How to Read These "Rules"

[Insert Rules Quotes Here]

The basic rule of the Isekai RPG is very simple:

The player describes his character's action to the GM, and the GM describes the results of that action.

This simple rule, however, presents 2 problems. The lesser problem is that a player may believe that the GM has decided incorrectly. The more serious problem is that, while improvised GM responses work very well in many situations, in some situations the GM's brain is neither large enough nor fast enough to calculate fair and consistent results on the fly.

Game Mechanics Both of these problems are partially addressed by adopting standardized game mechanics. Game mechanics are not rules in the sense that a game like chess has rules. Game mechanics are agreed-upon methods of getting quick and consistent responses to the actions of PCs, in part by enabling the players to take some of the burden off the GM.

Tactical combat in particular calls for extensive use of game mechanics to quantify the abilities of each combatant and to simulate the random element in challenging physical activity. Some other sorts of contests use or adapt the combat mechanics to a greater or lesser extent.

Players should remember, however, that these mechanics are not the game; PC interaction with the NPCs, the story, and the environment is the game. The mechanics are just shortcuts to facilitate play.

Abstraction Time and space in the real world are continuous, at least at the human level of perception. This familiar experience is also how the PCs perceive the game world. However, simulating continuous time and space is very time-consuming. Play is much faster if we can abstract continuous space into 5' squares and abstract continuous time into rounds and turns.

With too little abstraction players become bored; with too much they lose the sense of immersion in another world.

The purpose of both mechanics and abstraction is to simulate the characters' experience of the in-game world. If these "rules" come into conflict with the internal logic of that world, they should be disregarded. Fairness to the players, however, requires that the game world be consistent enough to allow their characters to make meaningful choices.

Two Levels of Play Because of mechanics and abstraction, Isekai play takes place on 2 different levels. In the game world and in players' imaginations, actions should be unrestricted, time and space should be continuous, and every situation should be considered unique. At the gaming table, however, all these things often need to be abstracted and standardized. The most difficult problem facing the players and the GM is keeping these two levels in balance.

Recent Changes Mechanics and Abstraction are at the root of recent changes to character actions in Isekai. Most such actions were already considered Narrow Skills or Saving Throws, but the exceptions have been pruned to treat any action which needs a die roll as a Narrow Skill or Saving Throw.