What rules is your daughter following for any of her pretending? What win/loss conditions is she acting under? What predefined game objectives does she seek? How does she score points? I'm sorry, but your daughter is simply using "game" to mean something that has nothing to do with playing games.
There are no win/loss conditions. No predefined game objectives. That's my point.
Wargamers don't have a monopoly on the use of the word
game. Dictionary.com gives me, as the first entry under "game",
an amusement or pastime. My daughter is undoubtedly engaging in an amusement or pastime.
It's not an amusement or pastime I'd particularly recommend to anyone who's not either a child or that child's parent - but that doesn't stop it being a game!
What you claim obviously did not happen. The players played around by avoiding the glaring hole in the game until one was probably put in a position where they had to lose something or bring the issue to the fore.
I don't understand - what I claim
did happen ("the game was able to proceed with a less-than-complete ruleset, patched over by improvisation and ad hoc rulings") and you even restate it back to me ("The players had a broken game system . . . [and] played around by avoiding the glaring hole").
Playing around by avoiding the glaring hole, on the basis of a gentlemen's agreement, is a form of improvisation. It may or may not be the form of improvisation that you are hostile too, but it is undoubtedly a form of improvisation.
Dictionary.com gives me, for "improvisation",
the art or act of . . . composing, uttering, executing or arranging anything without previous preparation. In the gameplay that I described an issue about Poland's neutrality arose in the course of play. And, without previous preparation, my friends negotiated an ad hoc way of handling it, which included, as you put it,
playing around by avoiding the glaring hole. That is, to say, without previous preparation they
made an arrangement. Which is to say, they improvised.
Now, had that happened at the (purely hypothetical) Empires and Arms world championships, it would probably be regarded as a pretty unhappy turn of events. You might expect the organisers of a world championship to plug that sort of gap. (Though sometimes they don't: consider the famous underarm bowling incident by Australia vs NZ in 1981)
You say you can't conceive of a game that covers everything a player could ever possibly attempt
I never said that. There are any number of games that cover everything that a player could ever possibly attempt. My favourite is backgammon. I'm not such a big fan of tic tac toe (noughts and crosses where I come from).
All I've said is that D&D is not one of those games, and cannot be, because of the fact that fictional positioning matters to resolution.
there are already rules for miles miles of binary answers to player attempts.
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There are no limits potentially. There are limits right now.
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That's why we have literally a million books with every possible item given statistics for one game or another.
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a good game, like D&D, has broad systems covering most of the spheres of all human ideas. Think of a dictionary. It's big, but it's not infinite. It's easier to great a huge canvas covering seemingly everything than one might think.
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I've never heard of the friendly greeting gesture bonus, but perhaps it's in Molday. Otherwise if there is no bonus, there isn't a bonus. Bonuses are supposed to come from measures of the game design anyway, not abstract stuff.
Agreed about Hostile, if you are using the Reaction roll it needs to refer to something in your game. The result of Hostile behavior needs to be designed before it can be interacted with. But rather than building a logic system, generate a game pattern instead. Than look at the behavior of the creation and what patterns it exhibits. Basically everything in the game world is exhibiting a behavior. For monsters, this can be quite a lot as they are usually very complex designs. But once you know all those behaviors plot them on your Alignment chart. How creatures of different alignments act to destroy something in the game could fall under hostile. Balance it, create nuances for each monster design. Playtest. Plus, hostile is a word and Gary doesn't go into his design. So use the term for whatever is in yours.
When do hostile NPCs attack? Well I would think this goes right back to behaviors statted as Alignment again, plus whatever all the variations do for what is exhibiting the behavior - some monster variances, probably a personality system if you use AD&D. All kinds of stuff.
Marriage and dowry both fall under trade.
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Culture is by monster type, but it's simply mass numbers of creatures behaving as one, something I find best aggregated into a single stat block, IMO
I have played thousands of hours of utterly mainstream FRPGs, mostly Moldvay Basic, AD&D both 1st and 2nd edition, Rolemaster.
None of them had rules that would give the GM more than the most general guidance on how to adjudicate a PC's proposal of marriage to a hobgoblin. Saying that
marriage and dowry both fall under trade doesn't take me anywhere. D&D has no trade rules in either AD&D or B/X. Rolemaster does have buying and selling rules, but they don't cover marriage and dowry even for humans, let alone hobgoblins.
What does it mean to say that
culture is by monster type . . . something best aggregated into a single stat block? What does a
culture stat block even look like? AD&D doesn't provide any examples (unless you are talking about number appearing, % in lair, and some of the demographic information in the Monster Manual - none of which tell me anything about marriage customs).
Even your description of monster hostility simply fails to connect any experience I have ever had or heard of in playing D&D.
[O]nce you know all those behaviors plot them on your Alignment chart. What does this mean? How do I, as a GM, come to "know all those behaviours"? In the real world, none of this information exists in the degree of specificity you suggest for really existing human beings, despite all the efforts of anthropologists, sociologists and historians. How is it to be done for hobgoblins? What would the result look like? And how would it tell us when a 3 or 5 on the reaction dice triggers verbal aggression, and when it triggers attack?
This is why I say that you describe some sort of ideal as if it were actual.
Of course, if you radically restrict the scope of possible moves - for instance, hobgoblins just ignore PCs who make offers of marriage, all hostile reactions result in attack, etc - you can start to solve some of these problems. But many players of D&D, and of other RPGs, would see this as eliminating much of what is appealing about the game.
what you relate about non-random adventure placement is going to bring arbitrary results into the pattern the players are playing. That's the referee disabling the players being able to play the game again.
Here is my rough guess for the number of players whose play of the game consisted in extrapolating from what is encountered in the dungeon backwards to the GM's technique for randomly stocking the dungeon: zero.
I'm happy to accept that this is only a rough guess, and may be subject to modest variation upwards. (Obviously not downwards.) But I think it's pretty close to accurate.
Hence, the number of players whose play of the game was spoiled by a referee deliberately placing an interesting room, like the Fraz Urb'luu room or the imprisoned gods room, I think was also pretty close to zero. By all accounts Rob Kuntz was one of the great dungeoneers of all time, and he seems to have enjoyed rather than suffered from Gygax's inclusion of those rooms in Castle Greyhawk.
It sounds like Musson is saying he wants what amounts to contemporary fluff, while the goal of good game design is to get rid of fluff and instead enable players to interact with it as part of the game.
Backgammon has no "fluff". Chess, despite the evocative names given to the playing pieces, has no "fluff". Most players of D&D think that it is a strength of the game that it has what you are calling "fluff", and that that "fluff" matters to the play of the game.
This is why, in Moldvay's example of play, the GM grants Silverleaf's player a bonus to the reaction roll for the friendly greeting. Because the hobgoblins aren't simply tokens on a board, like backgammon pieces or chess pawns. Part of the conceit of the game is that they are people, who care about things like friendly greetings. I personally don't call that "fluff". I call it an element of the shared fiction, which contributes to the fictional positioning of the PCs, and hence to the resolution of the players' declared actions.