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* ''TabletopGame/{{OnlyWar}}'' directly specifies early in the general rules section that the Game Master should excercise common sense and discretion to make things work ideally and many rules refer to "Game Masters' Discretion" for things where any specific rule set would be impractical.
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* The TropeNamer for Rule Zero is ''TabletopGame/{{Thrash}}'', an RPG by Ewen Cluney (better known as the translator for ''TabletopGame/MaidRPG''). His formulation of the rule (drawn from the obscure ''Anime/ProjectAKo'' RPG) was: "If a rule annoys you, ignore it."
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* Dane from ''StatlessAndTactless'' agrees to give up rule zero in relation to a player to get him to bring a friend. It doesn't go well.

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* Dane from ''StatlessAndTactless'' ''Literature/StatlessAndTactless'' agrees to give up rule zero in relation to a player to get him to bring a friend. It doesn't go well.
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* RugbyUnion's laws has a long list of what is defined by "dangerous play and misconduct", one of which is that players must not commit "acts contrary to good sportsmanship".
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** This is prevalent in [[UsefulNotes/MixedMartialArts]], still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:

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** This is prevalent in [[UsefulNotes/MixedMartialArts]], {{UsefulNotes/MixedMartialArts}}, still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:
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** This is prevalent in [[UsefulNotes/MixedMartialArts]], still a very young sport that's trying to tweak rules as the years go by and fighters look to abuse looopholes in the Unified Rules, or clarify exactly what is legal/illegal. This is often left to the referee to make split second decisions during a fight based on their understanding of the rules:
*** Grabbing the fence is illegal, but ''pressing your hand'' against the fence is not. Where exactly the point between grabbing it and your hands natural curl is left up to the ref. Additionally, the rule was thought for years to only apply to hands/fingers, not feet/toes, and it was a common sight to see someone grabbing the fence with their feet. Recently, many referees have started cracking down on this practice too.
*** It's illegal to hit the back of the head, but what point is exactly the back of the head can vary depending on head types and the referee's discretion. The general rule is antything past the "headphone" area, but with people punching fast and people moving their head to avoid damage, the ref needs to make a judgement call on whether or not a blow went to far or whether it was an unavoidable accident, etc.
*** The three point rule for kicks/knees to the head has become a loophole abused by a controlled fighter to avoid being pummeled, putting down ''just the tip'' of a finger to the ground, making the blows illegal. Many refs are now letting kicks and knees go if the opponent is only skirting by on the rule by a technicality. Additionally, the ref has to make the decision in case of a hand going down while the kick/knee is in motion whether or not the blow was intentionally illegal.
*** The "12 to 6" downward elbow strike is illegal (due to ignorance when the rules were made, thinking this was some kind of killing power based on karate demonstration trickery), but any other variation is legal (i.e., "1 to 7" which is barely a degree off), and a ref will have to determine angle legality, along with moving heads and arms and whatnot, to determine if the movie was legal or not.
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Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[TemptingFate don't give the GM ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can push it.

to:

Rule Zero is simply a reminder to the players that the Game Master GM has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness [[TabletopGame/NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[TemptingFate don't give the GM ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can push it.



--> Rule 1: The GameMaster is always right.
--> Rule 2: If the GameMaster is wrong, refer to rule 1.

Other authority figures can be substituted for "GameMaster."

to:

--> Rule 1: The GameMaster GM is always right.
--> Rule 2: If the GameMaster GM is wrong, refer to rule 1.

Other "GM" is interchangeable with other authority figures can be substituted for "GameMaster."
figures.



* ''MutantsAndMasterminds'' is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.)

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* ''MutantsAndMasterminds'' is notable for having a game mechanic for rule zero Rule Zero called "gamemaster fiat." "Gamemaster fiat". The gamemaster Gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.)abilities).



* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]
* B.A. From ComicStrip/KnightsOfTheDinnerTable averts this. He plays every rule for better or for worse. He eventually seized control of his game through the use of a GMPC and his control over non mechanical story elements (even in the PC's backstories.)
** To a degree, this is true of almost every [=GM=] in the ComicStrip/KnightsOfTheDinnerTable universe. A [=HackMaster=] [=GM=] is [[SeriousBusiness accredited by a national association]] before being allowed to run an "official" campaign. Years' worth of legal precedent have gone towards removing the concept of Rule Zero from accredited, tournament legal campaigns. After all, since tournaments usually involve opposing groups and characters competing against one another, it makes sense to ensure that they're all playing on the same page. This has evolved into the "Rules of Fair Play" doctrine, where ''all'' rules introduced into the campaign apply to both characters and [=NPCs=] without bias or discrimination, effectively removing a [=GM's=] judgment from the equation. This environment makes B.A., and other [=GMs=], extremely creative umpires who arbitrate how invoked rules play out within their games.

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* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few Tabletop Games tabletop games in which arbitrary use of Rule Zero is ''encouraged''.'''encouraged'''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.[[/note]]
* B.A. From ComicStrip/KnightsOfTheDinnerTable ''ComicStrip/KnightsOfTheDinnerTable'' averts this. He plays every rule for better or for worse. He eventually seized control of his game through the use of a GMPC and his control over non mechanical story elements (even in the PC's backstories.)
** To a degree, this is true of almost every [=GM=] in the ComicStrip/KnightsOfTheDinnerTable ''Knights'' universe. A [=HackMaster=] [=GM=] is [[SeriousBusiness accredited by a national association]] before being allowed to run an "official" campaign. Years' worth of legal precedent have gone towards removing the concept of Rule Zero from accredited, tournament legal campaigns. After all, since tournaments usually involve opposing groups and characters competing against one another, it makes sense to ensure that they're all playing on the same page. This has evolved into the "Rules of Fair Play" doctrine, where ''all'' rules introduced into the campaign apply to both characters and [=NPCs=] without bias or discrimination, effectively removing a [=GM's=] judgment from the equation. This environment makes B.A., and other [=GMs=], extremely creative umpires who arbitrate how invoked rules play out within their games.
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Rule 1: The GameMaster is always right.
Rule 2: If the GameMaster is wrong, refer to rule 1.

to:

--> Rule 1: The GameMaster is always right.
--> Rule 2: If the GameMaster is wrong, refer to rule 1.
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Sometimes the rule is expressed as:

Rule 1: The GameMaster is always right.
Rule 2: If the GameMaster is wrong, refer to rule 1.

Other authority figures can be substituted for "GameMaster."
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In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most tabletop roleplaying games mention some version of Rule Zero: The GameMaster is always right.

to:

In an open ended open-ended tabletop RPG, game balance is sometimes hard to achieve achieve, and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially inevitable (especially if you have a RulesLawyer at your table. table). For this reason, most tabletop roleplaying games mention some version of Rule Zero: The Zero: ''The GameMaster is always right.
right.''
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I know we\'re not idiots here but I still like clarity and I wrote this sentence originally and the mistake I made was bugging me. Thank you.


In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of Rule Zero: The GameMaster is always right.

to:

In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most tabletop roleplaying games mention some version of Rule Zero: The GameMaster is always right.
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Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[RulesLawyer don't give the GM any ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can push it.

to:

Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[RulesLawyer [[TemptingFate don't give the GM any ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can push it.
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{{Railroading}} is an example of excessive (ab)use of Rule Zero.

to:

{{Railroading}} is an example of excessive (ab)use of Rule Zero.
Zero. Compare BecauseISaidSo and ScrewTheRulesIMakeThem, especially for other media.
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* American Football has a few rules against "palpably unfair acts", which function as this (The NFL has Rule 12-3-3 for players and substitutes, and Rule 13-1-7 for non-players--see below for an example). They're not used very often, and when they are, it's usually an obvious case (such as a substitute running into the field from the sideline during a play and tackling the ball carrier), when the advantage gained by the offending team was so extreme that a lesser penalty would not be sufficient to mitigate it. It's even possible for the referees to declare the offending team to have forfeited.

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* American Football has a few rules against "palpably unfair acts", which function as this (The NFL has Rule 12-3-3 for players and substitutes, and Rule 13-1-7 for non-players--see below for an example). They're not used very often, and when they are, it's usually an obvious case (such as a substitute running into the field from the sideline during a play and tackling the ball carrier), when the advantage gained by the offending team was so extreme that a lesser penalty would not be sufficient to mitigate it. It's In high school and college codes, it's even possible for the referees to declare the offending team to have forfeited.
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* American Football has a few rules against "palpably unfair acts", which function as this (The NFL has Rule 12-3-3 for players and substitutes, and Rule 13-1-7 for non-players--see below for an example). They're not used very often, and when they are, it's usually an obvious case (such as a substitute running into the field from the sideline during a play and tackling the ball carrier).

to:

* American Football has a few rules against "palpably unfair acts", which function as this (The NFL has Rule 12-3-3 for players and substitutes, and Rule 13-1-7 for non-players--see below for an example). They're not used very often, and when they are, it's usually an obvious case (such as a substitute running into the field from the sideline during a play and tackling the ball carrier).carrier), when the advantage gained by the offending team was so extreme that a lesser penalty would not be sufficient to mitigate it. It's even possible for the referees to declare the offending team to have forfeited.
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Updating link


* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a {{Player Archetype|s}} that will often require the exercise of this rule to keep the game on track (though knowing when ''not'' to crush a Loonie's creativity with Rule Zero can be just as important).

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* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a {{Player Archetype|s}} that will often require the exercise of this rule to keep the game on track (though knowing when ''not'' to crush a Loonie's creativity with Rule Zero can be just as important).
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* ''Panty Explosion Perfect'' averts this. Although the GM has effectively infinite power within their role, that role is 'very'' strictly defined and delimited. The GM can even have their own PC, with the only rule mod necessary to keep them from manipulating things in favor of their character being that someone else has to GM scenes where the GM's PC is the focus.

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* ''Panty Explosion Perfect'' averts this. Although the GM has effectively infinite power within their role, that The GM's role is 'very'' ''very'' strictly defined and delimited. The GM can even have their own PC, with the only rule mod necessary to keep them from manipulating things in favor of their character being that someone else has to GM scenes where the GM's PC is the focus.
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* ''Panty Explosion Perfect'' averts this. Although the GM has effectively infinite power within their role, that role is 'very'' strictly defined and delimited. The GM can even have their own PC, with the only rule mod necessary to keep them from manipulating things in favor of their character being that someone else has to GM scenes where the GM's PC is the focus.
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* Most countries have laws against very vague crimes like "disturbing the public peace". They function the same as the other examples: when you're obviously doing something wrong without breaking any other laws, you're breaking these.
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Added an example


* In many sports, to prevent {{Rules Lawyer}}s from [[LoopholeAbuse abusing obscure loopholes]], there's always a rule about how the officials/umpires/referees are the ultimate authority on the rules.

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* In many sports, to prevent {{Rules Lawyer}}s from [[LoopholeAbuse abusing obscure loopholes]], there's always a rule about how the officials/umpires/referees are the ultimate authority on the rules. One example is Major League Baseball, which has rule 9.01 (c), which states "Each umpire has authority to rule on any point not specifically covered in these rules".
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* In many sports, to prevent RulesLawyers from [[LoopholeAbuse abusing obscure loopholes]], there's always a rule about how the officials/umpires/referees are the ultimate authority on the rules.

to:

* In many sports, to prevent RulesLawyers {{Rules Lawyer}}s from [[LoopholeAbuse abusing obscure loopholes]], there's always a rule about how the officials/umpires/referees are the ultimate authority on the rules.
Is there an issue? Send a MessageReason:
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* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when ''not'' to crush a Loonie's creativity with Rule Zero can be just as important).

to:

* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype {{Player Archetype|s}} that will often require the exercise of this rule to keep the game on track (though knowing when ''not'' to crush a Loonie's creativity with Rule Zero can be just as important).
Is there an issue? Send a MessageReason:
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* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important).

to:

* Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not ''not'' to use crush a Loonie's creativity with Rule Zero with a Loonie can be just as important).
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We don\'t need links to this page on this page.


Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster has fiat to exercise RuleZero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

to:

Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster has fiat to exercise RuleZero Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.



** Weird Pete is the opposite extreme enforcing RuleZero through demerits that can result in level loss and can only be undone by working them off in his gameshop unpaid.

to:

** Weird Pete is the opposite extreme enforcing RuleZero Rule Zero through demerits that can result in level loss and can only be undone by working them off in his gameshop unpaid.



* RuleZero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important).

to:

* RuleZero Rule Zero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important).
Is there an issue? Send a MessageReason:
None


In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

to:

In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: Rule Zero: The GameMaster is always right.



Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[RulesLawyer don't give the GM any ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can actually push it.

{{Railroading}} is an example of excessive (ab)use of RuleZero.

to:

Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[RulesLawyer don't give the GM any ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can actually push it.

{{Railroading}} is an example of excessive (ab)use of RuleZero.
Rule Zero.
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Added DiffLines:

Can be worded very positively, as in "Rule Zero: [[NewWorldOfDarkness if an interpretation of a rule is more fun, do that]]" or very negatively, as in "Rule Zero: [[RulesLawyer don't give the GM any ideas]]." How the rule is expressed is usually a good clue to the GM as to how far he can actually push it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In many sports, to prevent RulesLawyers from [[LoopholeAbuse abusing obscure loopholes]], there's always a rule about how the officials/umpires/referees are the ultimate authority on the rules.

Added: 271

Changed: 1

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* RuleZero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important).

to:

* RuleZero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important). important).
* This is one reason why ''MagicTheGathering'' has LoadsAndLoadsOfRules: all official tournament referees are allowed to invoke Rule Zero if there is no precedent for how certain cards interact. Their decision then gets stuck in the big ol' list of errata/clarifications.
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* Dane from StatlessAndTactless agrees to give up rule zero in relation to a player to get him to bring a friend. It doesn't go well.

to:

* Dane from StatlessAndTactless ''StatlessAndTactless'' agrees to give up rule zero in relation to a player to get him to bring a friend. It doesn't go well.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RuleZero is used often in games played by Mr Welch of ThingsMrWelchIsNoLongerAllowedToDoInAnRPG to protect the game from his more creative excesses. Usually, there is no rule stating he can't do what he wants to do. In general TheLoonie is a PlayerArchetype that will often require the exercise of this rule to keep the game on track (though knowing when not to use Rule Zero with a Loonie can be just as important).

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