Game Jargon Definition: “Rule of Cool”

Rule of Cool (noun) - / ro͞ol əv ko͞ol /

The idea that an action that is absolutely impossible, but is “cool”—and perhaps drives the story forward in a meaningful way—is allowed to be successful. This is most commonly seen in role-playing games. Players may cite the rule of cool as a way of justifying the attempt—or in advocating to a game master for the successful completion of a seemingly impossible action—simply because being able to complete such an action would be “cool“ and would potentially drive the story along in a fun or unexpected way.

Repeated justifications for being able to attempt or complete something ridiculous or impossible because of the rule of cool is a type of insidious power creep that needs to be watched carefully, depending on the gaming group and the game experience that is desired. However, if a player comes up with a reasonable justification for why a seemingly impossible task is in fact possible and would advance the story of the game, the rule of cool is often justified. Examples of the rule of cool are: hang gliding from one’s shirt or armor, hanging off cliffs for a long period of time, curving bullets, dodging bullets, an antagonist having no ability to hit their targets (on par with stormtroopers), and pretty much anything MacGyver has ever attempted.

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Game Jargon Definition: “Feature Creep”

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Game Jargon Definition: “Nerf”