It is common knowledge that several rules are simply ignored in many RPG systems.
Instead of playing RAW (rules as written), people often play the game with several changes they have invented or found elsewhere.
AD&D is a good example - apparently, not even Gygax used all the rules that it proposed (most famously the weapon versus armor tables, maybe weapon speed). But this is true for a number RPGs, and it definitely includes the current version of D&D.
Some rules are ignored simply because they are BAD. But that's not what I'll discuss here.
Let's assume we have some GOOD rules that are ignored by many (maybe most) tables. We could even imagine that ignoring them will make a worse/more unbalanced game.
If your game breaks because of that... who is to blame?
Well, most people would say you are at fault. Especially if you are a "RAW purist" - someone who believes RPGs should be played exactly as written.
You should "Read The Fucking Manual" (RTFM), as people say.
I'm not so sure this is the case.
Let's try an analogy.
A doctor orders you to take a medicine daily.
Many people will automatically say it is obvious that taking it is your responsibility.
But I can BET that if this is a pill to treat an advanced case of dementia, or it is a medicine in form of a big suppository for a mild disease, many people will simply skip the medicine.
And this is a DESIGN PROBLEM.
Likewise, if your games have rules that work in theory, but often get house-ruled in practice, maybe this could be a design issue.
Maybe the rules are too burdensome, fiddly, for anyone to actually use.
And yes, sometimes popularity is about quality - especially in this case.
You already bought the book, and decide to play the game, so if a particular rule is often ignored, it probably means it is bad or too cumbersome, obscure, etc.
Maybe they tried the rule and didn't like it.
Maybe they didn't even try - partly because the designer hasn't been able to sell it in the manual.
If people ignore an IMPORTANT rule, maybe part of the reason is that the designer failed to emphasize it enough.
Another example that occurred to me is buying my grandma a new air fryer.
At first, she was not sure how to use it. She does sometime struggle with the remote.
Fortunately, the manual is about 2-pages long, and buttons have been reduced to the minimum.
Good design is also about ease of use.
Maybe calling grandma stupid for not being able to use the remote and telling her to "RTFM" accomplishes nothing.
Maybe the remote COULD have a simpler design.
If you write a game, you should at least consider it.
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