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Role playing tips: How to identify a rules lawyer

The first step in dealing with a Rule Lawyer (occasionally known as "Rule Mongers", "Rulers", and my personal favourite, "Kill-Joys") is identifying them.
A good RPG requires some level of structure in order to be enjoyable... the goal of any RPG writer is to form a universe with enough regulation that things work, without so much that it distracts from actually having fun. Most rules are designed as two way streets; they give the players a framework in thwarting the villains, but also give the Game Master a system in which to reward skillful role playing. After all, as much as it's nice to have your barbarian warrior hack through hordes of enemies or your cyber-hacker waltz through digital security, you wouldn't want that same barbarian to be deciphering ancient elvish runes or your cyber-hacker to bench-press a small elephant.


Now, the sticking point is that MOST rules are designed as *guidelines*. No RPG writer is trying to *reduce* the amount of fun you have, they're just trying to create frameworks from which to play. But there are those who will delve into the rules with an eye so exacting, so determined, that they can memorize obscure regulations unknown to most mortal men. They then apply these rules *as they see fit* to improve their gameplay, calling up obscure references and often conflicting perspectives on a rule until they stand triumphant in whatever menial task they were attempting.
Identifying a Rule Lawyer isn't terribly difficult, once you set your mind to it. Look and listen if anyone in your group starts quoting rules whenever things start to go wrong. Observe situations that are designed to be fun but instead devolve into bickering about why certain aspects are impossible, regardless of outcome. A good game master needs some flexibility in order to present a good story... if the game master *needs* a major villain to escape in order to continue a story, they should be able to escape (regardless of your +3 bow of NeverMissing or your guided proton torpedoes with class 2 AI targeting computers)!
Almost without exception Rule Lawyers are player characters and not game masters. There's a simple reason for this; very few people are willing to play with a game master unwilling to bend the rules in order to have a good, fun story. Players that exhibit rule lawyering tendencies should be taken aside (preferably by the Game Master, but anyone in the group can do so) and gently reminded that everyone is here to have *fun*, and not necessarily to adhere to every last rule.

As a final note, a great RPG to play with Rules Lawyers is "Paranoia". The rules specifically state that the Game Master has complete discretion over which to use and not to use, and that they can use, modify, or ignore rules as they desire in order to keep the story fun. In addition, *knowledge* of the rules is considered a form of cheating ("treason" to the in-game omnipotent Computer, the head of the dystopian society of Paranoia), and attempting to quote a rule to the GM may result in the death of the player character for forbidden knowledge! While certainly not for everyone, a flexible Game Master and a group of players with a sense of humour can have a great deal of fun with Paranoia, and it teaches valuable lessons about the dangers of Rule Lawyering!

Learn more about this author, Marc Quaglia.
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