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

"Game world consistency" is the biggest overstated argument I am aware of.

<snip>

Nine times out of ten decisions made to support the consistency of the gameworld do so at the expense of the believability of the game world as well as at the expense of the fun everyone is having.
I definitely agree with this. The real world is full of wild and crazy stuff, and I don't see why the gameworld shouldn't be either.

Relating that to the hit point issue: we might be confident that on any other day Joe would have died if a single archer got a bead on him, but today Joe was so lucky that he was able to run through a hail of arrows to rescue the princess (mechanically: reasonable hit points in conjunction with lazy warlord princess build means that Joe's player never has to reduce the hit point column to zero).

Or we might think that on any other day that frost giant could have fought his way through a phalanx of dwarves, but today his number came up (mechanically: frost giant was a minion, so one hit from the dwarf fighter dropped it).

There is certainly no need to frame our ingame counterfactuals around the deliverances of the mechanics in order to maintain consistency!

Tolkien can set his world up that way because he's writing a story, and he decides when someone dies in accordance with how he wants the plot to unfold (as makes best sense for the setting and genre). To contrast, someone in D&D dies in accordance with the game mechanics, like hit points and whether you used the 1W power or the 2W power; those game mechanics have a direct influence on the narrative.
The mechanics influence the narrative. It doesn't follow that they are part of the gameworld, or that the gameworld has elements that systematically correspond to them.

You the player and/or DM, as an omniscient observer, know for a fact that Joe would have fallen unconscious if he had been attacked with Biting Volley instead of Twin Strike. It literally is true.
The players of the game know that, had the player declared a different attack (say, Twin Strike rather than Biting Volley; or a 1W attack rather than a 2W attack) then Joe still would have been killed. But this is not knowledge about the gameworld. It is knowledge about the real world, and in particular about the game rules and the mechanical game state (eg what number is written in the hp column of the character sheet for Joe).

If you assume that these rules and mechanical game states systematically correspond to elements in the gameworld, then you will conclude that there is a true counterfactual in the gameworld that corresponds to the true counterfactual in the real world. But I do not make any such assumption. Hence I do not draw any such conclusion.

How can you possibly claim that it is not true within the gameworld, when it is true within the game mechanics and the game mechanics determine what happens within the gameworld (at least as far as unconsciousness is concerned)?
Because the mechanics do not determine what happens within the gameworld by modelling the gameworld processes. As I play the game (non-simulationistly), the mechanics determine what events are true within the gameworld, and they place limits on how the arising of those events can be narrated (eg if a character is killed as a result of a successful attack roll, then when narrating the events within the gameworld the character's death has to be explained as a cause of someone else's attack upon him/her). But they do not model the ingame processes.

Twin Strike and Biting Volley are differences in the metagame. They entitle players to roll different sorts of dice to hit and to damage. Thus, a player who uses Biting Volley rather than Twin Strike makes it more likely that the GM will have to narrate that an NPC/monster has been bloodied or killed. But the explanation, in game, for that bloodying or killing is simply that the player's PC shot the NPC/monster with an arrow. The mechanical difference between the two powers doesn't factor into it. It is a mere metagame device.

Imagine, if you like, a table rule which says that if a player fails a saving throw, s/he can chip $1 into the groups "module fund" - used to pay an adventure path subscription - to get a reroll. No one would suppose that paying $1, and rerolling a save, corresponds to anything in the gameworld. It would be purely metagame.

Well, the difference between Twin Strike and Biting Volley (as I play them) is the same. It's purely metagame. Likewise hit point totals (as I play them), unless they cross thresholds that actually matter in the fiction (eg bloodied, dead/unconscious, cutting off the head of a hydra, etc). Outside of such cases, the losing or gaining of hp is simply a "momentum" marker - the tide of battle is flowing the PCs way or against him/her.

HP (especially in combination with traditional healing) are such an incredibly and profoundly terrible and ineffective way of emulating the type of wounds/stress/consequences that happens in the relevant fiction or in reality.
In the novels, we will read scenes when the protagonist is injured (or otherwise hampered) and we are regularly treated to descriptions of how he is hampered or how he is overcoming or working around those injuries and hindrances. To me, that means that the nature of the those injuries, and the hero's struggle against them is important, and not just handwaved away as they must be and regularly are under a HP system.

<snip>

The HP system may show us the result of that, but I truly rarely witness any actual recognition of that at table. Wounds and their narrative consequences are commonly handwaved away.
I agree that hit point mechanics don't give us narratively meaningful wounds. This is why I prefer them as a "momentum marker", and in 4e you do get consequences and narration within the fiction (eg second winding rather than attacking, or falling back to the inspiring leader (ie getting in range of Word of Vigour!), etc). It's not always great literature, and I'm not sure that if you were starting from scratch a hp system is the best way to achieve what 4e offers.

But I think it's not nothing.

HP also don't simulate the fiction, because they actively discourage the participants from even paying lip service to the severity or nature of their wounds.

<snip>

I mean, think about how many interesting wounds characters in fiction suffer...now compare that to D&D. At least IME, most D&D heroes seem to repeatedly suffer the same sort of nebulous non-debilitating torso wounds fight after fight. I mean, its a strange sort of system that has you preferentially narrating chest wounds rather than broken arms...because the broken arms strain the simulationist sensibilities when the character needs that arm for spellcasting or raising a shield.
I agree with this. It's why I think of hp in terms of "momentum" rather than injury.

In 4e, if you wanted to do something like Frodo's suffering at the hands of the Witch King or Shelob, you'd absolutely have to use a disease/curse track in some fashion. (The game has the technical resources to do it, though it would involve some departure from what I think is the default spirit of the game, and you'd also have to decide what to do about the Remove Affliction ritual, which at the moment provides an easy end-run around these sorts of consequences.)

fictional heroes often change tactics in response to their ongoing injuries/consequences.
As I've said, in 4e this plays out mostly within a given combat, in terms of the "momentum" of victory flowing with or against the PCs. I think this is a distinctive feature of 4e in the D&D family of games. (Maybe 13th Age exhibits it also?) For me, it's a reason for preferring 4e over pure "hp as attrition" in earlier versions of D&D.

you can narrate one hit to the right arm, so the hero switches her weapon to her other hand, and the mechanics don't change at all. It's not a perfect mirror, where you take damage to the arm and so you would suffer a penalty to hit, and thus choose to cast a spell instead, because that would make for a fairly complicated system.
If a character's arm is broken, s/he won't just be "switching weapons". S/he only has one arm, and hence can't (say) use a shield at the same time as wielding a weapon.

I don't think a system needs to be all that complicated to factor this in. D&D certainly has a more detailed level of bookkeeping for other things (eg encumbrance rules; movement rates). For whatever reason, it just doesn't care about those sorts of injuries.

As I've said, my solution to this is to assume that the PCs in my game are generally not severely wounded - hit points are predominantly a momentum marker rather a "health" marker.

If we're going to ensure the PCs victory and ignore any consequences along the way....then why are we even tracking HP?
In 4e, I think the reason we track hp and healing surges is unequivocally for their role in pacing combat, and in shaping the players' choices for their PCs within that context. And the attrition of healing surges matters because it iterates back into this (eg the players make choices that reflect the fact that PC A has 4 surges left while PC B has none).
 
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I think there's a big difference between having a GM inherently determine outcomes, and a GM framing a situation based on the character's fictional position, setting, cultural dynamics, and interrelationships with the other in-world participants. If, as a GM, I've framed a situation where a particular noble A) has clearly made it known through edict, "Wanted" posters, direct communication through underlings, etc., that he doesn't want anything to do with the PCs, and B) will instruct people under his influence to arrest the PCs on sight, then I don't think it's unreasonable to forcefully apply the effects of that fictional positioning should the PCs attempt to enter a location directly under the influence of that noble.

If the PCs simply roll into town without any thought given to what will happen, then yeah, they don't deserve to "interact with their player mechanics" when the bulk of the town guard descends on them to arrest them.
hidden backstory is also essential. If the players don't get the sense that there's a real world out there somewhere, if they get the sense that they're being spoon-fed a specific scenario as opposed to participating in a dynamic living world, they're likely to get bored and quit.
I think innerdude's example shows that there is no special connection between a "real world" that is "dynamic and living" and "hidden backstory". The whole point of innerdude's example is that the backstory is known to the players, as part of the framing of the situation which they are engaging via their PCs.

But as to whether innerdude's situation precludes social action by the PCs - I don't see how it does. Can't the players have their PCs try to intimidate the soldiers sent to arrest them? Or even persuade one (via bribery, seduction or whatever else) to change sides?

if the situation arises where a player wants to use Diplomacy on an NPC, an the DM doesn't think a check is warranted, the DM wins.
I am, however, stating that in any discussion of this game in this public space, we should assume that the above text is how the game works.
What you state is not the rule for 4e, and I don't see why, when discussing the next edition of D&D in a public space I should assume that 3E rather than 4e rules apply (after all, there is a reason I play 4e and do not play 3E).

The following passages are from the 4e PHB (pp 179, 183) and the 4e DMG (pp 73-75):

Whatever the details of a skill challenge, the basic structure of a skill challenge is straightforward. Your goal is to accumulate a specific number of victories (usually in the form of successful skill checks) before you get too many defeats (failed checks). It’s up to you to think of ways you can use your skills to meet the challenges you face. . .

Make a Diplomacy check to change opinions, to inspire good will, to haggle with a patron, to demonstrate proper etiquette and decorum, or to negotiate a deal in good faith.

A Diplomacy check is made against a DC set by the DM. The target’s general attitude toward you (friendly or unfriendly, peaceful or hostile) and other conditional modifiers (such as what you might be seeking to accomplish or what you’re asking for) might apply to the DC. Diplomacy is usually used in a skill challenge that requires a number of successes, but the DM might call for a Diplomacy check in other situations.

When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this . . . skill play a part in the challenge, go for it. . .

Always keep in mind that players can and will come up with ways to use skills you do not expect. Stay on your toes, and let whatever improvised skill uses they come up with guide the rewards and penalties you apply afterward. Remember that not everything has to be directly tied to the challenge. Tangential or unrelated benefits, such as making unexpected allies from among the duke’s court or finding a small, forgotten treasure, can also be fun. . .

Sometimes, a player tells you, “I want to make a Diplomacy check to convince the duke that helping us is in his best interest.” That’s great - the player has told you what she’s doing and what skill she’s using to do it. Other times, a player will say, “I want to make a Diplomacy check.” In such a case, prompt the player to give more information about how the character is using that skill. Sometimes, characters do the opposite: “I want to scare the duke into helping us.” It’s up to you, then, to decide which skill the character is using and call for the appropriate check. . .

In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no. . .

However, it’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. If a player asks, “Can I use Diplomacy?” you should ask what exactly the character might be doing . . . Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.​

The 4e GM has overall authority over fictional positioning, and hence whether or not a Diplomacy check "makes sense" within the fictional context. And s/he is in charge of setting the DC for that check. But s/he has no general authority to decide that a Diplomacy check is "not warranted" and hence fails automatically, or cannot be attempted.

The DM is in charge of everything not because he is always right, but because having someone be in charge enables the game to run quickly and smoothly.
Nothing in my RPGing experience bears this out. For the game to run quickly and smoothly it helps for participants to be on the same page, genre-wise, and to be working with the same ruleset. Neither of these conditions requires that the GM be in charge of everything.

Have a few details that the players don't know, and then they start thinking, and fleshing out innumerable other aspects of the world in their own heads. The power of imagination is much more important than the power of game rules.
The force of innerdude's example depends upon the players knowing why the noble and his/her soldiers are opposing the PCs. If the players just walk into town and are attacked by soldiers, but don't know that the noble has it in for them, they might "start fleshing out innumerable other aspects of the world in their heads", but I don't see particularly how that relates to playing the game. It is like speculating about whodunit when reading a novel.

When I play an RPG I am not setting out to learn what the GM had in mind.

Tolkien was the king of hidden backstory.
What do you have in mind? I've just reread LotR - very little is hidden from the reader. Whatever its virtues, suspense is not really one of them.

Bad faith? What the heck are you talking about with bad faith?
For me, the "bad faith" came up in the context of "the PCs simply roll[ing] into town without any thought given to what will happen". That's not an experience I've ever had in my many years of GMing - the players are generally very keen to engage the fictional situation in which the PCs find themselves. So I find [MENTION=85870]innerdude[/MENTION]'s characterisation of those players rather out of touch with my own experiences.

Whereas the ingame situation that he describes strikes me as completely typical. But not an example of the players having no prospect of successful social actions for their PCs.

What if the player's attempts are actually irrelevant?

And why is it wrong for the DM to have pre-defined results in mind?
My view on this is that the players' action declarations for their PCs are, by definition, never irrelevant. If the GM has framed the PCs into a scene (eg the one that innerdude describes) then the most relevant thing is the players' action declarations for their PCs.

And the reason why it is wrong for the GM to have a pre-defined result in mind, for me, is the same as the one that [MENTION=22779]Hussar[/MENTION] has stated: it substitutes GM narration for playing the game.

"Game world consistency" is the biggest overstated argument I am aware of.

<snip>

Nine times out of ten decisions made to support the consistency of the gameworld do so at the expense of the believability of the game world as well as at the expense of the fun everyone is having.
This is so true that I've quoted it twice! The idea that the GM must veto players' declared actions for their PCs, or rule those actions automatic failures, in order to preserve consistency, strikes me as misguided. The players' conception of the ingame situation, and hence of what is possible within it, is as important as the GM's. Part of the GM's job is to translate that into mechanical framing, using the resources that the game provides.

Railroading implies taking choices (or apparent choices) away from players through restriction or subversion, which you can't do if they never had (or reasonably believed they had) those choices to begin with.

That's one of the reasons I picked the whole audience with the king example in the first place. A reasonable player would not expect success from this action (barring some extraordinary circumstances; it's a generic example), so he's not being railroaded if he tries something like that and quite predictably fails.
the whole point of the example was to show something that is obviously an inappropriate request from the player.
If the prospect of failure is so self-evident, then why is the scene even being framed? Why bring the king into the ingame situation at all if the players can't meaningfully declare PC actions in relation to him?Tell the players in advance so they can do something else worthwhile with their play time.

But in fact I don't see why no reasonable player would expect to be able to meet and influence a king. Gandalf and Aragorn do so, repeatedly, in LotR. Conan does so, repeatedly, in the REH stories. And these are the ostensible models for our RPGing. I don't think it's at all inappropriate for players to want their PCs to engage in similar sorts of adventures.

Most of the fiction that inspires D&D fiction isn't much fun. LotR certainly isn't. Nor is Lovecraft. Conan, maybe.
I've just recently re-read LotR, following a re-watching of the movies. Both experiences were a pleasure. (If I didn't enjoy them, I wouldn't watch/read them.) I want RPGing to be comparably pleasurable.

Deciding that some avenues are closed off doesn't make the game a railroad
It's getting pretty close for my taste. Once the closing off of those avenues is determined by reference to hidden backstory to which the players don't have access, my personal line has been crossed.

But how are 5 and 6 (guaranteed "no") any more or less railroad-y than 1 or 2 (guaranteed "yes")?
For me, there is a pretty clear difference. The players getting what they want by the GM saying yes is not a railroad. It's letting the players steer the engine.

If the players wanted a big fight, and instead the GM just "says yes", that's a problem: the players wanted drama and got anti-climax. I think it's a different sort of problem from railroading though, and at least for me less toxic to the RPGing experience.

If we go back to the other example way above (the one that pemerton gives about resolving a hostile encounter through a skill challenge rather than attack rolls and combat actions), that isn't a call that I would have made. It's probably one that I would have objected to as a player, even if it may have benefited me. I don't think it was the right decision (based on the limited information that was provided), and I don't particularly like the underlying mechanics that allow such an uncertain situation.
The situation in question was not a "hostile encounter". The 11th level PCs, in the course of defeating a small force of 20-odd hobgoblins and hangers on, had captured and tamed the behemoth. They then drove it over a cliff to provide meat for the villagers whom they had saved from the hobgoblins.

The benefit the players got from resolving it as a skill challenge was (i) it took up less time at the table then invoking the combat mechanics would take, and (ii) we didn't have to worry about how the falling mechanics might have to be adjusted to handle behemoths rather than roughly human-sized humanoids.

Whether or not you like the game system, I don't possibly see how you can be saying you don't think it was the right decision. I'm not sure what the normative framework is that you're using, but I don't see any in the neighbourhood that can yield that conclusion. At the worst, it could be a case of "saying yes" that led to anti-climax, but as someone who was there I can say that no anti-climax ensued.

Everything is due to the DM. If you're the players, you're either tracking your own internal goals, or your success is manifest in part through your ability to achieve the DMs vision, and in part through your ability to persuade him of the merits of yours.

To put it another way, the idea of a success that is manifest in the game world and is contrary to the DM's vision is nonsensical.
This bears basically no resemblance to how I GM RPGs, nor to what I am looking for when I play an RPG. It is not inherent to RPGing. Nor is it inherent to D&D. For instance, there is nothing in the core 4e rulebooks that supports this conception of playing D&D, nor in Gygax's AD&D books. It strike me as peculiar to 2nd ed AD&D and a certain sort of approach (far from uniform, I would say) to 3E.

One thing I learned from some players was that if I don't say no authoritatively and frequently, they'll behave like rampaging psychopaths (their characters will too).
I have not had this experience. Perhaps it is more localised than you think.
 

If a character's arm is broken, s/he won't just be "switching weapons". S/he only has one arm, and hence can't (say) use a shield at the same time as wielding a weapon.

I don't think a system needs to be all that complicated to factor this in. D&D certainly has a more detailed level of bookkeeping for other things (eg encumbrance rules; movement rates). For whatever reason, it just doesn't care about those sorts of injuries.

D&D already does include injuries with consequences for a character's capabilities. It merely does so through magic - spells and items - and not through any use of normal weapons or techniques. As a partial solution to the "Mundanes don't get nice things" argument, it would seem to have some merit to permit an ordinary axe to remove a limb, and I don't imagine too many people would find that disruptive to their sense of verisimilitude or their ability to immerse themselves in the game.
 

D&D already does include injuries with consequences for a character's capabilities. It merely does so through magic - spells and items - and not through any use of normal weapons or techniques. As a partial solution to the "Mundanes don't get nice things" argument, it would seem to have some merit to permit an ordinary axe to remove a limb, and I don't imagine too many people would find that disruptive to their sense of verisimilitude or their ability to immerse themselves in the game.
True.
 

If the prospect of failure is so self-evident, then why is the scene even being framed? Why bring the king into the ingame situation at all if the players can't meaningfully declare PC actions in relation to him?
Perhaps to simply point out in-game that yes, there's a king; and (after resolving the diplomacy via whatever means you might use) no, you're not gonna be talking directly to him any time soon.
But in fact I don't see why no reasonable player would expect to be able to meet and influence a king. Gandalf and Aragorn do so, repeatedly, in LotR. Conan does so, repeatedly, in the REH stories. And these are the ostensible models for our RPGing. I don't think it's at all inappropriate for players to want their PCs to engage in similar sorts of adventures.
Er...Gandalf, Aragorn and Conan are all pretty high-level types; and I've no problem with famous high-level types getting audiences with royalty. (in fact, sometimes the royals might seek *them* out!) But off-the-farm nobodies who haven't been heard of yet are, or should be, out of luck.

For me, there is a pretty clear difference. The players getting what they want by the GM saying yes is not a railroad. It's letting the players steer the engine.
So it's OK when the players railroad the DM, but not the reverse? OK, got it. :/

Lanefan
 

For me, the "bad faith" came up in the context of "the PCs simply roll[ing] into town without any thought given to what will happen". That's not an experience I've ever had in my many years of GMing - the players are generally very keen to engage the fictional situation in which the PCs find themselves. So I find [MENTION=85870]innerdude[/MENTION]'s characterisation of those players rather out of touch with my own experiences.

I might postulate from this that you've been pretty sheltered in your gaming experiences.

pemerton said:
This is so true that I've quoted it twice! The idea that the GM must veto players' declared actions for their PCs, or rule those actions automatic failures, in order to preserve consistency, strikes me as misguided. The players' conception of the ingame situation, and hence of what is possible within it, is as important as the GM's. Part of the GM's job is to translate that into mechanical framing, using the resources that the game provides.

And part of that framing may mean auto-fail. Suppose a PC cow wanted to jump over the moon. Are you railroading him by saying he can't jump that high?


pemerton said:
If the prospect of failure is so self-evident, then why is the scene even being framed? Why bring the king into the ingame situation at all if the players can't meaningfully declare PC actions in relation to him?Tell the players in advance so they can do something else worthwhile with their play time.

??? Isn't this closing off avenues and railroading?

pemerton said:
But in fact I don't see why no reasonable player would expect to be able to meet and influence a king. Gandalf and Aragorn do so, repeatedly, in LotR. Conan does so, repeatedly, in the REH stories. And these are the ostensible models for our RPGing. I don't think it's at all inappropriate for players to want their PCs to engage in similar sorts of adventures.

But it may not be appropriate at all stages of their careers nor all conditions they may be in.

pemerton said:
I've just recently re-read LotR, following a re-watching of the movies. Both experiences were a pleasure. (If I didn't enjoy them, I wouldn't watch/read them.) I want RPGing to be comparably pleasurable.

Part of the pleasure I draw from playing RPGs (as a player or GM) is in making the setting and story feel immersive by having it make sense with our normal everyday assumptions and understandings of the world around us. The mechanics are just tools to do that in a predictable and regular manner. I want to avoid too much of the metagame, including that nebulous "PC Aura" that drives a lot of illogical, in-game outcomes. I'd rather the NPCs in the game interact with the PCs on their own in-game merits rather than their metagame ones. That metagame PCness is what gets the player's counterparts into the setting in general. That rest is up to them to set and sell their own destinies. If they want to see the king, they can figure out the protocols for doing so given their current status. Gandalf's status and previous relationship with Theoden are a tremendous shortcut compared to what Thorin and company had with Thengel in Mirkwood.
 

Perhaps to simply point out in-game that yes, there's a king; and (after resolving the diplomacy via whatever means you might use) no, you're not gonna be talking directly to him any time soon.
I personally don't use these sorts of "background framing" scenes.

Gandalf, Aragorn and Conan are all pretty high-level types; and I've no problem with famous high-level types getting audiences with royalty. (in fact, sometimes the royals might seek *them* out!) But off-the-farm nobodies who haven't been heard of yet are, or should be, out of luck.
I've more than once scene it argued that Gandalf and Aragon are best modelled as 6th level PCs. And what level was Conan when (in Black Colossus?) he's picked off the street as the general for the Queen's armies?

More generally, isn't it a matter from table to table what the social background and status of low level PCs is? For instance, an Unearthed Arcana cavalier who starts the game as Upper Upper Class is probably not a nobody who has not been heard of before.

On top of that, can't a clever nobody potentially trick his/her way into an audience? Isn't that partially what Bluff and Diplomacy are on the skill list for? It's not as if, in the real world, no one ever got an audience with royalty by pretending to be more important than s/he would ordinarily be judged to be.

pemerton said:
Lanefan said:
Ahnehnois said:
*Give them what they want and move on immediately.
*Have them play the conversation out and then give them what they want.
*Have them play the conversation out and then make them roll a skill check to get what they want.
*Have them roll the skill check that determines whether they get what they want without talking.
*Have them play out the conversation and then tell them no.
*Tell them no upfront and have them do something different.
But how are 5 and 6 (guaranteed "no") any more or less railroad-y than 1 or 2 (guaranteed "yes")?
The players getting what they want by the GM saying yes is not a railroad. It's letting the players steer the engine.
So it's OK when the players railroad the DM, but not the reverse?
I'm not really following this. I don't see how the GM saying "yes" to an action declaration by the players, without requiring the dice to be rolled, can be described as the players railroading the GM. It's the GM's decision to give the players what they want.

If the GM thought that, for whatever reason, the situation should be resolved via the mechanics, s/he has options 3 or (less attractively, in my view) 4 available.
 

/snip
Er...Gandalf, Aragorn and Conan are all pretty high-level types; and I've no problem with famous high-level types getting audiences with royalty. (in fact, sometimes the royals might seek *them* out!) But off-the-farm nobodies who haven't been heard of yet are, or should be, out of luck.
/snip

Lanefan

But, that's included in the actual rules of the game. The off the farm nobodies have basic skill ranks and will likely not be able to beat the DC in order to get past the Chamberlain. Now, OTOH, if the "off the farm nobodies" actually do manage, somehow, to succeed in beating the DC, then they should beat the DC. Simply saying, "No, you can never succeed" is not how I want to play the game.

Which basically nixes all the straw manning of jumping over the moon. The DC for doing that is too high for the player to succeed. OTOH, if again, somehow they manage to jack up their Jump check (possibly with Epic level magic) then why not let them succeed?

What is gained in the game by vetoing player options by fiat when simply engaging the mechanics gives results that make sense to those playing the game?
 

Perhaps to simply point out in-game that yes, there's a king; and (after resolving the diplomacy via whatever means you might use) no, you're not gonna be talking directly to him any time soon.
Er...Gandalf, Aragorn and Conan are all pretty high-level types; and I've no problem with famous high-level types getting audiences with royalty. (in fact, sometimes the royals might seek *them* out!) But off-the-farm nobodies who haven't been heard of yet are, or should be, out of luck.

So it's OK when the players railroad the DM, but not the reverse? OK, got it. :/

Lanefan

Players can't railroad the DM. It's oxymoronic. What they can do is things that the DM didn't think of. And frankly if my PCs aren't doing things I didn't think of I'm going to be very bored. Part of the reason I play is for this shared input.

And even Gandalf wasn't high level by D&D standards. Look how little spellcasting he did. It took the entire Fellowship to bring down a single Troll - and trolls aren't that high level. So no, I don't accept that Aragorn or even Gandalf is actually a high level type.

I might postulate from this that you've been pretty sheltered in your gaming experiences.

Or just a good judge of character. And someone who doesn't play with players trying to undermine the game and the world. I've been in the sort of group [MENTION=42582]pemerton[/MENTION] hasn't - and have left for that reason.

And part of that framing may mean auto-fail. Suppose a PC cow wanted to jump over the moon. Are you railroading him by saying he can't jump that high?

If the PCs try that I just raise one eyebrow. They are clearly trying it on. In fact I've never seen PCs try anything on like that unless on their last legs.

Part of the pleasure I draw from playing RPGs (as a player or GM) is in making the setting and story feel immersive by having it make sense with our normal everyday assumptions and understandings of the world around us.

I couldn't agree more. Which is why I absolutely and utterly disagree with your methods. I personally like to make the setting and story feel immersive by having it make sense with our normal everyday assumptions. That's "our" as in "the group's" rather than "our" as in a euphemism for "my". And what I find is that my players do not try things when they do not make sense with their assumptions. Which means that by not giving something the players think is plausible a chance to work (barring massive secrets they are blundering across) I am making the story feel less immersive by ensuring that it does not make sense with the normal everyday assumptions my players have of the world around them even where such conflict with mine.

The mechanics are just tools to do that in a predictable and regular manner. I want to avoid too much of the metagame, including that nebulous "PC Aura" that drives a lot of illogical, in-game outcomes. I'd rather the NPCs in the game interact with the PCs on their own in-game merits rather than their metagame ones.

In short you want a different rulesset?

That metagame PCness is what gets the player's counterparts into the setting in general. That rest is up to them to set and sell their own destinies. If they want to see the king, they can figure out the protocols for doing so given their current status. Gandalf's status and previous relationship with Theoden are a tremendous shortcut compared to what Thorin and company had with Thengel in Mirkwood.

Indeed. But this is irrelevant. No one is saying that it shouldn't be much easier for Gandalf to get in to see the king (or Steward) via the Chamberlain than it would be for Pippin or Sam. But a series of fetch-quests and bureaucratic hoop jumping should not be the only way. Any king worth having will take audiences. If the Chamberlain has no discression they should not be in that role. It is going to be hard for Pippin to convince the hobbits to let him see the King. But not impossible. (Natural 20, possibly). To do otherwise is to make the game less immersive, the Chamberlain less competent, the King less effective, and the players less empowered. All for the sake of a vision that doesn't allow the Chamberlain to be able to do his in character job.

Of course Gandalf should have a much easier time of things than the hobbits.

What is gained in the game by vetoing player options by fiat when simply engaging the mechanics gives results that make sense to those playing the game?

Seconded. Because it damages both immersion and engagement, and harms the setting.
 

I'm not really following this. I don't see how the GM saying "yes" to an action declaration by the players, without requiring the dice to be rolled, can be described as the players railroading the GM. It's the GM's decision to give the players what they want.
Fine.

The players (in or out of character, matters not for this purpose) want an audience with the king. So the DM predetermines that no matter what else the party does the king will receive them and grant them an audience should the party ask for one. Maybe there's a hidden backstory where the king wants to get to know these guys so he can hire them later...or have them killed, whatever.

But why is this *any* different than the DM pre-deciding to not give the audience: there's a hidden backstory (unknown to anyone outside the royal family) of a prophecy where the king will die at the hand of a Dwarf, of which the party has three. In this case it's the DM's decision to not give the players what they want no matter what they try.

In either case the DM has predetermined the outcome and rendered the mechanics moot, though the motions may well still be gone through. That one leads to the players' desired immediate outcome and the other does not is irrelevant.

If the GM thought that, for whatever reason, the situation should be resolved via the mechanics, s/he has options 3 or (less attractively, in my view) 4 available.
Absolutely. But in situations where the mechanics are meaningless, auto-'no' and auto-'yes' are in effect the same thing. And in neither case do the players (in or out of character) have any specific right to know why.

Lanefan
 

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