I was playing my every-other-week Pathfinder Society game at my FLGS the other day when I got distracted by a loud voice from somewhere outside of the game room. There was a table of people playing some sort of social persuasion game, and one person was emphatically arguing that the Lord of the Rings trilogy was impossible to find boring. It was an empty argument, but one done with such weasel-wordy stridency that I found it supremely off-putting. But, hey, the dude wanted to win.
My attention snapped back to the game before me, however, and I immediately thought about the Rule of Cool, how it’s abused, and how to remedy that. After the game, the GM and I talked about this, and he gave me some really good advice.
What is the Rule of Cool, and how can it be abused?
Simply put, the Rule of Cool, when applied to TTRPGs, is letting the character attempt anything if it sounds cool. The GM might assign a high DC for it - higher than a specialized character might get - but still allow it.
I’m not opposed to this sort of ruling framework, but I feel as though it’s misused. In old-school games (where the assumed play style is that the game moves more by what you as the player come up with than what’s on your character sheet), it’s practically required, as they don’t often prescribe many things characters can and can’t do. I don’t have a beef with that, as their frameworks are sparse by design and the table has to come to some sort of consensus about what’s appropriate for a character and what isn’t based on the scaffolding provided. However, in new-school games (where the opposite is true - a character is defined more mechanically and needs to cleave to the features given inside of the rules), Rule of Cool can cause issues.
Firstly, it lessens the use of investing in features the rules give people. Let’s say that you’re playing a Fighter and you want to plant some evidence on an enemy. The Rule of Cool would suggest that, since that’s a cool scene, you should be able to do that. But what if the Rogue in the party has taken a feat that mirrors that same action? It would seem to me that this would invalidate the investment the Rogue had made. Even if the ruling was that the Fighter’s DC would be higher than the Rogue’s, the fact that they can still try it means that that feat is less potent than something wholly unique to the class.
Secondly, I feel like this dilutes from the classes’ identities. I’m personally a fan of defining classes by what they can do as well as what they can’t. (That’s not to say that classless games are bad, just that they’re a different beast, and their assumptions don’t play well with class-ful games.)
Lastly, I think Rule of Cool adds a degree of unwelcome challenge to the sharing of the table spotlight. Like the guy yelling about Lord of the Rings at the beginning, the person wants to persuade the judge (the GM in this case) to their way of thinking. They too want to win, in a sense. Anecdotally, I’ve been at tables where the game grinds to a halt where the GM and player hash out if their move is acceptable. Ultimately, I feel like it boils down to a feeling of “how can I convince the GM to bend the rules to make my character look awesome, regardless of the cost to the rest of the table?”
How can you fix this?
Now, I understand that Pathfinder is a rules-tight game with only modest wiggle room for GM interpretation of the rules. But the GM that night gave me some amazing advice - look for where the rules are deliberately vague, and only within those narrow windows, allow for rulings that make the whole table feel awesome. For example from that evening: I used Nature with an Aid check to check prevailing winds to set the archer up for a better roll. Another example: I used Recall Knowledge to determine that a certain enemy wasn’t mindless, and that we could use emotional effects on it. (This saved the archer’s hide, as application of Demoralize prevented a devastating critical hit.) The Rule of Cool facilitated teamwork, not grandstanding and hero moments.
