A discussion of metagame concepts in game design

pemerton

Legend
That abstract concepts like HP, AC, etc.. are used to communicate game world information that really exists as knowledge in game.
Most of the abstract concepts like Hit Points and AC are ways to quickly communicate ideas from DM to PC. Yes the player hears the term and translates it down to the character who then acts. The character though is acting on real knowledge. When he falls back, from the fight due to low hit points he is acting on in game knowledge.
Hit points are a method of communicating in game state. The DM says you were hit for 14 points of damage. You deduct that from your total. You are that much closer to death. This is in game knowledge. However you define hit points. Whether they are wounds or stamina or whatever. I've tried to keep it simple by saying they are just a measure of your closeness to death.
No one denies that, or is unclear how, hp are used to communicate ideas from DM to PC.

And no one denies that, or is unclear how, hp totals communicate a character's closeness to death. But this isn't what causes people to assert that hp are metagame.

Here are some things that do cause that assertion (I am reporting from my own experience, both as a RPGer who was one of those who dropped AD&D for RM as soon as I learned a metagame-free RPG existed, and from membership of the anti-metagame RQ and RM play communitiies):

* "Closeness to death", in terms of hp loss, is not something that affects a characer's physical capabilities or performance;

* It is easier to heal a commoner who is very close to death (suffered 4 hp of a 5 hp total), than a super-resilient lord who has barely a scratch or two (suffered 14 hp of a 70 hp total);

* Hence hp aren't tracking something physically observable, like injury or physical wellbeing, but something intangible and unobservable (much as Gygax describes);

* Yet most actual play proceeds on the assumption that all the party members can observe both how close they, and how close their fellows, are to death.​

So it's something unknowable and unobservable that nevertheless is used to make decisions all the time. Hence meta.

Suppose that someone says that in fact what is being observed is physical harm; and that we ignore the "death spiral" for reasons of "cinematic reality". Then why is it harder to heal a scratch on a lord than a severe bruise or break for a commoner? (Ironically, the only version of D&d to have proportionate healing, which actually addresses this issue, is 4e - which nevertheless, for reasons that escape me, has a reputation for increasing the meta!)

In any event, what causes people to assert that hp are meta is that "closeness to death" is not possibly something that the character, in the gameworld, can know, given the properties of hp that I articulated just above.

Classic Traveller has a simpler damage system than RM or RQ. It has only a very limited death spiral. But it doesn't have the properties that D&D hp do: healing is proportionate, and in any event (as in RQ) hp totals remain pretty constant across the course of play, so it's not harder to heal a scratch on someone who is good at dodging blows, than on an amateur who is hopeless at such stuff.

a martial power that is daily and non-magical, is not something the character can ever conceive.
Here's a power I can conceive of that is not magical but is doable only once per day: mark 20 exams in 3 hours.

How do I know? Because I possess that power, but I can tell you that after doing it once in a day, you can't do it again.

(Of course, treating the recovery as on a strictly 1/day basis involves a bit of approximation and smoothing off of rough edges, but I don't see why that would be more objectionable in this case than any of the dozens of others where the game mechanics do that.)

Right after he pulls off the manuever can he really know for a fact that he can't do this purely physical thing he just did a minute ago. Can he know that by sleeping he can again have the option at any time during the day to perform a very specific manuever but only that one time.
The last serious run I did was on a 30-something degree day in fairly hilly terrain. After running, and then swimming, I had to get back to base by a certain time. So at various points I pushed myself. At a certain point I knew I couldn't push myself any further.

Because I don't train seriously and don't have a coach, I don't know what my limits are in terms of pushing myself, but I know that I have them. If I was a serious athelete, I'm sure I would learn what those limits are.

(Whereas I do know what my limits for exam marking are, as that is something I do regularly and in respect of which I have coached myself hard.)
 

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Aldarc

Legend
Aldarc, I know you like to be "sensational" with your radical ideas. Please just know that you are making yourself look like a fool by claiming that is the implied D&D setting. You have no basis for it. Your examples are lame.

So keep poking. I'm starting to think you aren't really seriously discussing this issue. You just keep making up extreme statements to try to get people upset. It's common place for many on here to project back crazy ideas into old school D&D but you are talking it to a new height.
Your ad hominems and unsupported claims don't hold much weight here, Emerikol.

I am not projecting onto "old school D&D." I hoped that would have been clear in reading my posts. I have only spoken for the worldview that D&D 5e presumes. I have even made that explicit on numerous points, as I have been clear to include "5e" to clarify that this pertains only to 5e. I have not looked into the flavor text of earlier editions, though there I'm not sure how different the 5E norms they would be. Who knows? I have kept with reading the 5e texts here, because you were concerned about playing in the context of the 5e ruleset. In particular, this tangent came about due to the matter of how fighters, as living creatures, would possess, in some fashion or another, the magical energy that "ki" describes.

My basis for my argument is and has been the texts we have of D&D 5e. And as it turns out when talking about an implied setting of D&D 5E, a textual basis is a far stronger basis than a basis of your preferences. You are welcome to have those preferences, and I do sincerely believe they are valid. But I also disagree with your textless reading of 5e's implied world. If you disagree with my reading of these texts, then please use any 5E text at all in your analysis. That certainly means something more than claiming that I have no basis or that I am using "lame" examples and not elaborating why without devolving into puerile insults. When you do read the 5e texts, it should be evident where my ideas come from and that they are not radical, as they are within the presumed norm of the text. And I am hardly alone in sharing this reading of D&D 5e's worldview in this thread. Even if I disagree with his reading, I can respect [MENTION=23751]Maxperson[/MENTION] because he does engage the text.

Furthermore, I did not even expect this particular conversation tangent to erupt as it did. My intention was not sensationalist by any means or stretch of the imagination. My intention and preference was to have a conversation with you and help you find an acceptable rationalization for the mechanics you find problematic that would move them from being disassociated from the fiction to associated with the fiction. In particular, I was hoping that we would be springing ideas back and forth as part of collaborative brainstorming. The idea that fighters are drawing on what monks refer to as "ki" for some of their abilities was part of that. This is not even my idea or something that I necessarily would adopt for my own games or settings.

The game has mundane characters. Except where explicitly defined differently, we expect the world to work as ours does. We don't expect a peasant farmer of which there are millions more than there are adventurers to suddenly whip out a magic power. We don't expect horses to fly. We expect them to be ridden on the ground. The examples could go on forever but please stop wasting our time with this train of thought. The old move the goal posts and claim the game never was the way it was is getting tiring.
There are several issues here. The mundaneness of D&D is relative to within its own idiomatic context. What is mundane for me in this world, is not necessarily what is mundane for them and vice versa. The characters that the game has are mundane in scope but not necessarily mundane in their objective quality of existence. If we follow 5e's flavor text, your most mundane of farmers in D&D, for example, has latent ki energy.

Furthermore, your average real world farmer has an incredibly different worldview than your average farmer in D&D. There are supernatural forces at work in the world (and in themselves). Their crops are not just being with subjected to weather and climate conditions, animal pests, and microorganisms. There are gods, spirits, magic, and other supernatural forces constantly at work with the crops. An average farmer nowadays is not gonna consult a priest or a even shaman for good weather or blame a hag for a bad crop. In D&D, just like many places elsewhere outside of Euro-American modernism, they will and they do. In D&D, however, that cleric, druid, or shaman could make it rain or appease their gods/spirits to intercede.

When we are sick, our minds go almost immediately to germs or the microbiology level. In the pre-modern world, your mind likely went to spirits, demons, or humours. We may think of the ancient Greeks as super-rationalists when it came to "inventing Western medicine" but they also believed that the body was composed of and afflicted by supernatural forces (e.g., gods, demons, spirits, etc.). We may scowl at this superstition from our Modernist scientific materialist perspective, but in D&D? This junk is for real. There is an incredibly real possibility that your ki energy is out of balance and affecting your health in D&D! Hope your local farmer knows a good Kiurgeon. ;)

Likewise, we may not expect that the farmer will whip out a magical power, but we are told that everything has a latent magical power in it. This would naturally include the farmer. They may not do anything with it, but it would still be present therein. And this likely would include the farmer's child who later discovers their draconic sorcery bloodline.

This is because the anthropological metaphysics are different, our own modern anthropologies are not self-evident. I know through my own work, that the conceptions of the human body and its composition differs between the ancient Mesopotamians, the Greco-Romans, the Egyptians, and the Israelites. Though they were "natural" to their cultures, their conception of the human person was intimately tied to supernatural. This is why we frequently speak of theological anthropology when discussing these conceptions of the human person. On some level or another, the imagined human person shares a fundamental nature with the supernatural forces of the world. D&D takes the magical imagination and worldview of our pre-modern world and makes it a reality. So that farmer and fighter are inherently magical by our standards but may be considered mundane relative to the rest of their world. Any given human in D&D cannot be completely devoid of magical energy anymore than any living person in our world can be completely devoid of water. That is really my main point.

Let's hypothesize. Suppose a supreme being existed first. That supreme being spoke all of the natural laws into existence as he was also creating the universe. So gravity, electromagnetism, the strong and weak forces, etc.. all came into being at his command. At any time, if he chose, he could command some part of the universe to break the rules. If such happened, it would not mean the end of the rules of the universe except in that case.
It depends on what we mean by "break the rules," as this could get us into the sort of convoluted theological scholasticism that debated whether the Deity could create a square circle.

So sure, the D&D universe is no doubt different in many ways than our own. The key for me is that where the game is silent I fill in a cinematic version of our universe by default. That is the way I believe most people have played D&D through the years but without a doubt in the early days.
Sure, that is true where the game is silent. And if you are running your own campaign setting, then you can refluff the game to various levels of reasonable silence. But the issue of debate is that default game text (i.e., 5e) is far from silent on the issue of magic permeating* all existence, matter, and energy. We are told in no uncertain terms that latent magic exists within all things and that ki energy flows through all living things in D&D's worlds. So what monks call "ki" does not just exist in monks, but also in your mundane fighter, rogue, and villager.

* Also including here other synonyms and related ideas that 5E uses.

So without a specific magical rule, a person cannot do a second wind. It would be easy to make up such a rule. I won't for the fighter because I want a non-magical fighter and rogue. The very use of the term second wind indicates it is non-magical. If it were a magical power it would have a more magical name. If you had a sacred order of magical knights who drew upon the arcane forces of the universe to do magical things, I'd be fine with that. I don't want that though for the basic fighter and rogue. My players don't want it either. I'd say the barbarian and monk are both those sorts of classes. No one has played a barbarian in my games and the monk only once.
I would say here that the rogue and fighter still remain relatively mundane, or proportionately mundane, in the context of D&D's presumed world even if one conceded that all people have latent magical energy, ki, and/or other magical forces.

So I do think that there is conceptual room for the fighter to be relatively "non-magical" while the fighter simultaneously taps into the latent magical forces of the world (i.e., ki) for performing their cinematic feats of martial prowess (e.g., Second Wind, Action Surge). To everyone else in the world of D&D, these things are pedestrian and prosaic, hardly worthy of being called "magic." And for them, it probably isn't considered magic, because D&D operates from a different set of baseline assumptions about the world they inhabit. Fighters remain fairly baseline.

That said, I have stated before that I believe that these mechanics already constitute associative mechanics for me and therefore entirely plausible within the realm of in-character choices via their personal training, bodily physique, and martial prowess. But I am not attempting to dissuade you on this point or claiming that you are engaging in any badwrongfun for wanting mechanics that associative for your sense of the fiction.
 

Maxperson

Morkus from Orkus
Does "loosely approximates real world physics" mean anything more than dropped objects fall,


Yes.

but dragons can fly without magical assistance

Do they? This is from the 2e Monstrous Manual

"Dragon Flight: Despite their large size, dragons are graceful and competent fliers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon's innate magic. Dragons can climb at half speed and dive at double speed."

So it seems dragons do use magical assistance to fly.

But the game already does this! Gravity doesn't bring dragons crashing to the ground, nor crush the legs of giants; so it already works differently from what we're used to! And you said as much yourself, in the passage I quoted just above.

Not sure who said that, but it wasn't me.

Edit:Apparently it was @Lanefan
 
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pemerton

Legend
This is from the 2e Monstrous Manual

"Dragon Flight: Despite their large size, dragons are graceful and competent fliers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon's innate magic. Dragons can climb at half speed and dive at double speed."

So it seems dragons do use magical assistance to fly.
Does the "innate magic" of a dragon mean it can be detected by means of Detect Magic? And does a flying dragon fall to the ground inside an anti-magic zone?
 



Emerikol

Adventurer
CCS, they over think it to avoid the basic questions I've asked. All of this ridiculous navel gazing is all to avoid the questions I have asked. It's pathetic really.

1. Yes. I find daily powers to not be something possible without magic. These powers go off in seconds not hours or days. So doing a lengthy test is kind of a ridiculous example. There is nothing that a warrior would bother learning that he could do once per day.

2. I believe that most games in the 70's and 80's were entirely actor stance. I will though guarantee you with absolute certainty that actor stance is used in my games. But let's entertain that on rare occasions, some people desiring actor stance generally can't help but lapse into author mode. Is that good if it were in my campaign? No. It's something to be avoided. So don't add to an occasional mistake by institutionalizing it in the game with rules.

3. And I don't care about your underlying assumptions about the nature of your campaign settings. I really don't. This whole line of discussion is a big fat red herring. It's like I have to keep qualifying things that are pretty much givens in most people's campaigns just to get to the discussion. But guess what, you aren't ever going to get to the real point of the discussion. You are just going to keep splitting hairs all the way to infinity. You are not trying to help or respond with honesty to the original post.

So.... once again
1. Just take it as a given that in my campaign and according to my players, things like daily martial powers (even encounter ones for that matter) are not possible without some magical explanation. If you think the world works differently you are welcome to your delusions but let's just assert this as truth for purposes of our discussion.

2. Just take it for granted that except where magic is explicitly injected that the world at least from a perception point of view appears to work like our world. So I don't care about scientific theory. I'm saying that the world for whatever reason appears to work just like ours except where the rules indicate it does not.



Remember...
The question is about new rules that will work better for those like myself who don't prefer playing in these other modes. You seem to want to put a bunch of stuff I accept in the same box as stuff I object to. Don't. Realize. I object to these rules and that isn't going to change. You aren't going to make me starting playing your way. So all the breath you waste on those arguments is wasted. Instead lets focus on the point of the thread. Figuring out how to houserule 5e to make it work for people who don't like the things I'm talking about.

If you are still too befuddled to understand then I will just make a list of objectionable mechanics and you can just accept that these are objectionable.
1. For fighter/rogue classes, no powers activated a limited number of times per day or per period by the PC. Of course this excepts the "every round" period.
2. No special tokens like bennies, fate points, hero points, etc...
3. No creation of in game content outside of your characters actions.
4. No trading in some failure to gain some other advantage during play. (Just in case this isn't covered by #2)

So those of you who can't really understand why the above are objection on theoretical grounds don't bother. I don't want you wasting your time arguing. Just assume I dislike these and make suggestions on how to utilize new mechanics to replace them.
 


Emerikol

Adventurer
But I'm not speculating about what you would do. I am positing that the number of times, across the history of D&D play, when the GM has told the players "You arrive in a new town" and the players respond "OK, we look for the local <tavern, contraband dealers, fighter's guildhall, docks, temple, druid's grove, whatever else?" is well into the millions. And that was all director stance.

No it's not. If I am driving into a large city, and I start looking for a McDonalds because my knowledge of civilization is that there are McDonald's everywhere, I am absolutely in character stance. Most cities have taverns and inns in the worlds I create. Yours may vary.

My players do tend to say "Is there a tavern?" If though they said "We are going to go to the tavern" there would be an implied "if one exists". If one doesn't I will quickly tell them that they can't find one. I would never allow the to invent it with their words which would be director stance. My players have no expectation that if a tavern didn't exist that I'd make one come into existence just because they said it. In fact when I told them people play this way, they were honestly amazed and incredulous. They don't tend to get on blogs and forums all that much so they are oblivious of modern trends to a degree.

So one way to do this is to view it this way. When it is possible to reasonable interpret a PC's actions as actor stance actions then there is no need to seek any other explanation. If it could go either way, I interpret it as going in actor stance. We are focused on actor stance so that is natural for us.
 

Aldarc

Legend
CCS, they over think it to avoid the basic questions I've asked. All of this ridiculous navel gazing is all to avoid the questions I have asked. It's pathetic really.
If you are still too befuddled to understand
you are welcome to your delusions
So those of you who can't really understand
You are certainly getting into the miserable habit of insulting others.

1. Yes. I find daily powers to not be something possible without magic. These powers go off in seconds not hours or days. So doing a lengthy test is kind of a ridiculous example. There is nothing that a warrior wuld bother learning that he could do once per day.
Second Wind and Action Surge are not on daily mechanics, but on short (and/or long) rest mechanics, which are not - to me at least - per encounter mechanics. Short rest mechanics simulate regaining energy from short bursts of exertion that can be potentially regained throughout the day with a modicum of rest. I think that the idea of short rests - for all their flaws in how they interact with daily rest powers - probably do a better job than encounter powers for associative mechanics.

But just to throw out pretty big counter examples to the bold: setting up camp and how to do daylong marches.

2. I believe that most games in the 70's and 80's were entirely actor stance. I will though guarantee you with absolute certainty that actor stance is used in my games. But let's entertain that on rare occasions, some people desiring actor stance generally can't help but lapse into author mode. Is that good if it were in my campaign? No. It's something to be avoided. So don't add to an occasional mistake by institutionalizing it in the game with rules.
You may be looking through rose-colored glasses at the past or misunderstanding what is involved in stance theory. As per pemerton's discussion on stance theory with Lanefan, many common modes of play involve players slipping instinctively into author stance: e.g., "I go to the city's local thieves' guild" (that has not been previously declared to exist). Players can even rationalize "authorship" from an in-character perspective, but be motivated by player-centric knowledge, such as needing to find a reason to be friends with this new character their friend just rolled up.

So.... once again
1. Just take it as a given that in my campaign and according to my players, things like daily martial powers (even encounter ones for that matter) are not possible without some magical explanation. If you think the world works differently you are welcome to your delusions but let's just assert this as truth for purposes of our discussion.
You could have done without the last sentence here.

If you are still too befuddled to understand then I will just make a list of objectionable mechanics and you can just accept that these are objectionable.
1. For fighter/rogue classes, no powers activated a limited number of times per day or per period by the PC. Of course this excepts the "every round" period.
2. No special tokens like bennies, fate points, hero points, etc...
3. No creation of in game content outside of your characters actions.
4. No trading in some failure to gain some other advantage during play. (Just in case this isn't covered by #2)

So those of you who can't really understand why the above are objection on theoretical grounds don't bother. I don't want you wasting your time arguing. Just assume I dislike these and make suggestions on how to utilize new mechanics to replace them.
If you object to Second Wind as a "per encounter" mechanic, but prefer actions that could be done "every round," then why not convert the mechanic to an every round thing?

So just spitballing here, Second Wind could be something akin to the Fighter having the option to use a bonus action each round to regain 1d4 temporary hitpoints, which may scale with level. So they would be trading off of gaining temporary hitpoints in a round with their bonus attacks. It's not so much that you are choosing to heal yourself every round, but that you are using those moments to regain composure, resolve, or taking a hit. So every round the fighter can potentially buffer themselves with temporary HP because they may be readying themselves to take a hit. This would still work with the Champion's 18th level ability to regain HP every round.
 

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