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D&D 5E Character play vs Player play

Sadras

Legend
I've heard of this one before, but I never really bought into it. I mean, they actually did call this one out somewhere in one of the books as pretty much the definition of meta-gaming - you shouldn't assume that every monster is beatable (by you, now), or that every challenge can be overcome, just because you're playing the game. It's fallacious to assume that the world is level-appropriate to you.

As DM I try to follow this as best as I can for the adventures I set. Sure, I have "safety nets" here and there, I'm not denying that, but my players are very much aware that not everything they encounter is level-appropriate - and that is not because I'm out to get them, but that the particular difficult/deadly encounter I have placed makes sense to me to be included, as it would to them, in the area they are exploring. I can definitely vouch that of the 5 players we have, 4 agree with that design process for our campaign. In their own words, they have labelled it, "an intuitive world"
I'm not here to defend that statement, only that it make sense for me and my group.

I think it would be appropriate to mention this style of play in the DMG with guidelines and not to only address a style which relies on level-appropriate challengers.
 
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pemerton

Legend
I dunno about the idea of status quo vs tailored encounters being a new idea.
Codified as part of the rules with 3.XE.
I'm not 100% sure of the distinction between "tailored" and "status quo", given that all encounters are tailored in the sense of being created by the deliberate actions of an author.

But both Gygax (in his DMG) and Moldvay (in Basic) assume that the GM, at the start of a campaign, will prepare an adventure (in the form of a dungeon) that is appropriate, in terms of encounter difficulty, for players of 1st level PCs. There is no suggestion that the PCs (and thereby the players) will hear rumours of monsters and dungeons that are not suitable as adventuring options for their PCs.

Another possile meaning of "status quo" encounters is the classic freeze-frame/in media res room - for instance, when the PCs enter room 10 they will find the executioner about to behead the halfling prisoner. The use and possible pitfalls of such encounters is discussed in the 1982 Puffin Book "What is Dungeons & Dragons?", and from memory is also discussed by Roger Musson in a White Dwarf article from around the same time. The idea of such dungeon rooms is an obvious precursor to later ideas about framing the PCs into dramatically engaging scenes (eg the start of the early-90s Greyhawk module Five Shall Be One has the PCs witnessing an assault as they walk down the street), although not the only precursor: there is also Gygax's discussion in his DMG of fudging a secret door roll during exploration to make sure that the PCs (and thereby the players) find an interesting and entertaining part of the dungeon.

The idea that the GM has responsibilities of authorship that go beyond simply documenting an imagined fantasy world goes back pretty far in the hobby. It's not really that different from a type of bridge party (which predates D&D), in which the cards won't just have been dealt randomly; rather, the host will have pre-arranged hands that will make for interesting bidding and play.
 

I don't really know what you are intending by this.
The implication was that this module was designed to be handled by low-level characters, and that's why there's only one ogre and no huge dragons or anything - that the module was tailored to the level of the party.

I'm claiming the reverse - the level of the party is tailored to the adventure, and since there's only one ogre and no huge dragons or anything, that's why they suggest you play it with low-level characters.
 

In their own words, they have labelled it, "an intuitive world"
I'm not here to defend that statement, only that it make sense for me and my group.

I think it would be appropriate to mention this style of play in the DMG with guidelines and not to only address a style which relies on level-appropriate challengers.
I think what you're describing is the very traditional open-world sand-box. There are powerful undead over here, because that's where it makes sense for them to be; and the orcs are over there because it ties into the history of the world. Wherever you go, you are likely to find the things that are likely to be there, and the only thing that stops you from accidentally bumping into a huge dragon is that sane people know better than to go visit the land where the huge dragons dwell.
 


pemerton

Legend
The implication was that this module was designed to be handled by low-level characters, and that's why there's only one ogre and no huge dragons or anything - that the module was tailored to the level of the party.

I'm claiming the reverse - the level of the party is tailored to the adventure, and since there's only one ogre and no huge dragons or anything, that's why they suggest you play it with low-level characters.
Your claim is wrong.

Gygax, in the introduction to KotB, explains that it was written as a module for beginning GMs, to help them help beginning players learn the ropes.

It's not as if Gygax sat down and happened to write some adventure or other, and having done so decided it was more suitable for low-level than high-level PCs!

(On the occasions that he did do that he gave us Tomb of Horrors and Isle of the Ape.)
 

pemerton

Legend
3.5 DMG, page 48
Here's what I found:

A tailored encounter is one in which you take into consideration [various PC details]. . . [Y]ou design things to fit the PCs and the players. . . .

A status quo encounter forces the PCs to adapt to the encounter rather than the other way around.​

That's not really coherent, because it confuses the imaginary and the real. In a tailored encounter, the encounter is not adapting to the PCs (whch is the implication of "rather than the other way around). It is the GM, as author, who is having regard to the details of the PCs.

Also, in a tailored encounter the PCs also have to adapt to the encounter. The example given is that

the skeletal minotaur is a challenge for the barbarian, another skeleton with a crossbow is on a ledge that only the rogue can reach, [etc]​

What happens if the barbarian tries to climb or jump up onto the ledge, while the rogue holds off the skeletal minotaur using Tumbling and total defence? Unless the GM actually hands a script to the players, the players will be engaging with the encounter as seems best to them whatever considerations the GM had in mind in designing it.

In relation to status quo encounters, we are told that

If players know that the setting inclues status quo encounters that their characters might not be able to handle, they will be more likely to make the right decision if they come upon a tough encounter. That decision, of course, is to run away . . .​

Putting to one side that that seems pretty railroady, mightn't the players have to run away from the skeletons if the barbarian and rogue adopt approaches different from the ones the GM had in mind - perhaps more like I suggested above - and it doesn't work out?

And if the GM is telling the playes that some encounters require running rather than fighting, isn't that - in effect - adapting the encounters to the player characters? Is just that the purpose of the encounter is to test the PCs' running skills rather than their fighting skills. (Again, seems a little railroad-y to me, but I think that's mostly orthogonal.)

Anyway, relating this to KotB: it is clearly based on "tailored encounters", given that it is deliberately designed to be a series of dungeons that can be cleared by low-level PCs. The PCs aren't expected to run away and come back once they've graduated to the Expert rules.

Those early TSR modules also have a fine tradition of "tailored treasure" - all the adventure relevant treasure in the G-series, the multiple opportunities to get items in D1 and D2 that will facilitate infiltrating the Vault of the Drow, the cache of water-breathing and mobility gear in U3, etc.
 

As I've said, I started playing D&D with 2E, so that's what I learned and that's my perspective.

This is to me utterly unsurprising. You started with 2E. And what you are saying is completely in line with 2E However 2E is not and has never been 1E and 1E is not and has never been oD&D. Zeb Cook's edition of D&D is not Gary Gygax' edition of D&D. Most of the rules may overlap - but the reasons, the motivation, and the worldbuilding have all changed away from the original D&D. And you are heading in to this conversation so far as I can tell treating 2E as if it is the One True Way D&D Was Created For.

It wasn't. 2E was the Worldbuilder's & Storyteller's D&D. This was a vast break away from the much more challenge focussed 1E in many ways.

From that perspective, there's nothing in 1E which suggests pawn-stance play or player authorship.

If you're saying that BECMI was all pawn-stance play and heavy retroactive continuity, then I'll take your word for it. I've never played that edition. I don't even own those books.

It's entirely possible that, if you started out in an earlier edition, then you could go into 1E with those assumptions, and that's how you'd use those rules. It would seem totally normal to you. AD&D 1E was flexible enough that either way could work within the rules.

What I'm saying is that according to those who were there, oD&D (which predates 1E - AD&D 1E was as much a ploy to deny Arneson royalties as anything) was played primarily by wargamers in pawn stance. D&D was a game written by and for tabletop wargamers but found the greatest success amongst the Science Fiction & Fantasy Fandom communities. 2E (after the removal of Gygax) was the point at which the Fandom community took over writing the rules from the wargamers. It's also the edition that suggests the DM fudges the rules and is an outlier in a number of other ways. (This isn't to say that 2E is the only outlier of course).

With the exception of 4e it's often hard to spot how a given version of D&D is an outlier as what they've done is taken the way that D&D was being played or was intended to be played at that given point in history and re-written the rulebooks round that. (4E is much less of an outlier than it appears - it's a near-ground up rewrite to the rules round one of the two late 3.5 playstyles, and the one that called back to rather than explicitly rejected Gygax' guidance).

Player decisions in a courtly Birthright game are most of the time going to be quite different than in a kill-or-be-killed medieval version of the Wild West. The resulting story, whether authored by the DM, the players, or some combination of the two, is also going to be quite different - as a direct result of the game-world setting. You can't deny this; and if the Forge does then its conclusions are based on insufficient data.

For the record, the Forge doesn't. A much better understanding of its take would be to look at the tension between the playstyle the rules indicate and the courtly setting and move the mechanical incentives to match the desired playstyle.

Within the game world, there is some truth about the colour of those clothes. That truth has always been true, even including last week. From our perspective, in the real world, we can't see that truth. All we can see is that it wasn't relevant at the time - it wasn't noteworthy enough to have been meaningful in any way.

But the infrastructure for your clothing must already be in place. Before we determine whether your pants are blue or green, we know that there was a vendor somewhere who sold them, or that your mom made them for you, or whatever. (We don't necessarily know the whatever, but we know that they must have come from somewhere.)
...
And the same is true of the lich. If the lich and all of its infrastructure (history, minions, lair, etc) did not already exist within the game world, it would not have appeared on the chart. It's just hiding in parts that haven't showed up yet.

Again, this is a very 2E take. In oD&D in at least one of the original megadungeons, the DM responded to the question of how the inhabitants of the dungeon fed themselves by inventing a McDungeon's and putting it on the 6th level, with prices in copper pieces. It's only 2E that has a mandated ecology section in the MM - and that because this is one of the ways 2E is distinct from the rest of the D&D family. If you read the 1E MM it's basically a list of statblocks with less flavour text than the 4E MM1.

Not that anyone would assume that the pants hadn't come from somewhere, but there's no reason to specify it. But I'm going to take you back to the earliest days of D&D.

Very early D&D would be played as a troupe with more than one DM. It was as much a game of skill in beating dungeons as anything and players would take their characters from DM to DM (which is why Monty Haul DMs were so reviled - they broke power curves and undercut other DMs). This meant (a) that no one DM had control of the setting and (b) there were occasional continuity glitches as one DM's vision conflicted with another's. Which meant that what was real in the setting was what had actually appeared in play. Until the Lich is at least namedropped it doesn't exist. If another DM takes the lich over for their dungeon that's what the lich does whatever the backstory you created for it says.

And I get that you're doing it differently. You're coming at it from the direction where the lich didn't exist prior to the roll - where the DM has to invent all of that stuff on the spot, and a roll of non-lich means that there isn't necessarily a lich somewhere around there. As previously explained to me, that was apparently a thing in some of the editions I didn't play. I don't like it, and I'm not going to play that way, but I understand that your way makes perfect sense to you.

Your way is very strongly associated with 2e and to a lesser extent 3.0 and 3.5. It's not an invalid approach. But [MENTION=42582]pemerton[/MENTION]'s is closer to the way D&D was designed. With worlds that grew rather than ones that were created in advance. And worlds that grow in ways that surprise even the DM.

I think you're splitting hairs a tad too fine here.

The ONLY reason that the boxes appear in the alley is because the player initiates their presence. There is no other reason for those boxes to be there.

We're getting into Doylist and Watsonian explanations again. From the Doylist perspective you are absolutely right. From the Watsonian one this is meaningless. Conan-Doyle is not an in universe thing in the Sherlock Holmes stories.

Nonsense. Plenty of GMs have sat down to run games creating material on the spur of the moment - whether using random generation tables, or just making stuff up because it seems like fun.

Yup. And it's cutting all this off that bugs me.

Playing like that mightn't be your preferred approach, but it is not failing to be an "equally good" GM. From my perspecive it is a prefereable GM.

Likewise.

No one upthread said that. Both @Hussar and @Neonchameleon have been taking it for granted that the GM always has a veto.

Explicitly saying so in my case :)

That's why all the at-will powers in 5e are attack or defense. They're just another way of dealing damage, which is something everyone at the table can do.

For the record this isn't true. About half the cantrips are attack powers. You can also have things like Prestidigitatation and a tiny image. And my second level Warlock managed Disguise Self and Silent Image. I might think that 5e is half-hearted as an edition but that's not a valid criticism of it.

Using a plot point or a fate point where that simply ensures that the GM has to nerf the badguy somehow is a player using an ability conferred on the player. It may be character linked, and is only a small bit different.

OK. But what game are we talking about?

A player using a plot point or fate point to declare some item exists in the fictional universe of the game is a player using an authorial ability, and is considerably different from a spell.

Indeed. Being able to move with the expectation that you understand the universe is considerably less reality warping and immersion breaking than a spell that changes the laws of physics.

And a player using a character based ability to define other characters is similar to, but more extreme than, a player using a fate point or other obviously player-only resource to do it.

And this again. Either you have a massive setting bible (Harn), you can define NPC acquaintances, or in practice you know almost no one. Majoru Oakheart (I think) mentioned that he always moves his PCs to an utterly new area - this is necessary for PCs not to feel amnesiac if the players aren't allowed to invent NPCs.

At the end of a long day, when resources have been depleted, ask why the character cannot cast the spell. The D&D spellcaster can tell you that she doesn't have any spell slots left. The Fate spellcaster... well, I'm not sure how she would explain it, because she doesn't know about the existence of Fate points. You might be able to improvise some excuse about being too tired, or some sort of magical interference, but nothing that actually corresponds to the insufficient Fate points.

That depends entirely on the Fate caster. You can easily play a Fate character who's a Mage: the Ascension escapee and who uses Fate as Quintessence and who actually does know about their own Fate points. You can also have a Fate character who took the consequence "Magically Exhausted". Either works.

No, it's not. Not all RPGs grant the GM veto over player actions.

Fate, for example, usually puts rules authority not to the GM, but to the players. The GM has no veto, but the whole table does. (Some specific Fate games don't follow the trend, but of the 8 I've read, and 2 I've played, most do. One didn't).

Out of curiosity, which? Because I'm fairly sure all the ones from Evil Hat grant the veto to the GM (certainly all the ones I've read). And it's Evil Hat's system.

Fate is neither fully trad nor fully storygame... it's in that space between.

You really need to stop looking at it as a binary case, and see it as a spectrum.

Fate is pretty Trad. It's no further out there than Unisystem or even Marvel Superheroes.

I've heard of this one before, but I never really bought into it. I mean, they actually did call this one out somewhere in one of the books as pretty much the definition of meta-gaming - you shouldn't assume that every monster is beatable (by you, now), or that every challenge can be overcome, just because you're playing the game. It's fallacious to assume that the world is level-appropriate to you.

Of course, that's definitely going to vary by edition. Starting at least as early as 3E, and even moreso with 4E, they really hammered on the idea that the DM should be building encounters for the party to face.

Once more you seem to be someone who takes 2E as the baseline for D&D. And it simply isn't.

If you look at old school design, each dungeon had a level. And monsters were measured by level which equates to the level of the dungeon. It was fairly clearly laid out and the dungeon level should roughly match the PC level. The PCs could tell when they were entering the wrong dungeon level (admittedly they needed to hot-foot through the wilderness because that wandering monster table was nasty). The world was approximately split up by level appropriateness in the same way MMOs often are. Building encounters for the PCs to face happened both in dungeons (which were a skill test) and in the Dragonlance AP (a core driver of 2E) - with adventures such as Queen of the Demonweb Pits going so far as to specify which spells didn't work in advance. It's only the 2E world-sim school (as I said, an outlier in the history of D&D) that does otherwise.

And both 3.0 and 4E suggested that not all encounters should be beatable. The reason it doesn't look this way is that there was an internet outcry against the Roper in the bottom of the Forge of Fury and WotC didn't want to annoy the fans.
 

KarinsDad

Adventurer
Nor does it mean they are not.

Actually, depending on table, yes it does.

For a table that allows this style of play, the players are entitled.

For a table that does not allow this style of play, the players are in fact NOT entitled.

And fun happens at both tables. Your premise here is invalid at some tables.

That's the point - that (i) there's nothing particularly deviant about the GM answering a question (about beards, or boxes, or whatever) by reference to player hopes and enthusiasms rather than (say) random dice rolls; and (ii) that if someone is complaining that his/her players aren't very engaged in the scenarios s/he is offering them, s/he might want to look at techniques that have the potential to more effectively engage the players in those scenarios and their resolution.

There is nothing wrong with playing this way. It's just not a play style that is automatically allowed at all tables.

(A) The boxes or beards don't "magically appear". As has been discussed ad nauseum upthread, what the GM is doing in such a case is authoring the gameworld. From the ingame perspective, of course the NPC was always bearded (or the boxes always there, etc).

It depends. As a general rule, what you state here is fine. The problem comes in when the DM forgets something (DMs have a lot on their plates) and the boxes in the alleyway change the entire scenario such that it's no longer what the DM envisioned. At the point in time that the player mentioned the boxes, the DM did not notice the problem and just went with it. Suddenly, this alteration of the world (which, as you state, was there the entire time) is suddenly nonsensical because the DM makes a mistake.

The players do not know everything that is going on. The DM does. As a general rule most of the time, the DM will not introduce things that are inconsistent with what is going on. The players might. Of course, if the DM notices that, no problem. The DM just says no. The problem comes in when the DM is busy and does not notice.

(B) The players presumably are entitled to expect that the gameworld will be full of stuff that is exciting and achievable for their PCs. My point is that it's no huge leap from that sort of scenario-level metagaming to detail-level metagaming.

Actually, it's a huge leap from "the players control their PCs" to "the player control their PCs and external world events and objects".

Both styles are fun to play for different people, but it's really a big dot deal for some tables to go from one style to the other. It might not be a big deal for you, but it is a big deal for others (like me).
 

Greg K

Legend
Your claim is wrong.

Gygax, in the introduction to KotB, explains that it was written as a module for beginning GMs, to help them help beginning players learn the ropes.

It's not as if Gygax sat down and happened to write some adventure or other, and having done so decided it was more suitable for low-level than high-level PCs!

(On the occasions that he did do that he gave us Tomb of Horrors and Isle of the Ape.)

As I recall, Tomb of Horrors was deliberately written for high level characters and he wrote Tomb of Horrors , because a lot of people were bragging about their high level characters despite having not played nearly as long as his own players whose characters were not nearly as high a level. ToH was easy way to smack down those players and demonstrate that the players had not the skill to have earned characters of such high level
 

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