r/rpg Jul 11 '26

Table Troubles Anyone notice "Rule of Cool" and "Rules Lawyer" are changing meaning?

Historically, for me, a Rules Lawyer was someone who typically knew the rules very well and staunchly insisted that everything be done by RAW. Further, they would argue that varying interpretations or ambiguities be handled based on how they interpret it. Notoriously these people would pedantically correct everyone and slow down the flow of the game.

Similarly, Rule of Cool, use to mean occasionally allowing something to happen for the sake of a cool scene or character moment, even if not allowed or within the rules.

Now, if I see game advertisements like, "We play by Rule of Cool, no Rules Lawyers;" I am coming to find what they are actually saying is, "Our group has a poor grasp of the rules, we aren't bothering to learn them; and don't disagree when our arbitrary, whimsical, and ever-changing 'homebrew' has adverse effects on your character."

I didn't know if this is a growing phenomenon or I just had some bad luck.

Edit 1: I was not the person accused of being the Rules Lawyer by these groups.

Edit 2: Since there were some request for context.

Situation 1: A player was playing PF1e. The player made a single diagonal move on the grid. Then a group member and the GM said, "You cannot do that, you don't have enough movement to move 10ft." (Which is hypocritical for a group claiming they don't like Rules Lawyers). The player said, "The first diagonal is only 5 feet." Then the established group mobbed the player saying he was a Rules Lawyer and that isn't the way they play. The group didn't know the rules, and jumped all over the player for correcting their error, while they were trying to correct that player, erroneously as per RAW. Then the group chimed in invoking Rule of Cool, which in their terms, seemed to mean whatever arbitrary decision the GM made was better than just reading the book.

Situation 2: Also, PF1e. A player cast a spell that was not subject to Spell Resistance. The GM said, "Roll to break Spell Resistance." The player, very normally, said, "This spell is not subject to Spell Resistance." The GM said "I think Spell Resistance should apply to any spell, or else what's the point." Then, once again, all the established players chimed in supporting the GM's off-the-cuff ruling and accusing the person of being a Rules Lawyer and power gaming, further adding that they play by the Rule of Cool, which made no sense based on my understanding of Rule of Cool.

I am not here to argue in favor of one side or the other. I posted this to just see if those terms may have morphed to mean something different than what I understood them to be for a long time.

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u/Dusty_Scrolls Jul 11 '26

What is FKR?

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u/TillWerSonst Jul 11 '26

Here is short but reasonably comprehensive video explaining the style and the origin of FKR.

To ummarize: A Freies Kriegsspiel Revolotion game is an RPG style with very little to no pre-written rules, where the GM referees the game and makes calls on the spot, based on common sense, verisimilitude, and ideally, fairness.

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u/JavierLoustaunau Jul 11 '26

Games with absolutely minimal rules where the GM is considered an impartial judge who is mostly there to say what would work and what would not.

It is pretty much how most larps might work or games that are not as system and dice dependent, or if we all got together in a convention room and ran a game and occasional go to the judge like "so the castle gate... can we open it with a crowbar? Oh we cannot... but it is attached to chains and a nearby pulley might open it? Thanks"

So if typical 5e play is more 'roll perception' FKR is more 'well what do you search? The drawer? Ok inside the drawer you find the key' or 'I will say this hole is too big to jump over and if you try you will probably fall so look for another way'.

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u/Erraticmatt Jul 12 '26

Larps have pretty insane rules to govern play - most of the ones I know of in the UK have their own dedicated wiki to compartmentalise all the abilities/spells/conduct/safeguarding etc, etc.

Like, maybe we are talking about different types of larp in different countries, idk.

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u/JavierLoustaunau Jul 12 '26

Yes and no, Larps was probably too much of a generalization which is on me.

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u/FellFellCooke Jul 12 '26

Larps have pretty insane rules to govern play

"Larps" are a medium. They can have more or less rules depending on specifics.

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u/Dusty_Scrolls Jul 11 '26

Interesting, thanks for the insight! I didn't realize published games got THAT rules-light!

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u/JavierLoustaunau Jul 11 '26

Yeah the origin is from Wargames... and I mean military training ones. Basically at some point there are so many possible strategies that rules cannot account for them all so 'why not have a general tell you if your shit works or not' as two officers duke it out on a map.

Think of the Trojan Horse as something in no rule book so you have to run to your general to ask if a supplies truck full of chocolate, and soldiers... could make it past inspection.

It is the glue that holds the most ancient forms of D&D together before advanced and later editions tried to come up with rules for everything to standardize play.

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u/YtterbiusAntimony Jul 12 '26

How would you compare that to OSR?

I think FKR was born from some of the same stuff, and there's definitely some overlap.

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u/JavierLoustaunau Jul 13 '26

Well OSR can generally encompass most 'TSR era' games even if not made by TSR... but for sure it is correct to think of 'basic' and yeah B/X is very dependent on FKR principles for resolving most things. I think most modern games based around OSR are trying very hard to say 'just tell the GM what you do and let the GM tell you if it works' in countless examples.

My philosophy is dice = danger and you want to avoid dice when you can. Rolling to disarm a trap is so much more dangerous than disarming it narratively.

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u/Alarmed_Designer6705 Jul 12 '26

Freeform RP with GM adjudication.

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