Thursday, February 26, 2026

Fantasy Games are More Than Nested Rulesets

After the publication of Against Diegesis I have received a response written by another dear cousin, Natura. Not wanting to play favorites, I will share their essay here as well. Once again, I wish to stress that the opinions of my family members are their own. - Scribble

Fantasy Games are More Than Nested Rulesets

By Natura Moiety

My cousin Pedantarius believes they’ve discovered a fundamental truth about games after playing Nomic once. Their rigid too-stuck-up-to-play-make-believe ruleset nonsense ignores the most worthwhile aspect of fantasy games.

The shared imaginary is, in fact, vital to the substance of games. Being make believe doesn’t reduce the relevance of the imaginary, it enhances it. This is in fact the Great Mystery of these kinds of games. It’s the whole point.

For the sake of argument, I won’t dispute Pedantarius’ half baked philosophical position that imagined objects are inventions of the imaginer’s mind, wholly subject to it. Let’s say that’s true. I’ll also concede that applying rules to imagined objects requires wilful effort.

I disagree with their followup:

But, don’t you see that making tactical decisions in such a setup is merely interacting with the rules and not the object itself? The imagined object needn’t be there at all, in fact. It is only window-dressing for what you’re really doing.

I don’t see that, actually. Pedantarius is here forgetting the experience of imagination. Precisely because applying rules to the imaginary requires wilful effort, the player has to experience it. This experience directly affects the player’s mental state–they come away with observations, feelings, and wants.

Pedantarius claims that

We should not delude ourselves into thinking that imaginary worlds speak back to us.

Well, they do speak back to us, because we encounter worlds–even imaginary worlds–as experiencing beings.

When a player imagines being lost in a dark and foreboding forest, they actually experience feelings of dread, curiosity, and longing for home. This experience directly informs rule-selection choices. A player touched by dread may choose to explore this by incorporating diegetic rules about their character’s mental state. They may incorporate less-diegetic procedures for navigating home. The imaginary is a means by which a rules-situation can be mediated through human experience.

Don’t you see how this might be really important for a fantasy roleplaying game? For shitty unfun games like Nomic and Diplomacy where the goal is simply to use rules to enforce dominance over the other players, maybe the imaginary isn’t as important. But for many actually interesting games it’s absolutely necessary to frame them around the wellspring of imagined human experience.

By arguing against distinguishing between diagetic and non-diegetic rules Pedantarius is attempting to flatten what is in fact a spectrum of experiential rules–from abstract to relatable. What Pedantarius regards as liberatory and human actually dilutes and obscures what, for many of us, is the driving force of fantasy play.

- Natura Moiety