character to be standing
around looking confused while you move the action
forward. It may be a bit rough on the player (and is as
demanding on you as a GM as it is potentially
exhilarating), but hopefully can establish that first bit
of trust that playing without the safety net may be all
right after all.5
This answer is that of a reasonable thief. They are firmly centered
in their own experiences and mimicking the body language and
behavior of other non-confrontational encounters. The line that is
most evocative of the Imaginative’s ideology is, “Creative
interpretation on your part becomes something to look forward to
rather than fear, and dice rolls can be allowed to be more of a
source of possibly unanticipated flavor to the course of events
than ironclad, micromanaged determiners of all outcomes.”
4.1.2.3 Cleric: Allen Gould
Speaking as a Rules Lawyer (I try to think of myself
as a good guy, i.e. "how can the rules let you do what
you want to do"?) and the occasional TD, I've found a
couple simple rules work out.
No checking the rules on your turn. Look it up while
you're waiting.
That includes the DM - if you ask the DM if you can
do something, you get their best guess; we're not
stopping the game to research.
Whatever the DM decides that day goes. If we look it
up after the game (or you look it up in the book while
you wait for your next turn) and the book disagrees,
the book is wrong today.
(For the DM) - the usual caveats about permissibility
[sic] - I tend to judge based on "are they doing it
because it's cool, or because they're sneaking an extra
attack in?". Cool gets a nod, power-gaming gets a
"nice try".
If you have a player who has trouble playing "fast and
loose", I'd recommend Paranoia for a one-shot. Since
it actively punishes the player for arguing with the Ref

5 http://rpg.stackexchange.com/questions/6212/6296#6296
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(or even admitting they know what the rules are!), it's
a great way to make us lawyers relax for a day. :)6
It is difficult to justify a difference between cleric and magic user,
and the respondent is on the border between them. Clearly, the
respondent is rules-centric to the degree that he articulates a set of
rules for having no rules. However, the element of the answer that
demonstrates the Jurist nature of the respondent (besides the self-
categorization as rules lawyer) is the recommendation of the game
“Paranoia.” The Jurist correctly realizes the best rule structure to
answer the question at hand and advances it without changes.
4.1.3 Analysis
This question explores the reactions of players to having their
rules paradigm, or position on the Form axis, challenged. It
explores those assumptions by soliciting recommendations on
how to change paradigm. Valadil’s answer is of someone firmly
in the magic-user camp and having no difficulty thinking as a
magic user. This can be contrasted with Chaos’ answer, which
essentially communicates the same idea of “rules-light” but places
an emphasis on the absence of rules and using the rules as a
source of inspiration rather than the game master also acting as
house-rule game designer. Allen Gould’s answer is that of a cleric
creating a structure around himself to protect himself from the
rigors of the game. That structure includes noting a gaming
system that has, for its rules, the very characteristics requested.
4.2 Case 2: How do I get my PCs to not be
a bunch of murderous cretins?
Unlike the prior question, this question7 by mxyzplk is not
challenging the fundamental philosophies of the players’ acts of
gaming. Instead, it’s asking how to manipulate the players’
choices around a moral question.
4.2.1 Question
Heck, it's such a problem that there are entire satire
RPGs like Greg Costikyan's Violence and John Tynes'
Power Kill dedicated to the issue. In most RPGs, PCs
become inured to murder and other antisocial
activities very quickly and quickly enter depths of
depravity that wouldn't be appropriate in the worst
parts of Rwanda. Armed robbery, mass murder, and
genocide become routine parts of an adventurer's day,
something only the stick-in-the-mud characters with
the most extremely stated ethics object to. Total war is
both a modern concept and also one not applied to just
any conflict.
The sophistication of the gamer mindset towards this
can be demonstrated that the most meaningful
question usually debated is "but should we kill the
noncombatant children" or "can we just murder people
out of hand as long as they're from a typically evil
race?"
...How can I give my PCs a newfound respect for
human life?

6 http://rpg.stackexchange.com/questions/6212/6334#6334
7 http://rpg.stackexchange.com/q/8002/760
4.2.2 Answers
By asking for a theoretical solution to a problem of player
morality, such as the player having characters that are
comfortable just short of genocide, all paradigms are possible in
these answers.
4.2.2.1 Fighter: RMorrisey
I disagree with the suggestions that game mechanics
will solve the problem. Things like XP penalties, and
increasingly tough authority crackdowns may help;
but, the real thing that drives empathy from players is
good roleplay from NPCs.
Think about the things that make you not want to go
around killing people in real life:
Killing is wrong. If your PC is religious, it's almost
certainly in conflict with their faith. In D&D, a
paladin or cleric's deity may have a few choice words
or omens to share with the PC, regarding their
indiscretion. If your PC is a good, neutral, or lawful
character, you can question their actions, and threaten
them with alignment change.
Killing is taboo. Friendly NPCs, be they allies in
battle or local villagers, should serve as role models
for the players. A fellow warrior might stay the hand
of a PC, and suggest taking them alive, even arguing
with the PC about what's the right thing to do. A
group of villagers might shun the PCs, or be terrified,
even traumatized, by their actions. A priest might
gently counsel the PCs to a higher, more humane
course of action.
...When the players do something terrible, make them
come face to face with the tragedy and horror of what
they've done.8
This answer is externally focused and looks to the real world
consequences and prohibitions against genocide and total war.
While the statement: “Think about the things that make you not
want to go around killing people in real life” could be construed
as an internal authority because “things that make you” statement,
the source of authority is the real, not the player’s imagination.
4.2.2.2 Cleric: Jadasc
I think it's important not to "double-deal" at times like
this; if you've established that some adversaries are
there to be mown down like wheat before the scythe
in pursuit of gold and XP, it's disingenuous to then put
them forward as thinking, feeling beings worthy of
respect and negotiation. If you want to have your PCs
show a respect for human life, make sure they know
which of their foes they are expected to treat as
"human."
Even this, though, will fail before a certain percentage
of your players, who will not concede that imaginary
people have any qualities they need to consider real
— neither their fear nor their respect will motivate
them to consider them as anything other than tactical
obstacles. Some folks just won't grieve for pawns.9

8 http://rpg.stackexchange.com/questions/8002/8010#8010
9 http://rpg.stackexchange.com/questions/8002/8003#8003
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Jadasc’s answer illustrates the Jurist’s approach to the problem:
fairness, consistency, and reciprocity. He identifies the rules basis
for the players’ motivations and advices against the hypocrisy that
would result from maintaining the rules but trying to layer guilt
over them. There are elements of the Realist in the answer as
well, indicating that “some players do not grieve for pawns” but
even this is a reflection of the perception of the game world as a
rules-constrained system rather than a reflection of real life.
4.2.2.3 Magic-User: Gomad
Don't Make Killing What the Game is About
D&D laid this trap for us ages ago when XP became
about what you could kill, not what you could
accomplish. RPGs in large part followed suit, and
became The Great Big Game of What Can I Kill?
Asking players in a game like that to not kill
everything they can is folly. It's like asking Monopoly
players to not buy stuff, charge rent, or pass Go.
You're changing the game significantly.
Fortunately, RPGs aren't Monopoly, and you can
change the rules to a certain extent without making it
a totally different game.. Whether you're trying to
change the timbre of a current game or trying to make
the next one you run different, there are steps you can
take.
...In the Middle of an Existing Game
As GM, you have some control over what a
continuing game is about, even though System Does
Matter. So if you're locked into a system that's about
killing everything you see, there are still things you
can do.
But you're going to have to let people know that the
game is changing, one way or another. Do it out-of-
game with a discussion as above. Or do it in-game by
having the PCs transported out of their world to
another place (or another plane!) and make it clear
from the get-go that their baseline assumptions of
reality are now wrong.
You're in charge of the economies in the game. Yes,
economies. Plural. Everything that has an ebb and
flow, everything that is gathered and used is an
economy:
...But you can hammer clerics for killing by taking
their spells / blessings from them to show the
displeasure of their god - assuming the god isn't a god
of death or chaos or something and then, wouldn't the
rest of the party be hunting that cleric?
...If a wizard kills a sentient creature with a spell, give
him the XP but then hit him with "feedback" from the
death of that creature. Roll (or choose) another spell
he has memorized and make him forget it due to
strain. Or make lethal spells cost more magic points to
cast, or whatever causes pain in the economy of
magic.
...Not every character has powerful supernatural
forces as the source of his power, though, and murder
has been a tool of successful people in the real world
forever. So what to do about the mundane killers in
your party?
Treat them like murderers: Everyone who knows what
they've done should recoil from them. Authorities, if
they exist, should come after them. The families of
their victims should declare vendetta or even war.
Offer rewards for their capture and death.10
The excerpted elements of Gomad’s answer are purely those of
the Innovator. Gomad presents a framework for systemically
changing the rules of the game. His first thought is, indeed, of:
“Fortunately, RPGs aren't Monopoly, and you can change the
rules to a certain extent without making it a totally different
game.. “ a very rules-centric answer focused on the changeable
elements stemming from an internal authority.
4.2.2.4 Thief/Magic-User: Pulsehead
If players pick up on subtlety, give them a subplot
quest from the town's sheriff to go find an adventuring
group and bring them back to the town for trial. The
charge? The fighter hadn't washed in a few weeks, the
stableboy made a comment under his breath that the
fighter smelled worse than the rest of the poop-filled
stable, and the fighter killed him in cold blood.
Further, the rest of his party either said nothing, or
actively helped him escape.
Set the reward structure up so that if the party comes
in and stands trial they get a very good payday, but if
the players bring back corpses, they get just a token
payment. Only to be forced to go through
manslaughter (not murder!) charges for killing the
suspects of the stableboy murder.11
Pulsehead’s first paragraph is a perfect example of Imaginative
thinking: the solution is presented from a personal context and
personal inspiration. It does not try to alter the rules or perform
any activity save for an Imaginative solution to the problem by
manipulating the narrative elements within the game.
The second paragraph blends thief and magic user. The
Innovator’s use of custom rules is echoed in the comment about
reward structure, but even this comment can be taken as an in-
game reward rather than the rules-mandated structure of rewards
that a cleric would espouse. Even with this blending, this answer
is an excellent example of the internal source of ideas through
calls to allow character mimesis through giving them anti-
murdering plots rather than structuring the framework of the
world to inform the choices and actions of the players.
4.2.3 Analysis
This answer illustrates all four archetypes extremely well. Gomad
and Jadasc articulate solutions that are found in rules documents.
Jadasc focuses on the extant social contract that exists between
system and players, nothing that the system itself encourages this
sociopathic behavior. Gomad instead focuses on a series of
custom rules that can be applied to manipulate player behavior.
In contrast, RMorrisey and Pulsehead articulate character focused
solutions. These solutions provide a basis for character and player
mimesis. Instead of the nomothetic basis for behavior as indicated
by reference to external or internally sourced rules the fighter and

10 http://rpg.stackexchange.com/questions/8002/8040#8040
11 http://rpg.stackexchange.com/questions/8002/8789#8789
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thief almost engage in a idiographic mimicry of specific cases,
articulating their justification on a post hoc case by case basis.
It is clear that all of these answers are excellent answers to the
question. Their difference is not in quality, but in philosophical
approach to understanding player behavior and the interaction
between chosen actions and the rules of the game and the group.
4.3 Case 3: How do I adjudicate the
natural tendency for hikers to spread in D&D
4e?
This question12 by Brian Ballsun-Stanton is exploring a slightly
contradictory idea: introducing simulationist (Edwards 2001)
aspects to the gamist mechanics of Dungeons and Dragons Fourth
Edition (D&D 4e). D&D 4e presents a system which supports a
more abstracted play style, encouraging the players as heroes to
gloss over the tedious and ordinary details of adventuring.
As conflicts in D&D 4e are somewhat stylized set piece battles,
the idea of having a “random encounter” in the wilderness is
contrary to the systems designed into the game. By asking this
question, the querent was deliberately trying to provoke a
cognitive dissonance in the minds of the respondents.
4.3.1 Question
This question [was] inspired by [a] rather grognardian
post over on the Tao of D&D.
Functionally, the post asserts:
But suggest to a party that they're too far apart to hear
one another as they strike out in the wilderness, and
they will soundly protest. I've had players protest that
they're characters would go off to be alone behind a
bush so they could pee.
Issues that this question should address:
Calculation of speed penalties
Starting positions as a function of speed penalty
chosen
Ways to get player buy-in
Consequences of the same behaviour on monsters.
The question is: what is an interesting and fun way to
handle the natural spread of adventurers while
travelling from a 4th edition perspective?
4.3.2 Answers
These answers illustrate possible approaches to a strongly cleric
question. The nomothetic paradigm appeals to clerics, and offers a
source of cognitive dissonance to the other archetypes that should
be relieved in their own distinct idiom.
4.3.2.1 Cleric: Adam Dray
From a 4th Edition perspective, none of this is
interesting.
You're talking about stuff that happens between the
encounters, where the rules are largely silent. Role-
play, have fun, whatever -- but don't get stuck on how
to handle it with rules.

12 http://rpg.stackexchange.com/q/5080/760
4th Edition PCs are heroes. They don't have to worry
about where to pee. They don't have to worry about
how far to space themselves while traveling overland.
If you're suggesting ways to separate the party so that
some of its members don't get to participate in a
combat encounter, this is particularly not interesting--
especially to the players who watch helplessly from
the sidelines.
Let them travel how they like and get them to the next
encounter quickly.
Wilderness Experience
My personal hiking experience suggests that you can
be hundreds of feet from one another and still have
line of sight, hear them, or at least have a good idea
where they are. This depends on tree density, brush
density, and terrain.
Old forest can be surprisingly sparse under the trees,
where the upper leaves block light and kill ground
cover. Dried leaves and twigs produce an
unmistakable crunching sound that gives you away for
surprising distances. Young forest has more small
trees and bushes.
Some of the densest wilderness I've been in was wet
scrub, with six-foot-high bushes and grasses. The
ground is soft but not necessarily mucky and the
grasses camouflage you well. You could easily lose
your friends in that.
People who know far better than I
Take a look at some of these links, which deal with
squad tactics for modern soldiers. Some of these
formations separate groups of soldiers by 10-50
meters.
Squad Movement (U.S. Army ROTC)
Field Manual 3-21, Chapter 3, Tactical Movement
(U.S. Army)
If PCs are traveling overland and not expecting
constant contact with the enemy, then they will
probably spread out to around 10 meters between PCs,
as visibility permits. In jungle or other extremely
difficult terrain, PCs might have to go single file, but
you'd still put reasonable distance between them.
Make it a Skill Challenge
4E already has a way to handle the stuff between
encounters: skill challenges. Don't create a new
subsystem; use the one the game already has.
I assume there's a reason they want to stick together.
Determine if they manage to get where they need to
go and maintain group cohesion via the skill challenge
rules. If they fail, they get separated. Anyone who
fails a roll in the skill challenge can end up separated
from the group by N squares during the vital
encounter.
The skill challenge probably has Nature and Stealth as
primary skills. A player might make a good case for
using Perception, Athletics, and Endurance as
secondary skills. Insight or Diplomacy might help
draw players back to the group fold.
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All this leads into a wilderness encounter of some
sort. Success at the skill challenge means getting to
place characters in a reasonable place on the map.
Failure means one or more characters are separated
from the group, possibly to their great disadvantage.
Perhaps they get ambushed and overwhelmed.
Perhaps it takes them one or more rounds to catch up
to the rest of the group.13
Adam’s answer is a Jurist’s answer. The recommendations are
focused around the rules and the intent of the rules. While his use
of his own wilderness experience certainly imparts some aspects
of the Realist to his answer, but does not impart his fundamental
justification, only adds weight to his rules-based argumentation to
use a skill challenge when it really matters. By harnessing reality
to the rules of the game as written, Adam’s answer is a perfect
example of a cleric who is aware that the rules are based in
reality.
4.3.2.2 Fighter: Aramis
The tendency of hikers to spread (or lack thereof) has
a lot to do with WHY they are hiking.
Modern recreational hikers tend to spread because
they can do so safely, and part of the enjoyment for
many is being out of sight of other people; the earshot
rule is a matter of safety, but very lax, and in most
places people hike, large predators are long since past
endangered, and most have been selected for fear of
people for hundreds, if not thousands, of years.
But modern recreational hikers are not a good
representation of adventuring parties in hostile
wilderness.
Most hunting parties, on the other hand, stick close
together, at least until the prey is spotted. This is to
reduce the risks from the prey, from one another's
weapons, and from other predators. Generally, such a
group stays within a couple yards of each other,
staying clearly within one another's sight ranges.
Many use hand signals once prey is spotted,
reinforcing the need for short ranges.
A military unit moves much the same, maintaining
similar paces by long hours together, and by having it
drilled repeatedly into them. Patrols don't tend to
bunch up, but also tend to stay between single and
double interval (2.5-5 feet; roughly 0.75-1.5m) in a
single file until encounter, and then bunch up for
instructions if time, or spread to line abreast if no
time, but again, tending to stay single to triple interval
(2.5-7.5').
In 4E terms, this means, essentially, a patrol type
formation is going to be about 1 square apart, in a
column, maybe a double column.
One doesn't even normally break LOS to engage in
bladder and bowel relief; one simply finds a spot
where one can still be seen, but has lower body
privacy.

13 http://rpg.stackexchange.com/questions/5080/5085#5085
Looking at 4E, the majority of characters look to be
more hunter types than military, but one can't rule
them out. What can be ruled out is the casual hiker.
D&D wilderness is absolutely viciously infested with
monsters. It's scary, dark, and dangerous, and people
who go out alone often don't come back. Therefore,
expect all but the most foolish characters to stay pretty
close, not more than 10' between each, and either in a
cluster or line.14
Aramis presents an answer firmly rooted in external mimesis. He
is a Realist who maps measures of spacing and distance in the
world to a militaristic and sport framework. From that framework,
he adapts into measures of D&D 4e distance without constructing
any nomothetic governing rules for those spacings.
4.3.2.3 Thief: SevenSidedDie
Ask for marching order, tell them how far apart they
naturally end up marching in this terrain, and then let
them accept that or make a special effort to march
differently.
Then move on to more interesting things. (Such as
having a jaguar drop on the head of the last one in
line.)15
Seven’s terse answer is an example of the thief invoking the
“Rule of Cool.” Seven correctly asserts that the topic is not
interesting in the context of fourth edition, offers a suggestion that
draws on the game master’s internal expertise of the world to add
verisimilitude, but dismisses additional detail as uninteresting.
4.3.2.4 Magic User: mxyzplk
...I handle this in a somewhat abstract way - I use
Survival or Luck rolls or whatever the edition has to
support such things to see who specifically triggers a
random encounter or other hazard on a journey, and
people are closer to or farther from the action
depending on their checks.
For example, I had a party in 2e traveling through the
Underdark for days on end. They each had an
[U]nderdark survival NWP they had learned from
some svirfneblin. Each day, everyone made a check,
and bad failures were faced with hazards (saving
throw to not fall down a crevice and break a leg, for
example) or triggering wandering monster encounters
(you went to take a dump behind a roper, it's angry).
Basically, worst roll was the one who took the brunt
of it, and I SWAGged that other characters were about
5' away from them per 1 point of difference on the
checks (so if roper guy rolled a 5, and the closest
party member rolled a 9, they were 20' away). I'd
expand that to greater distances outdoors, 1 point
would be 10 feet or even 10 yards.
Sometimes specific players would indicate that they
were going to make it a habit to stick close to a more
accident-prone member of the group, which was
certainly fine, and that would trump the random roll -
if you want a rigorous rule for such "buddies," make it

14 http://rpg.stackexchange.com/questions/5080/5091#5091
15 http://rpg.stackexchange.com/questions/5080/5089#5089
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1 increment away per 5 points of difference on the
rolls. In specific caving or mountaineering situations,
people might be roped together, in which case
obviously it's less abstract.
I generally didn't consider anyone to be so totally far
away from the action that they were insensible to it
unless they specifically said they wanted to (scouting
ahead so that the more tarded members of your party
don't spike your Stealth check is a popular reason).
Adventurers are more military in their outlook and
though they may not all stick in formation, they
certainly are reasonable to say "I don't let them all get
out of sight..."16
Mxyzplk’s answer illustrates the approach of a magic-user to the
question. The Innovator looks for rules in associated systems,
manipulates them to fit, and presents them as a coherent structure.
The mechanics presented focus more on invented mechanics than
external realism, but present a coherent and predictable
mechanical structure to help players understand their own local
reality with this house rule in place.
4.3.3 Analysis
This question was designed to elicit cognitive dissonance in the
respondents. The variety of answers well represents the different
archetypes of rules-thought. This answer is useful to show how
even the most rules-focused answers had mimetic elements within
them. None of the archetypes excludes borrowing from the others,
and the idea of “multi-classing” or mixing archetypes is perfectly
legitimate. The purpose of archetype classification is to articulate
an understanding of the respondent’s relative priorities when
understanding and interpreting the rules. Restricting archetype
mixing out of some desire for “purity” reduces available
categorizations and removes the nuance possible from archetype
interaction.
5. Future Research
A future research direction is the combination of Robin Laws’
archetypes with our design space. Menard (2008), in his analysis
of Laws’ archetypes notes that: “Player type could be defined as
the preferences a player has for certain elements of a RPG. … I
really like those definitions because you can usually pinpoint a
player’s style by grouping a few traits.” This allusion to a
theoretical design space of player traits suggests a strong link with
our archetypal mappings.
We suspect that a player who exults at brilliant planning17 will
likely be a Jurist or Realist when it comes to their approach to the
rules. Someone seeking “supercoolness” will almost certainly be
drawn towards the “thief” role, as a pursuit of exceptionalism
within the game will give rise to a need for the rules to support
the player’s coolness, promoting a player’s imagination over the
formal rules.
With more research, it may be possible to explore the
relationships between the archetypes identified here and the
theoretical basis of Laws’ player traits. By finding signifiers of
what everyone at the game table wants to explore, in terms of

16 http://rpg.stackexchange.com/questions/5080/5090#5090
17 A “Brilliant planner” is one of the archetypal traits found in
Laws’ analysis of player behavior. While his archetypes are
named for less iconic
traits, and how they want to explore it, in terms of rules-
archetypes, a game tailored to the players expectations and
philosophical intuitions of the rules may be made possible.
6. Conclusion
What is the use of a case study? This introductory work aimed to
explore some of the archetypes of answers found on
rpg.stackexchange.com. By creating a theoretical framework
around these answers, this work can offer a new look into how
people relate to and understand the rules and norms of a role
playing game.
A Jurist, drawing their inspiration from external rules, likes to use
the rules as written. To a pure cleric, the rules as written provide a
stable framework for the understanding of the fictive world the
players engage in. This framework allows for the prediction of
risky actions and therefore a more enjoyable time as players can
form reasonable expectations of the outcomes of future events. To
them, it is better to use the right system for the job than to ignore
rules that don’t fit from the current system or to make new ones.
An Innovator, creating their own rules, views the game master as
system designer. While the published rules are a useful basis, the
magic user will tinker with them until they match the reality that
he wants to play in. This customized framework allows for an
accurate and internally consistent model of the exact thing that the
magic user is interested in. While it is difficult for other groups to
use those rules, the magic user correctly assumes that other
groups will make their own modifications to what is, to him, a
living document.
A Realist demands a realistic mimicry of reality (or faithful genre
simulation) from a game. The presence of a human adjudicator
indicates that edge cases the rules do not adequately simulate may
be governed from the game master’s prior experience instead of
the rules if that results in a more accurate representation of the
shared narrative world. While the rules are used so long as they
produce accurate results, a fighter’s framework draws from
everyone’s shared understanding of objective reality to determine
what the correct response of the world is to an action. As every
action will have different factors associated with it, creating a
rules framework to abstract away the fundamental reality will just
result in rules that are ignored for a better mimicry of said reality.
An Imaginative demands an enjoyable experience. As a follower
of their own imagination, thieves demand satisfaction from a
game. Consistency to the “real” or to “the rules” is far less
important than being able to express the Rule of Cool. If a thief
can ignore a rule or bend expectations of reality for a “crowning
moment of awesome” there is no choice: awesome takes priority.
The rules are used so long as they provide an interesting creative
springboard for the thief, and any realism or rules are ignored
when they get in the way of the thief’s realization of action.
As a descriptive work, our intent was to present the four
archetypes and the design space with sufficient rigor that it is
possible to differentiate them and design games for these different
approaches to the rules. We aim for it to be clearly possible to
differentiate a thief’s approach to the rules of a game from a
cleric’s. While our case study was necessarily brief due to the
word limits imposed by this journal, the illustrations of different
answers to the same question should demonstrate the different
archetypes quite well. We hope that the design space we offer will
be of use to game designers and groups seeking to understand the
different approaches individuals have towards rules that they are
presented with.
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7. ACKNOWLEDGMENTS
We thank everyone at the Role-Playing Game Stack Exchange for
making such a fascinating group of subjects and everyone who
participated in the site-wide discussion about this paper and the
archetypes.
8. REFERENCES
[1] Anon, 2011. Rule of Cool. Television Tropes & Idioms. Available at:
http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool [Accessed
September 7, 2011].
[2] Cartaino, R., 2010. Good Subjective, Bad Subjective. Stack
Exchange Blog. Available at:
http://blog.stackoverflow.com/2010/09/good-subjective-bad-
subjective/ [Accessed September 7, 2011].
[3] Edwards, R., 2001. GNS and Other Matters of Role-playing Theory.
The Forge. Available at: http://www.indie-rpgs.com/articles/1/
b[Accessed September 7, 2011].
[4] Guba, E.G. & Lincoln, Y.S., 1994. Competing paradigms in
qualitative research. In N. K. Denzin & Y. S. Lincoln, eds.
Handbook of qualitative research. Sage, pp. 105-117.
[5] Menard, P.-A., 2008. Robin’s Laws Revisited: Part 2, Player Types
and Traits. Critical Hits. Available at: http://critical-
hits.com/2008/01/23/robins-laws-revisited-part-2-player-types-and-
traits/ [Accessed September 7, 2011].
[6] Laws, R.D., 2002. Robin’s Laws of Good Game Mastering, Austin:
Steve Jackson Games.
[7] RPG.SE Community, 2011. frequently asked questions. role-playing
games stack exchange. Available at:
http://rpg.stackexchange.com/faq [Accessed September 7, 2011].
[8] Stack Exchange, 2011. about. Stack Exchange.com. Available at:
http://stackexchange.com/about [Accessed September 7, 2011].

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