D&D 5E Simulation vs Game - Where should D&D 5e aim?

If you're willing to answer some questions I have that might help gain a better understanding of what I'm not understanding.
There's little common ground between storygames and D&D so as not to appear as the same hobby. But I believe there always is between people, so I'm open to try.

(I can think of two: 1. You seem to draw a line between resolution mechanics and mechanics. What is the difference between those two? Or maybe for more clarity: since you say that there are no resolution mechanics, what is the definition of a mechanic and why can't/shouldn't they be called resolution mechanics?
Think of boardgames, card games, wargames, sports, and puzzles. Rules define mathematical objects and conform a space (cards, dice, fields, equipment, etc.) to represent those objects. So we have balls, bats, lines, distance measurements, clocks, a whole ton of different stat and score keeping, and everything else represented in the objects.

Game mechanics are the constructs created by rules to enable game play. Puzzle mechanics operate near identically, but for a few commonplace differences (e.g. solo play, needing to solve the pattern in whole for a puzzle - not reach an objective/game state).

Game mechanics are the result of mental engineering, while gameplay is a player operating those mechanics (giving thought to them, performing them, etc.)

Conflict Resolution isn't a game mechanic, but it lies at the bottom of the PM theory for games promoted by the Forge. At the core of that belief is: You express yourself inevitably with story. I do too. They are irrefutably in conflict. Then we ironically engage in Neopragmatism to decide whose story gets added to our ongoing narrative. (An ironically held false belief that we then hold the same "shared" story).

The Big Model puts forth all games, play and mechanics, as exclusively consisting of the above. No mathematical constructs are referenced at all. Nor pattern recognition required to play games and puzzles - something at the heart of all other game play.

D&D uses the whole plethora of game mechanics as mathematical objects, but these are all presented as the designs (maps) hidden behind a screen. It is a codebreaking more in line with the game Mastermind and situational puzzles than anything published lately. Actual D&D game play is navigating and operating these mechanics, like solving a maze, though certainly not all deciphering is spatial. Dice rolling is stopping play and the players relying on what they believe the odds are compared to what the referee/DM knows they are behind the screen. The odds are predefined in the game before the campaign even begins for how any the current state of the board allows one action over another.

To me this is so different from telling stories as to be called something entirely different in the avenues of human endeavor. Game. Not story.

2. Let's say the game brings the PCs into a goblin lair. One of the players asks what goblin dung smells/looks like, and how it might be different from that of other animals and humanoids. This isn't in the module or on the key. Is the DM's on-the-fly decision still considered part of the module?)
This is up to the GM to create before play. Like what is Air? Fire? Water? What makes up the insides of creatures? And what goes in and what comes out of them? And what is a goblin anyways?

Frankly there's probably not much difference between goblin dung and human dung to help out here. Most GMs I know treat goblins like humanoids (though they could be a trapezoids, simulation isn't the point here). IOW, a human variant though probably a far offshoot of a common ancestor depending on how the game's genealogy is preset.

I'm guessing it will look and smell and taste and feel like dung. It will stick like dung and be soft when hot or hard when cold, just in smaller goblin-sized droppings. But of course all this depends upon the code the DM is using for that particular campaign. And what does comparing the dung to one's own mean? It depends on the PC's race, maybe what they ate recently, their averaged diet. I mean, they're going to have to provide some for comparison.

In terms of game designs I know (but wouldn't reveal so they can still be played) I think a lot of it would depend on if the creature was a named NPC and was being tracked separately because of it. These histories mean a lot more detail is available for that creature - for example, a history of diet specifics rather than racial averages. But generalized results are okay in D&D. It's potentially very high definition for a game, but beer and pretzels at heart in the end. We don't need to know every atom or molecule here. Some players making stuff up by reading into the situation is possible and often fun.
 

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The main issue at point is that you have a dogma that RPGs are and must be built near identically to wargames. You are unwilling to allow an RPG to be built by any other means
This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D.

There is massively more uniform identity to the OSR than there is to Storygames
In terms of theory? I'm guessing you mean game mechanics, otherwise I can't imagine who you are talking to.

How nice and how impossible. Large swathes of the OSR are advocating Rulings, not Rules. Your tastes are a minority interest - but you seem to be declaring that people with other tastes are trying to destroy the hobby.
No, I'm saying they are following the theories from a bad faith theorist and incidentally, even unknowingly in many cases, destroying the identity and even existence of a hobby they would never count themselves part of. How many of them play and enjoy wargames because of what wargames do exceptionally better than storygames could?

I could not read that sentence without laughing out loud. If you have no context you have no story. A narrative is something that is ongoing. Your summary there literally couldn't be further from "story now" if you tried.
Than try and understand what I'm saying. Their is no continuity tracking in storygames. No board behind a screen. No pattern whatsoever carried over for absolutely everything in every way the game covers. Storygame situations are irrelevant to precedent and and outcome. A person's ability to play those games is in no way impeded by having zero memory or forethought (major game play traits).

And the biggest thing that every storygame I am aware of does is has a way to establish a context as fast as possible. Far from rejecting the context, context is critically important to Storygames.
...and utterly irrelevant throughout the course of one instance of game play. Unlike strategizing in any actual game story makers refer to context now with future and past being reinvented right along with it. No progression occurs ever. Which does contradict your assertion that that narrative is ongoing. I think often collaborative storytellers want them to be, but what mechanics support this? Actual games via actual game mechanics do do this.

Also that you are saying this is another example of you wanting only One True Way. Rules Cyclopaedia D&D does things one way - it's a good way. Monsterhearts another - and that too is a good way.
These are not varieties of the same type of game. They are two fundamentally different acts. You're not helping anyone by conflating the two.

Played D&D for years, run D&D for years. Even the way you outline. DMing such a game is about logistics - and you have far more to remember than the players do. Far more notes.
Here's why I wrote back. I'm not interested in more back and forth line tossing. D&D is exceptionally difficult for the players. It is not even remotely so difficult for the DM.

As a DM you have a pattern behind a screen like the schematics for a Rubik's Cube. You have all these blueprints, notes, numbers, all to help you with current positioning, timing, and what to answer players' attempted actions with as they take them.

As a Player you might only have a blank sheet of paper and a pencil on your side of screen. But you need to actually learn how to solve that Rubik's cube / play that game functionally, if you have any hope of accomplishing anything at all within it not by accident.

The DM has all the answers on their side. The Players have none on theirs. That the DM needs to know where to look, how to organize, how to capably express is a given. But the players are the only ones actually playing the game and in a position to do so even. The DM doesn't need to even know the solution to the Rubik's Cube, just know how to turn the sides and track the pieces. Though if they were to design a code it takes a little more. And the DMG offers extensive advice on doing so.

In a storygame everyone is an author, not even a player. Sheets and pencils aren't required at all. And prep is laughable. Just bring anything you want to tell a story about.

These aren't even the same practice much less hobby. And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games.

I've done it. It's fun. It is also a minority interest within roleplaying circles.
I don't think you're in role play circles when outside "the minority".

Writing a storygame involves in most cases controlling the emergent gameplay, and it's often subtle.
I suggest you don't mean gameplay here, but emergent story. These are two very different things. Gameplay doesn't emerge. It exists prior to play in every kind of game.
Torchbearer might just be the only game to do old school logistics-based dungeoncrawling of the sort you love better than either Brown Box D&D, BECMI, or Rules Compendium D&D.
That's a game I wouldn't want to ever be a part of. It's deliberate storygaming masquerading as an RPG with all the storygaming stuff advertised as "so much better than what came before". It's selling hotdog as steak.

EDIT: Heck, it's selling making stuff up for yourself as figuring out what another person is saying.

Now please stop trying to restrict Roleplaying Games to one specific branch of exploration focussed D&D
You're not playing role playing games. Stop telling people your practice is in any way the same as any to do with RPGs. Storytelling is not role playing. Stop pretending your minority viewpoint and minority community in the hobby is the vast majority and everyone else is actually defined by them.

Telling other people their identity is one of the key oppressions put forth by PM theory. Quit thinking anything you're hobby is doing has anything to do with the RPG hobby.
 
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This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D.
I'm not clear on why the hate-on for these "storytelling games" you refer to. That said , does calling or defining RPGs as collaborative storytelling games kill the hobby, or expand it? (I suggest it might do both at once, draw new people in one end of the spectrum while driving some out the other end)

Than try and understand what I'm saying. Their is no continuity tracking in storygames.
There has to be continuity tracking, otherwise how does anyone know where to pick up the story next session?

These are not varieties of the same type of game. They are two fundamentally different acts. You're not helping anyone by conflating the two.
I don't see them as all that different - they certainly overlap at least. My game at the table may consist of lots of dice rolling some nights and exploration-mapping other nights and treasury-bookkeeping other nights, but in the long run it ends up telling a story; a story that everyone involved has had a hand in creating.

Here's why I wrote back. I'm not interested in more back and forth line tossing. D&D is exceptionally difficult for the players. It is not even remotely so difficult for the DM.

As a DM you have a pattern behind a screen like the schematics for a Rubik's Cube. You have all these blueprints, notes, numbers, all to help you with current positioning, timing, and what to answer players' attempted actions with as they take them.

As a Player you might only have a blank sheet of paper and a pencil on your side of screen. But you need to actually learn how to solve that Rubik's cube / play that game functionally, if you have any hope of accomplishing anything at all within it not by accident.
You seem awfully hung up on patterns. But this isn't chess, or magic the gathering; and what in other more rigid games would be patterns are merely guidelines here.

In a storygame everyone is an author, not even a player. Sheets and pencils aren't required at all. And prep is laughable. Just bring anything you want to tell a story about.
Ah. You're defining storygame as something done completely theatre-of-mind style with no rules or prep, where I (and probably others) see the word 'storygame' in a RPG context and think of the type of game often seen in the 2e era where the story is king but there's still rules and pens and dice etc.

Lan-"once upon a time in the dungeon"-efan
 

Thanks again for the reply. There's a lot to go on but I'll hit this at the moment.

This [what goblin dung smells/looks like] is up to the GM to create before play.

Does this mean that, if the DM doesn't create the scent/texture/whatever of goblin dung before play, it's inadmissible as an object in the game? If not, why not? If it is admissible, how does the DM determine what its qualities are?

(These are pretty basic questions about DMing and I have my own answers to them, but I feel like I have to ask - because I may not understand why the DM makes the choices that he or she does. They're pedantic questions but I want to make sure that I'm not missing anything.)

This is up to the GM to create before play. Like what is Air? Fire? Water? What makes up the insides of creatures? And what goes in and what comes out of them? And what is a goblin anyways?

(What I was thinking is that canny players, writing down what goblin dung is like, can then tell the difference between a goblin and a hobgoblin/gnoll/ogre lair.)

That seems to me to be what the DM's job is; figure out how these creatures fit in the game environment. The role of something like the Monster Manual is to make the DM's job easier. I'm trying to make my own game and I'm going through the monsters - I'm giving each type of monster a specific smell, so that canny players can identify the type of smell and think, e.g., "There must be oozes ahead."

Do you think I'm wrong in my description of the DM's job in this specific state?

Would you agree that the point of the Monster Manual is to do this work for the DM ahead of time?

Anyway, thanks again for the time you've taken to respond.
 

Rule 0 is DM Fiat by definition.
Since it is an actual rule, I don't see how that could be true. The contradiction embedded in that statement seems inherent to me.

Again, the negative connotations that you associate with DM Fiat are your own, not part of the term itself. There's nothing inherently wrong with DM fiat.
I usually don't see it brought up in a neutral context.

Indeed, looking at this example here, [MENTION=42582]pemerton[/MENTION] has stridently defined that choosing whether or not a skill challenge is an appropriate venue for mechanical reasoning is not "DM fiat", but the last time this issue came up, you rather derisively maintained that choosing whether or not a Diplomacy check was an appropriate mechanical resolution for a situation was "DM fiat". IOW, taking an opposite position on exactly the same thing. Either the two of you have contradictory definitions of this term, or you're both using the same definition (i.e. mine).

When the DM decides that he or she doesn't like a particular rule, and then changes that rule, that's not necessarily fiat because it's not necessarily being done to produce a specific result. If I think jumping is too easy, so, I jack up the jump DC, that's not fiat, necessarily. All I'm doing is changing the odds.

OTOH, if I change the DC to the point where I know that your character cannot succeed, or will automatically succeed, then that's fiat. I've changed the rules to the point where I am getting a specific result.
I don't see how that distinction can hold. For example, if you change a Jump DC at all, that means that at least some possible characters will go from being able to make the check to now not being able to make it (or vice versa).

For example, if you change it from 20 to 25, a character with a +10 Jump skill will find it significantly harder but still doable, while a character with +4 Jump will go from having a small chance to no longer having any chance. Are we to understand that an action is or is not "fiat" on a character-by-character basis?

And what if, for example, a DM allows and entirely makeable check to be rolled, the character rolls moderately well and succeeds, but the DM decides at the last moment that he really wanted to add in a circumstance modifier, one that coincidentally makes this check a failure while still leaving success a possibility if the character had rolled higher. By your definition, not "fiat"?

There is nothing inherently different between changing the odds from 20% and 10% and changing them from 10% to 0%.

And, finally, it's not like there's a hard and fast definition here. There are shades of grey.
What do you know.

However, at the end of things, fiat is, in itself, neither positive nor negative, it's simply another tool in the DM's kit.
I think the way [MENTION=386]LostSoul[/MENTION] put it (which I'm cool with) is that it's *the* tool.
 

There's little common ground between storygames and D&D so as not to appear as the same hobby. But I believe there always is between people, so I'm open to try.

The problem is that you are trying to define D&D. And what you personally are trying to define D&D as is a tiny fraction of D&D - and one that even 2E recognised was not even close to the dominant playstyle of D&D as played by the end of the 1980s. There is more common ground between Storygames and White Wolf games than there is between White Wolf and your D&D. For that matter a lot of people find Dungeon World to be D&D in the form they want to play it. And the Dungeon World advice literally tells you to leave blanks on maps to be filled in by the player.

You are quite literally trying to define at least 75% of D&D players as not playing D&D. And then saying that Storygames do not play like the extreme substrain of D&D you consider to be the only true D&D. Were you aware that D&D 3.5 had in its basic set the Sunrod? An item that costs 2GP, weighs 1lb, and sheds bright light for 6 hours. Such an item was designed with one purpose in mind, and only one. To make needing to be sure you take enough torches with you irrelevant. Pathfinder and 4e are more extreme - in both games the Wizard can, if they so wish, cast Light for free.

This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D.

Right now you are quixotically fighting a war that was fought and lost in the 1980s. By the time Zeb Cook was writing in the front of the 2E PHB that there were no winners and losers in roleplaying games and the point of playing was to have fun and socialise your side had lost. Utterly.

Trying to throw both AD&D 2E and White Wolf (who literally called their GM the "Storyteller") out of the RPG hobby, as you are, is a direct attempt to shatter the hobby. Dragonlance started coming out almost exactly thirty years ago. That was when the battle you are trying to fight actually took place. When the Dragonlance Saga (the first Adventure Path) came up with the Obscure Death Rule and a near-reset after each module to get you all on track (something no Storygame I'm aware of has)

In the five years between the start of Dragonlance and the publication of 2E your side got crushed. D&D hasn't been as you describe for twenty five years. And Storygames are all much heavier on continuity than either Adventure Paths (as Dragonlance was and Paizo is churning out at the rate, I believe, of one module per month) or 1990s White Wolf Railroads (also produced by TSR in which the NPCs do all the important stuff).

If you reject 25-30 years worth of D&D, as you do, why do you think you have the right to circumscribe the hobby?

No, I'm saying they are following the theories from a bad faith theorist and incidentally, even unknowingly in many cases, destroying the identity and even existence of a hobby they would never count themselves part of.

The hobby as you define it is moribund. It consists of a fraction of the OSR and not much else. If there is destruction involved it happened in the late 80s at TSR and the 90s by both White Wolf and TSR. The hobby as defined under the banner of Role Playing Games includes White Wolf, who had all the creative energy of the 1990s. And even if you wish to lay claim to D&D (something to which you have no rights at all, trying to refight a war that was lost over 25 years ago), Storygames do not claim to be D&D. So why is your argument against Storygames?

How many of them play and enjoy wargames because of what wargames do exceptionally better than storygames could?

It's impossible to tell - no such survey has ever been done. But your question is biassed in and of itself. The question would be "How many of them respect wargames because of what they do better than storygames even if that is not what they wish to play?" And the answer would be most of them.

Still, for a quick estimate we can look at the current biggest names in Storygame design. Ron Edwards is not on that list and hasn't been for many years. By my reckoning there are three on the A list - Vincent Baker, Jason Morningstar, and Luke Crane. Vincent Baker has designed and published a wargame (Mechaton). Luke Crane recently spent six months solidly playing nothing but oD&D several times a week, in exactly the manner you indicate before producing his own version, Torchbearer that's very heavy on the logistics and tracking. Jason Morningstar (who writes GMless games) writes games much closer to what you'd consider a Storygame to be. He is also a second generation gamer with his dad and uncle both being, in his words, "hardcore wargame nerds".

So of those designing the best Storygames and right at the top of the tree that would appear to be 3/3. I know of no way of telling lower down.

Than try and understand what I'm saying.

I understand it. It just happens to all be false. As false as the claim the moon is made of green cheese. No. As false as the claim that earth is flat when I've flown enough that I've seen the curvature of the earth with my own eyes.

Their is no continuity tracking in storygames.

Strictly false. People keep notes - GMs especially. People in many Storygames track hit points and wound levels. And Continuity is all important

No board behind a screen.

Once more you seem to be trying to throw out White Wolf. And even Rolemaster. Sandboxes are not the only thing to play.

No pattern whatsoever carried over for absolutely everything in every way the game covers.

Bwuh?

Storygame situations are irrelevant to precedent and and outcome.

Storygame situations are all important to both precedent and outcome.

A person's ability to play those games is in no way impeded by having zero memory or forethought (major game play traits).

Zero forethought I can agree with. Fiasco is a game that bills itself as being about "... and poor impulse control". On the other hand a story is all about narrative continuity. If you have no memory you have no story. So this is strictly false.

Unlike strategizing in any actual game story makers refer to context now with future and past being reinvented right along with it.

Once more this just isn't true. Even in Retrocausality (a game where you rewrite the past a la Bill and Ted) what happened matters. In fact what happened in the past gets looked at more critically in Retrocausality than in most other games because you get fragments of spiralling continuity.

No progression occurs ever.

Once more you are talking through your hat. Stories have a beginning, a middle, and an end - and characters in Fiasco or Montsegur 1244 end up in a position utterly unlike their starting positions. So there is always progression. A lot of Storygames, like both Vincent Baker's Apocalypse World and Dogs in the Vineyard and Luke Crane's Burning Wheel have Experience Point mechanics. Jason Morningstar's Grey Ranks both had a start, a middle, and an end and tracked character advancement and destruction. And Grey Ranks was unequivocally a GMless Storygame. (Monsterhearts, which calls itself a Storygame on the cover also has XP).

Which does contradict your assertion that that narrative is ongoing.

A string of objectively false statements might contradict my assertion that narrative is ongoing. But they are objectively false meaning they are utterly worthless.

I think often collaborative storytellers want them to be, but what mechanics support this? Actual games via actual game mechanics do do this.

And Storygames are actual games with actual mechanics. Pick up a copy of Monsterhearts. It shows that it's a Storygame right there on the cover. And you'll find the subject matter very different to ones you are used to. But the actual mechanics? Skill rolls? XP and levelling up? Patterns within each of the character classes and mechanical synergies? Show your assertions to be strictly false. Your accusations here show nothing more than that you do not know what you are talking about.

These are not varieties of the same type of game. They are two fundamentally different acts. You're not helping anyone by conflating the two.

What isn't helping anyone is you passing off outright strictly and objectively false information as true and then blaming other people for not following your misunderstandings and misrepresentations and treating them as if they were true.

As a DM you have a pattern behind a screen like the schematics for a Rubik's Cube. You have all these blueprints, notes, numbers, all to help you with current positioning, timing, and what to answer players' attempted actions with as they take them.

As a Player you might only have a blank sheet of paper and a pencil on your side of screen. But you need to actually learn how to solve that Rubik's cube / play that game functionally, if you have any hope of accomplishing anything at all within it not by accident.

There are differences in tracking. As a DM either you can choose to ignore continuity and leave e.g. a static dungeon or you have many, many pieces to track the location of. It's a different sort of challenge. The DM's job in a small scale sandbox is a juggling act. The players job is somewhat different.

In a storygame everyone is an author, not even a player. Sheets and pencils aren't required at all.

This has not been true for any Storgyame I have ever played, even one page RPGs - where you do have stats and do take notes. Please stop passing off your false assertions as if they were true.

And prep is laughable. Just bring anything you want to tell a story about.

This also isn't true. It isn't even true for Freeform. Prep is normally low for a Storygame once the rules have been written. But that doesn't mean that you can just bring anything.

These aren't even the same practice much less hobby.

Indeed. Storygames as you describe them are close to a figment of your imagination. There might be a Storygame that fits the descriptions you have given. But if there is I have literally never encountered it. I will accept that figments of your imagination that do not show up in actual popular storygames aren't part of the same hobby as actual RPGs. But I have never played a figment of your imagination. I have played possibly dozens of storygames.

And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games.

I don't think you're in role play circles when outside "the minority".

The majority these days is split between modern editions of D&D. I'm currently in two Pathfinder campaigns, one 4E campaign, and waiting for my copy of 13 True Ways (which I backed on Kickstarter) to arrive. I also play Storygames and run Fate now and then, and was involved in an OSRIC campaign a while back. Yes, all the RPers I play with either live in or commute to London. But I've a pretty good idea of what's common in the field and of the top 12 games on the hot games list literally the only one I haven't played is DCC. And this is in multiple non-overlapping groups.

I would, however question how you fare on such a list. What you have experience of playing.

I suggest you don't mean gameplay here, but emergent story. These are two very different things. Gameplay doesn't emerge. It exists prior to play in every kind of game.

And this isn't true either.

That's a game I wouldn't want to ever be a part of. It's deliberate storygaming masquerading as an RPG with all the storygaming stuff advertised as "so much better than what came before". It's selling hotdog as steak.

No.

You're not playing role playing games. Stop telling people your practice is in any way the same as any to do with RPGs. Storytelling is not role playing. Stop pretending your minority viewpoint and minority community in the hobby is the vast majority and everyone else is actually defined by them.

Telling other people their identity is one of the key oppressions put forth by PM theory. [/quote]

I don't think that I have seen as ironic a juxtaposition in my life - certainly not this year. You are telling me point blank what I am doing based on a series of misunderstandings, misrepresentations, and fabrications, and then have the sheer nerve to claim "Telling other people their identity is one of the key oppressions put forth by PM theory."

Quit thinking anything you're hobby is doing has anything to do with the RPG hobby.

I am quite happy to say that nothing I do is what you would describe as a Storygame. This is down to your descriptions being strictly false.

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I'm not clear on why the hate-on for these "storytelling games" you refer to. That said , does calling or defining RPGs as collaborative storytelling games kill the hobby, or expand it? (I suggest it might do both at once, draw new people in one end of the spectrum while driving some out the other end)

I'm going to say expand. Because there isn't a highly trained team of ninjas stealing all your old books.

There has to be continuity tracking, otherwise how does anyone know where to pick up the story next session?

Being fair Fiasco plays in a single session. It's also arguably not an RPG. (And if you haven't already seen it I'm going to recommend the Tabletop playthrough).

I don't see them as all that different - they certainly overlap at least. My game at the table may consist of lots of dice rolling some nights and exploration-mapping other nights and treasury-bookkeeping other nights, but in the long run it ends up telling a story; a story that everyone involved has had a hand in creating.

Yup :)

Ah. You're defining storygame as something done completely theatre-of-mind style with no rules or prep, where I (and probably others) see the word 'storygame' in a RPG context and think of the type of game often seen in the 2e era where the story is king but there's still rules and pens and dice etc.

And the sort of people who talk about Storygames as something that we ourselves do are actually talking about option C. Games which superficially look like the type of game often seen in the 2E era but where the story is not pre-plotted in advance; following the rules of the game and playing them as hard as possible will lead to and intensify a story of the type you were expecting, but there's no clue where everyone is going to end up when the hurley burley's done.
 

This is not what I'm saying. What storygames are is simply not the RPG hobby and conflating the two is oppressive to everyone actually in it. I'm not trying to steal away storygames, but continually calling all RPGs collaborative storytelling games kills the hobby, especially D&D.
Okay, seriously, this needs to stop. People playing games you don't like or describing those games you like in terms that bother you is not oppression. It's an insult to people who actually have been or are oppressed to conflate your issues with game design theories with actual marginalization.
 

Right now you are quixotically fighting a war that was fought and lost in the 1980s.
That's an attack on me. And it's not only not true, but direct suppression of ideas you don't agree with. (e.g. those ideas were killed off, stop voicing them) This may be why you're not looking to learn or appreciate other people's understandings when they contradict your own.

Zero forethought I can agree with. Fiasco is a game that bills itself as being about "... and poor impulse control". On the other hand a story is all about narrative continuity. If you have no memory you have no story. So this is strictly false.
If there is not possibility to strategize future outcomes within a game, you don't have a game. Remembering what happened before is retention of learning the predesigned game. How players play it are clues informing other players how they may behave in the game to achieve future objectives. Whether any of that history is interesting in its own right or not in its own right is irrelevant to playing a game.

What isn't helping anyone is you passing off outright strictly and objectively false information as true and then blaming other people for not following your misunderstandings and misrepresentations and treating them as if they were true.
No, that's what you're doing. But I trust you don't believe you are doing it.

I don't think that I have seen as ironic a juxtaposition in my life - certainly not this year. You are telling me point blank what I am doing based on a series of misunderstandings, misrepresentations, and fabrications, and then have the sheer nerve to claim "Telling other people their identity is one of the key oppressions put forth by PM theory."
Of course you're free to believe your the misunderstandings you have. I'm asking you stop projecting them on others or attacking others who don't accept those misunderstandings as true.

And the sort of people who talk about Storygames as something that we ourselves do are actually talking about option C. Games which superficially look like the type of game often seen in the 2E era but where the story is not pre-plotted in advance; following the rules of the game and playing them as hard as possible will lead to and intensify a story of the type you were expecting, but there's no clue where everyone is going to end up when the hurley burley's done.
That last is key to why those aren't activities that are games, they don't enable the ability to play them as games.

There was a lot of text in your last post, but I don't see us getting anywhere than naysaying each other's examples. So feel free not to reply if you're simply going to deny everything in this post too.
 

I'm not clear on why the hate-on for these "storytelling games" you refer to. That said , does calling or defining RPGs as collaborative storytelling games kill the hobby, or expand it? (I suggest it might do both at once, draw new people in one end of the spectrum while driving some out the other end)
It kills the hobby of D&D and everything dominant in it up until the 21st century. It's turning the hobby of games and RPGs in particular on their head and refusing to treat games as games. To hold that viewpoint myopically makes older games appear poorly designed and confused, namely because they were never designed to be collaborative storytelling in the first place.

There has to be continuity tracking, otherwise how does anyone know where to pick up the story next session?
You mean the game, not the story. I assume storygames may track a few incidentals, but not the quantity what D&D was designed to. (there just more game to it) What's happening in the "story" is irrelevant to D&D as it isn't a story making game.

You seem awfully hung up on patterns. But this isn't chess, or magic the gathering; and what in other more rigid games would be patterns are merely guidelines here.
This is an important distinction. The DMG offers DMs guidelines for creating a set of rules to provide a code, a pattern, for players to game. No part of it is "the code" one must use. But a codified rule set must be finalized before play begins just as the referee in Mastermind shouldn't switch around that code once that game has started.

Ah. You're defining storygame as something done completely theatre-of-mind style with no rules or prep, where I (and probably others) see the word 'storygame' in a RPG context and think of the type of game often seen in the 2e era where the story is king but there's still rules and pens and dice etc.
Rules as procedures of play are treated become storytelling when performed are still just treated as more pre-set "story you'd like to tell" in the Big Model. From that P.O.V., rules, pens, dice, and the rest all fall under part of the story telling act too.

I"m saying games are fundamentally different and not treated as stories on purpose (or anything else people do) so we can actually focus on gameplay and not... well, anything else. That includes storytelling.

Can games include storytelling as a component? Sure, why not? (Like how sports focus a great deal on athleticism, yet still make gameplay the focus) But when I bring up that way of including storytelling in games I'm drubbed down again for "misunderstanding" the one true philosophy of games. Games aren't stories, but some folks are incapable of seeing it any other way.
 

That's an attack on me. And it's not only not true, but direct suppression of ideas you don't agree with. (e.g. those ideas were killed off, stop voicing them) This may be why you're not looking to learn or appreciate other people's understandings when they contradict your own.

I did not say that your ideas were killed off. I said and I maintain that they are not the dominant mode of D&D and have not been for thirty years. The two statements are very different. You are welcome to play the way you like. There is no team of WotC Ninjas, Storygaming Gestapo, or TSR Hackers that police the way you play. You just do not have the right to declare what other people do to not be RPGs.

As for not appreciating other peoples' understandings when they contradict my own, [MENTION=29398]Lanefan[/MENTION] for example has takes on gameplay that contradict mine - but that makes him interesting to read precisely because of this. We are never going to agree on some things, but this doesn't mean that we can't learn from each other. You on the other hand have posted a long succession of statements that are factually incorrect and I have shown that they are incorrect by providing counterexamples. There is occasionally something to learn from someone who bases their logic on false premises, but for the most part you can take them with a pinch of salt.

If there is not possibility to strategize future outcomes within a game, you don't have a game.

And this is a complete misapprehension. You can strategise all you like. But in almost any storygame there are half a dozen players all also adding to the game, strategising their own things, and the dice are adding elements to the story. No plan survives first contact with the enemy. And if things work entirely to plan rather than the whole thing being a scramble that ends up nowhere you envisaged because there aren't simple binary win conditions then, if you are playing a storygame, it feels boring.

Of course you're free to believe your the misunderstandings you have. I'm asking you stop projecting them on others or attacking others who don't accept those misunderstandings as true.

And I'm asking you to stop posting statements that are factually incorrect. I have demonstrated that your statements are strictly factually incorrect with counterexamples pulled from games. You merely claim based on your assertions that I have misunderstandings.

There was a lot of text in your last post, but I don't see us getting anywhere than naysaying each other's examples. So feel free not to reply if you're simply going to deny everything in this post too.

And even this statement is incorrect.

You posted a lot of unsupported assertions. I demonstrated most of your assertions to be strictly factually false by posting counterexamples. This is a public forum. If you keep posting incorrect statements about Storygames here I intend to keep on demonstrating that they are false so that people who do not play Storygames are not left believing what you have stated is accurate or in any way reflects the term Storygames as used by those who play them. Feel free to stop posting on this subject and to stick to posting about the version of D&D you very clearly love.
 

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