D&D 5E Why does 5E SUCK?

pemerton

Legend
Just noting the incongruity here: from a mechanical perspective, in your Rolemaster example, a player rolled dice twice and one-hit-killed a boss monster. You think that's good and that the player "lived that experience".

Your second example is a player rolling dice once, and one-hit-killing a (boss?) monster. You think that's bad and this player did not "live that experience".

The mechanics in the first (good) example were: get two unusually lucky rolls.
The mechanics in the second (bad) example were: get one unusually lucky roll.

I suspect that the differences which cause you to think the "good" experience was good are not only the mechanics.
You've elided my discussion of 4e's mechanical implementation of "deep reserves", which is what the "lived experience" reference was about.

In Rolemaster, what is "lived" is an incredibly improbable victory: 1-in-400-ish for the double-open-ended roll, and then 1-in-5 for the 80-ish crit, or 1-in-2000 or so overall. This can't happen in AD&D combat, as there is not sufficient granularity of resolution, and there is no mechanic for instant kills outside of spell or poison use.

No PC build in AD&D that I'm aware of can kill a powerful warrior or balrog with a single blow. Maximum damage is in the neighbourhood of 18 for 3d6 on your lance or two-handed sword, +8 for magic and specialisation, +12 for storm giant strength, or 38. A powerful fighter or (say) 10th level will have 60 or more hit points (and doesn't take the 3d6, either). A Type VI demon will have 44 hit points on average, and a powerful balrog might be a bit higher than that.

Also, by the time you can do that sort of damage you're probably 12th level, attacking with +26 to hit (level + STR + magic + specialisation) and so don't need a spectacular to-hit roll to hit your target.

AD&D mechanics can't duplicate either the RM or the 4e experience (nor can either of those duplicate the other). They're a different system, providing a different experience.
 

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pemerton

Legend
how would they have fared, if your party of level 13 adventurers fought the same dozens (or hundreds) of hobgoblins, statted as they were in the first encounters? The hobgoblins would likely miss 90% of their attacks, but they would be (effectively) immune to single-target crowd control, and they might win through sheer overwhelming numbers. (Maybe. I don't have an intuitive grasp of how HP and damage scaled in 4E, except in that it was virtually impossible to bring down a non-minion in a single hit.)
I'll leave the maths of that to someone else. And I'm not sure that those maths even matter. The 4e DMG has the following statement (p 40):

When a power’s effect involves a character's allies, use common sense when determining how many allies can be affected. D&D is a game about adventuring parties fighting groups of monsters, not the clash of armies. A warlord's power might, read strictly, be able to give a hundred "allies" a free basic attack, but that doesn’t mean that warlord characters should assemble armies to march before them into the dungeon. In general, a power's effect should be limited to a squad-sized group - the size of your player character group plus perhaps one or two friendly NPCs - not hired soldiers or lantern-bearers.​

In other words, the game's system is based around an assumption about numbers and targets. For instance, if I ran an encounter involving 5 13th level PCs against three dozen 3rd level hobgoblins, how would I factor in the effect on the hobgoblins' morale of having their allies mown down before them? How would I factor in the ability of the warriors to carve their way through the hobgoblins like a scythe through grass? In AD&D this is modelled via the "1 attack per level" rule vs certain low-HD targets; in 4e it's modelled by restatting the low-HD targets as a swarm. That is, certain system elements have been offloaded to the monster-build side, and you can't just ignore the monster-build element of the game and assume that your system will continue to deliver "true" results.

And that's not taking into account the (im)practicalities of running a combat in which three dozen enemies have hit point totals to be tracked, conditions to be tracked, etc.
 

pemerton

Legend
A DC 20 obstacle has an inherent meaning in the fiction of 5e, across levels and adventures, that stays the same - it is always a Hard obstacle, in terms of the world. That means that if you have a 95% chance to beat that DC, then you are a MASTER at that task because you have reduced Hard actions to mere trivialities. Meanwhile, if you have a 5% chance to do it, then you have a long way to go before you can call yourself skilled at that task, son.

In 4e, a DC 20 obstacle doesn't have an inherent meaning in the world, it is assigned meaning by the DM based on the circumstances it's encountered in. It might be hard for level 1 characters (DM: "Oh, it's an insidious dwarven design made from adamantium!"). It might be easy for a level 10 character (DM: "Oh, it's some rusty tin thing.") It might also have the same meaning (In both cases, the DM describes it as adamantium and dwarven), but that's only by fiat, according to what the DM wants, not inherent to the mechanics.
Two things. First, in 4e, if you can pick the lock of Vecna's safe, then you are a MASTER at the task in question. There is nothing about 4e, or the fiction that it generates, that prevents characters from being MASTERS, or that precludes players from knowing this to be true of their PCs.

Second, your presentation of 4e's DCs is relatively controversial. For instance, nothing in the way the books are written suggests that a DC 20 lock might be both an adamantium dwarven lock and a rusty tin lock. A rusty tin lock sounds fairly easy even for 1st level PCs. And DC 20 is a moderate 10th level DC (in fact 10th level moderate is 21 on the DMG p 42 chart and 18 on the Rules Compendium p 126 chart).

If a 4e GM assigns DCs more-or-less arbitrarily without regard either to the guidelines or to establishing a consistent fiction, then it is true that they won't convey anything about the fiction. But in fact there are guidelines, and I imagine that most 4e GMs do at least try to maintain a consistent fiction. And hence wouldn't set a "rusty tin lock" at DC 20.

The latter design is greatly flexible, because its fiction is largely irrelevant - what matters to the game is the maths.
This is what I am denying. Not the flexibility, but the irrelevance of the fiction.

The fiction is where 4e generates its payoff in play.

In the Neverwinter Campaign book, paragon-level threats are rewritten with Heroic tier stats, so that players can have the full Heroic-Paragon experience (fiction, not so much mechanics) in 10 levels of play. That is a different experience - an accelerated one - compared to default 4e. The flipside is that you don't use 10th level Neverwinter mindflayers and aboleths in a default 4e campaign.

There are other systems out there which make it much easier than 4e to repurpose the same mechanics to new fiction. It could be pretty easily done with Marvel Heroic RP, and is the whole raison d'etre of HeroQuest Revised. But that doesn't make these games about the maths, either. The maths is just a means to an end. And that end is the fiction.

A change in narrative fiction can feel hollow and meaningless absent a mechanical relevance. And the change in narrative fiction between a balor and an orc has little mechanical relevance (more complex, but the same balance).
This "mechanical relevance" thing is puzzling to me. Just looking at the DM PDF for 5e, a CR 17 dragon has about four times the hit points of a CR 2 awakened tree. That seems to correlate, more-or-less, to the four-times damage output of a 17th level compared to a 2nd level character. They also have a 6-point difference in AC, which seems to correlate, more-or-less, with the expected growth in to hit bonus over the course of those 15 levels.

Is it irrelevant to 5e play to fight a dragon as a 17th level PC rather than an awakened tree as a 2nd level PC because the mathematics is roughly the same in both cases?

At the purely mechanical level it's all just maths. 4e has maths. So does 5e. In 4e the bonuses get bigger, and so do the DCs. Likewise in 5e. You can't even begin to identify the difference until you start to talk about the relationship between maths and fiction (eg different principles for setting DCs, or different ways of resolving PCs vs phalanxes), and then we are in a realm where there is no change in the fiction without mechanical relevance. For instance, in 4e gaining levels, and hence experiencing new fiction, has both backward looking mechanical relevance - it is the result of playing the game, which means engaging the mechanics - and foward-looking mechanical relevance - it means acquiring new powers with new effects, adding new feats, adding new PC build elements like paragon paths and epic destinies, etc.

And because of the mechanical minutiae of the system, those changes to PCs have other sorts of mechanical relevance too. For instance, by focusing your PC build in one area you can take your character ahead of the curve; by neglecting other areas you can have your character fall behind the curve, or have to develop new ways of doing things (eg the fighter in my game closes using Might Sprint; the paladin closes using Winter's Arrival, which allows him to teleport adjacent to a marked target).

Fiction differences without significant mechanical relevance are at risk of being irrelevant to the players. If all the balor's aura is doing is making sure I'm of a requisite level to have a regen effect that counteracts it, it's a "different element" that doesn't actually do anything. +15 * 2 will counteract -30 and is different than +2 and -4+2, but if it's always going to come out to be zero regardless, that's just pointless fiddling.
In 5e, if the bonus on my PC sheet is +4 and the DC is 25, I will have to do things in the fiction to either make my bonus bigger (eg find a magic item) or make the DC lower (eg trick an ogre into bashing into the door).

In 4e, if the regen or fire resistance on my PC sheet is "zero" and I know the balrog does 30 hp of fire damage per round, then I will have to do things in the fiction to either give my PC the ability to handle that (eg find a magic item) or to douse the balrog's aura (eg conjure a zone of water).

If buffing my 4e PC so I can handle the aura is boring, why is buffing my 5e PC so I can meet the DC interesting? (Or the converse.) If tricking an ogre into bashing the door is interesting in 5e, why is finding a way to douse the balrog's aura in 4e boring? I just don't see what the radical difference is here. At the mechanical level, it's all just manipulating the numbers. In the fiction, I don't see why 5e's fiction has some engaging virtue (in general) that 4e's lacks (in general).

The former design is not quite as flexible, but it grants that achievement-juice much more directly and with less reliance on individual DMs to patch it up. And it can be turned into the latter system with very little effort.

<snip>

Even in a fictionless system, that movement - from +3 to +9 against the same target number - shows at the very least that the player has done some action to move that bonus and has thus given their chance for success a meaningful boost. If a player cares about success (it's a game, roll more than 12), then that's going to be a reward for whatever action they've done, a feeling of accomplishment.
I've played systems with "objective" DCs, and systems with 4e-style DCs, and I can report that in my experience at least there is no innate difference in "achievement juice".

In part because I don't even understand what "doing some action to move that bonus" means, in an RPG, other than engaging the fiction so as to improve your PC. And 4e players do that too. In part because making your numbers bigger isn't always the point of play - just as, now that I am better at crosswords than I was when I was a teenager I don't do the same sorts of crossword I did then, only quicker - instead I do harder crosswords. And in part because an RPG where an important aim of play is to get better at beating the same challenge seems kind of boring to me. As my PC gets tougher I expect to take on tougher challenges, not the same ones more easily.

None of the above is a criticism of 5e's bounded accuracy. Shifting the balance of combat from to hit chances to damage rolls is fine as far as it goes, at least in a system like 5e that somewhat reduces the importance of condition infliction triggered by hitting. But that's just a mechanical tweak. In Rolemaster how high you roll to hit affects your damage, whereas in D&D and Runequest it generally doesn't. That's a mechanical tweak, too, and doesn't make one system or the other a better general-purpose vehicle for communicating player achievement. (Though for some individual players one or the other system might be better, eg if you really get driven nuts by rolling an 18 to hit followed by a 1 on the damage die.)

I mean, if they had to, I dunno, eat increasingly gross things to get that six-point movement, it would be an approval of their gastronomical bravery and their intestinal fortitude.
And 4e players have to have the intestinal fortitude to gain levels for their PCs, too, and hence open up the new fictional vistas of the game. You are taking as a premise that that fictional change is not the result of actual play, or is a "DM patch", when in fact it is core to 4e and the relationship between fiction and mechanics in that system (see the PHB, pp 28-29 and DMG pp 146-47).

IMXP, its systems as presented in the rulebooks rarely tolerate much of the unexpected. Indeed, I find more than a bit of a "tournament" mentality in a lot of 4e: make everything level and equal and remove many of the variables, keep everything smooth, all of those oddities are distractions.
Can you give examples, because I've got not idea what you mean here.

Do you mean the mechanically unexpected? As in 4e breaks down if you build a (notionally) 1st level monster with 1000 hit points? Do you mean fictionally unexpected? As in 4e breaks down if a player declares as an action that (say) his/her PC walks up to the hobgoblin guard and shakes its hand?

I've not had any trouble adjudicating unexpected action declarations in 4e, and indeed feel (between p 42, DMG 2, the skill sidebars in the RC, etc) that I have top notch support in this respect. The mechanical systems - skill challenges, default DCs, expected damage ranges, etc - all make this straightforward. I've linked to some examples upthread, and other ones that come to mind right now are the ranger PC taking charge of enemy hobgoblins' behemoth and riding it across the battlefield; the figher-cleric of Moradin sticking his hands into the dwarven forge in order to aid the reforging of his dwarven thrower artefact; the paladin taming a hostile bear and bringing it along as a temporary companion; one character diving over a cliff to save another who had fallen; and others too numerous to list.

The system genrally doesn't deliver mechanical surprises, in the sense of its mechanics being unable to process action declarations in a way that fits the fiction, or generating outcomes that make no sense within the fiction. You won't have a 1st level PC one-shotting Orcus, for instance (which could almost happen in Rolemaster, though very improbably), or a 20th level wizard's Knock spell being unable to open the latch to a peasant's cottage. But I'm not sure that generating outcomes that make no sense within the fiction is a desirable thing!

In 5e, you could take that balor on at level 10 and come away with your lives if you're clever about it. In 4e (and most earlier e's), you lack the prerequisites for that encounter, so it will simply crush you.
In AD&D level 10 PCs can absolutely take on a Type VI demon!

But in 4e you could easily achieve that result too, if you wanted to, by restatting balors. This is what Neverwinter does (though from memory mostly with aberrant creatures rather than demons). The fact that 5e comes with that restatting already built in is an important fact about it, but not an obvious virtue (eg [MENTION=82106]AbdulAlhazred[/MENTION] was complaining about it upthread) though not an obvious flaw either. As I already mentioned, in Rolemaster a 1st level PC can one-shot Orcus with extreme luck. Does that make RM an even better vehcile for accomplishment than 5e? Not that I can see.

I don't think I do know what you mean. If the mechanics fall away, then they don't do much support, they just disappear and are subsumed into the fiction and thus become pretty meaningless. Mechanics that are generic to the point of supporting "many different fictions" are not good at evoking one specific fiction (and vice-versa).
What [MENTION=82106]AbdulAlhazred[/MENTION] means is pretty clear to me.

He means that the mechanics don't, on their own, determine the fiction. You can use 4e's system to play a Neverwinter game - go from zero to mindflayer killer in 10 levels - or a default game - go from zero to mindflayer killer in 20 levels, then take on Demogorgon by level 30 - or to play a Dark Sun game, where even at 30th level you are still confronting more-or-less mortal threats. To achieve this all you have to do is rewrite, or relabel, the monsters (which is what Dark Sun and Neverwinter do), and have the GM change the way s/he adjudicates and applies the fiction.

Gamma World is another example of the same phenomenon, but moving sideways rather than compressing or expanding: the same mechanics support a different, post-apocalyptic mechanical overlay.

In other words, the mechanics are not coupled to some determinate fictional elements from which they can't be stripped. Coupling has to take place, by creating monsters, traps, default DCs for doors/locks/jumping distances/etc, and the like. This is what 4e's monster manuals (both the core, capitalised ones, and the variant ones like Neverwinter or Dark Sun) do.

That doesn't mean the mechanics are irrelevant to play, though. They actually settle action resolution. A game of default 4e, or Neverwinter, or Dark Sun, or Gamma World can't get going until the players and/or GM start to engage the mechanics.

4e is not the only RPG that has this sort of feature. HeroQuest revised does. So does Marvel Heroic RP. And I imagine plenty of others that I'm not as familiar with.
 


Imaro

Legend
I'm with Gaius Julius Caesar, "Let the dice fly". If that creates stories - fiction - that I want to tell afterwards then I'll do that, but it will be based on what happened in the game. As such, what the game does or doesn't do largely determines the sort of fiction that I could make of it. Which means that the mechanics and the probability curve they create of a particular game is exactly what determines the type of fiction I create and how "amazing" it can be. The fiction, after all, has to maintain a sense of plausibility just as much as the game.

So again... "amazing" is totally subjective...So maybe it's not that a particular game's mechanics don't produce amazing stories but that the mechanics produce the type of amazing stories that don't necessarily line up with your particular definition of amazing.. Is that a failing of the game, or a failing of your particular expectations?

As an example, I had a hard time producing amazing stories with 4e simply because of the length of combat and it only got worse as my group went up in level. We were not particularly enthralled with the type of gonzo, over the top action that seemed like it should have played out fast and exciting but came to a grinding crawl whenever combat started. IMO, 13th Age did the type of amazing I wanted from 4e in a much better way... but I don't blame the mechanics of 4e for that since, by the accounts of other posters... many saw the length of combat as a positive... It was simply that my view of amazing didn't line up with the 4e mechanics...
 

Celtavian

Dragon Lord
I'd say that it's not bad design, just design you didn't care for.

Personally, I eked miles upon miles of use out of the 4e monster/NPC rules. I found them incredibly flexible to make whatever I wanted to present to my players. I didn't need one set of stats for "Joe Ogre", I just knew where ogres fell on the overall power curve of the campaign and went from there.

I did like 4E monster design from a conceptual standpoint. 5E has ported that concept from 4E. I like open-ended monster design that makes monsters unique. Allows you to design even orc tribes as having distinct differences. It also allows PCs to be very unique given monsters aren't built like PCs.
 

Celtavian

Dragon Lord
See what you describe here, and later in the same post is very different to me than final say in imagination. Rules debates and steering the course of a session are two VERY different things and my comments apply the to latter not the former. Clearly someone needs to arbitrate, and that is typically the GM, and it is typically assumed and accepted by all at the table.

In D&D imagination and rules debates are often one and the same. Explain to me how you can simply imagine that you kill some creature? Does the player explain some strategy and then say at the end, "I killed it." What do you mean by this? Give me an example of what you're talking about.

Because when I write fiction, I don't turn to my fictional character and say "Bob, what's your action?"

I do this all the time while writing fiction. I guess we differ on that. I often let my character do what he wants, stuff I didn't even think of at the time. Of course, writers are crazy, right? We have characters wandering in our heads and we're wondering what they want to do. If it's not interesting enough, we'll say, "No. Try something else." You don't really control your characters in fiction. I mean you can, but that's not very fun. It's more fun to let the character talk to you.

I require all my players to write up backgrounds even prior to 5E. I encourage them to include things I can use in their story. I design their story using the background as my guide. I do this in nearly every campaign. I'm doing it between posts right now. I created an elite militia unit of scouts they are a part of. I'm modifying the module I'm using to fit in with their backgrounds. I'll modify as they make decisions that require it.

I consider TTRPGs cooperative fiction. I believe my players expect me to construct an interesting story for them to play through. They want to believe they are the characters. I do my best to make that happen.

As a writer of fiction, what is the difference between the character in your mind telling you what he's doing and another person's character telling you what he's doing? You're still creating for characters that often aren't you, but someone else. The additive effect of their imagination is fun for me. Lessens my workload when creating the fiction.

Seriously though, it's completely different from planning for a campaign because I don't have control over what the main characters are going to do, unless I'm really into railroading. Writing to cater to your audience just means that your writing is influenced by predispositions established up front when you work on your novel, short story, whatever. Writing to cater to an audience doesn't mean "I'm going to shoot down Bob's plan because it breaks what I wanted to do." It doesn't even make sense to me to try to argue it.

Unlike you I do not consider railroading a pejorative. I call it plotting. I make the plot so compelling the player has no reason to choose a different path. I make it seem as though the choice of paths is attractive and a natural choice. I'm not into this sandbox thing others claim they love. I want to take my players on an adventure. Not let them wander about some world killing a few orcs here, a few kobolds there, stopping a robbery over here. I want them to have a direction, an adventure, a quest, some great deeds to do. I'm not creating a fantasy version of the The Sims. I'm taking my players on a ride like their favorite movies or books. If it's a train, it's the Crazy Train. "All aboard. Hahaha."

I'm creating villains that they'll remember. I'm creating a Dark Lord-type of figure or an evil organization that only they can rise to stop.

The fiction you create for players is going to be incomplete. It's inevitable (unless you railroad) because they will always do something you can't predict. As a writer you have full control over every little detail and have the power to alter and adjust before publishing until it's exactly as you like it. You can refine your session plans a billion times and it just takes one PC decision of "let's go to the Woods of Doom instead" to set you off your rails.

If you write, you should know every little detail is rarely as a writer likes it. Fiction starts off incomplete even when you have control. Tolkien took decades to write Lord of the Rings. He didn't always know what the characters were going to do. He let the story keep talking to him until he figured out what they were going to do.

Fiction writing is controlled delusion and illusion. You wander into the recesses of your mind listening for voices that compel you to take them in a particular direction. You don't control them. They control you. You just use language to tell yourself and hopefully an audience that finds them interesting what they're doing.

How does that differ from some other person directing the actions of a character? They tell you what the character is doing, you decide how that works in the game world. You work cooperatively to create an interesting bit of fiction for all the parties involved.



I think you're trimming my point a bit. Yeah sure a lucky die roll can put you in the situation of being "off track", but so can a simple decision, no dice involved. When it comes to rulings, adjudicating, etc. I get it. But "final say in imagination" is a whole different level than that.

Once again, I don't get what you're saying. What does final say as far as the imagination goes mean? Give me an example of how this would work.

Do you mean something like a player deciding to use a portable hole to breach an unbreakable door and the DM simply saying, "That doesn't work?" If that is the case, then we are in agreement. I don't think a DM should get final say on such a matter. If hasn't accounted for this tactic prior to the player using it and it seems like a very cool and reasonable tactic, the DM should let it go.

Do you mean more like, "I summon a ton of creatures with polymorph, have them cast it on the dragon knowing by percentages he will fail and burn down his Legendary Resistance, so we can take him out easier. Cool exploit, Mr. DM. Too bad the game designers didn't see that one coming, eh. Surprise. Your encounter destroyed." Well that part I'm not cool with. I shouldn't as a DM be expected to allow stupid crap like that to trivialize encounters because the game designers allowed a ridiculous, repeatable exploit by allowing a player to summon a bunch of creatures with a ridiculously low CR and a bunch of powerful abilities. Imaginative exploits I don't expect a DM should have to deal with. As a player you should be bringing these strange little exploits to the DM's attention prior to their use to determine if the DM wants to deal with them in the world.

Which DM trumping the imagination situation are you talking about? Rules exploits or some imaginary use of the game world outside the standard scope of the rules? The former I am against, the latter I enjoy and support.
 
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IMHO the big limiting factor is the blindness to any result other than straight-up military victory or defeat.

When I run a sandbox, the party's first encounter with an Ogre will not result in a dead Ogre. It may result in a dead PC or two if the players don't even think about escaping from an ogrewhelming adversary.

Then later, they'll feel good about killing one.

Then later, they'll feel good about killing one each.

But there'll always be someone bigger, someone from whom running is wise.

Yeah, I do try to slant in some level-appropriate encounters -- but not every encounter will be level-appropriate, and those not-level-appropriate encounters are most optimally resolved in some way other than combat.

I'm honestly not sure what 5e's recommendations look like, I haven't read every bit of DMG cover-to-cover and studied all the DM advice in the uttermost detail. 4e definitely can be faulted for not just coming right out and plainly saying "OK, here's all the rules for a balanced encounter, but that doesn't mean you should balance every encounter." I mean the intention is there, there's a very robust set of rules for doing things other than beating stuff to death, but its not really made clear that you could just use a big ogre as basically a non-combat challenge, or as a "figure out a different strategy" challenge.

That being said, when I started to run 4e the 2nd encounter I made was a Carrion Crawler (level 7 elite Controller IIRC). I just set it up so that if the players were cunning they could defeat it. Of course the players didn't instantly pick up the perfect tactic, they had to find out the hard way that the beast was quite tough! Still, I thought 4e worked really well for this, the PCs were tough enough that they were able to get out of it without dying, and even patched themselves up enough to go on and finish up the rest of that encounter area.

I think 5e aims for the same thing. I liked the HS/healing concept in 4e a little better, you weren't stuck with a cleric in every party, which seems kind of weird and genre-limiting. Still, in basic concept you're getting the same thing. I'll have to go back and see how 5e's advice on that sort of thing is written since I can't comment on that right now.
 

Fair enough. I honestly feel 4e would have been much better if it only went up to 20 levels and the math was half as fast (+1 total bonuses every 2 levels instead of +1 every level). That would have been a nice middle ground with the IMHO stagnant progression of 5e.

I'll have to send you a copy of my hack when I have sorted out the giant mess that it is right now, lol.
 

tyrlaan

Explorer
In D&D imagination and rules debates are often one and the same. Explain to me how you can simply imagine that you kill some creature? Does the player explain some strategy and then say at the end, "I killed it." What do you mean by this? Give me an example of what you're talking about.

I was responding to your own phraseology, which you address here...

Do you mean something like a player deciding to use a portable hole to breach an unbreakable door and the DM simply saying, "That doesn't work?" If that is the case, then we are in agreement. I don't think a DM should get final say on such a matter. If hasn't accounted for this tactic prior to the player using it and it seems like a very cool and reasonable tactic, the DM should let it go.

Which tells me we are indeed on the same page, it just was not clear to me that you didn't also mean the above when you talked about "final say in imagination".

I do this all the time while writing fiction. I guess we differ on that. I often let my character do what he wants, stuff I didn't even think of at the time. Of course, writers are crazy, right? We have characters wandering in our heads and we're wondering what they want to do. If it's not interesting enough, we'll say, "No. Try something else." You don't really control your characters in fiction. I mean you can, but that's not very fun. It's more fun to let the character talk to you.

Okay, sure, but really that's just an illusion. It's still your brain sorting out the actions of those characters. You can say that they are deciding what they will do, but it's still your brain doing the deciding. Unless you literally consult other people to play the roles of your characters for you when you write a book (which would be basically playing an RPG at that point), no matter how you slice it, what happens is up to you.

Now that's not to say things may go unexpectedly for you if you're doing a good job of thinking about how a character would react to things, but...

If you write, you should know every little detail is rarely as a writer likes it. Fiction starts off incomplete even when you have control. Tolkien took decades to write Lord of the Rings. He didn't always know what the characters were going to do. He let the story keep talking to him until he figured out what they were going to do.

Fiction writing is controlled delusion and illusion. You wander into the recesses of your mind listening for voices that compel you to take them in a particular direction. You don't control them. They control you. You just use language to tell yourself and hopefully an audience that finds them interesting what they're doing.

How does that differ from some other person directing the actions of a character? They tell you what the character is doing, you decide how that works in the game world. You work cooperatively to create an interesting bit of fiction for all the parties involved.

and...

As a writer of fiction, what is the difference between the character in your mind telling you what he's doing and another person's character telling you what he's doing? You're still creating for characters that often aren't you, but someone else. The additive effect of their imagination is fun for me. Lessens my workload when creating the fiction.

...you still have complete control over the final product. It doesn't matter how long it takes to write your book. It doesn't matter how many twists and turns it took because characters "surprised" you. No matter how arduous the process, by the time the book is on the shelves, it's complete and it's what you wanted it to be. Maybe it's not what you thought it was going to be when you started, but it's complete and you are satisfied with it. And when a reader picks up that book, they are looking at a finished work.

When running a game, you do not have the luxury of revising and so on. You can retool as much as you want until contact with the PCs. Then you must adapt adjust, etc. While this is similar to adjusting for characters in your own mind when writing a novel, there is a significant difference. You do not have the luxury of ensuring the work is finished to perfection. What you present to the players is often raw, draft-like. The finished product is a work of collaborative fiction, as you alluded to. It's not the same as a writer writing a novel because the players at your table will never be as limited as the characters in your own mind. AND you don't have the luxury of revising and revising when they throw you off track.

(Obviously you get a good chance between sessions to do some revising and whatnot. I'm not suggesting you can't alter things to accommodate the unexpected. My point here is that there is a significant gulf between that and the type of revising one does for a work of writing).

Another significant difference I hadn't mentioned earlier is audience. For work of fiction, my audience is the reader. For a RPG session, my audience is the players. The needs and expectations for both have some overlap surely, but also some incredible differences.

Unlike you I do not consider railroading a pejorative. I call it plotting. I make the plot so compelling the player has no reason to choose a different path. I make it seem as though the choice of paths is attractive and a natural choice. I'm not into this sandbox thing others claim they love. I want to take my players on an adventure. Not let them wander about some world killing a few orcs here, a few kobolds there, stopping a robbery over here. I want them to have a direction, an adventure, a quest, some great deeds to do. I'm not creating a fantasy version of the The Sims. I'm taking my players on a ride like their favorite movies or books. If it's a train, it's the Crazy Train. "All aboard. Hahaha."

I call plotting plotting and railroading railroading.

As you reply to me more, it's clear that we're not all that different, and not really disagreeing on much except perhaps some terminology and maybe some mild philosophical differences. Railroading to me is something like the GM wanting the players to stop a robbery and they are not interested, so he/she forces them into the situation anyway through heavy-handed tactics that stretch or break the fiction of the game. That's not plotting anymore (to me at least) because the GM has not compelled the players to take the desired action.

Like you I also am no fan of the sandbox. I find it just leads to a lot of uninteresting mulling about that can quickly lead to boredom. Like you I prescribe to plotting, but if despite my best efforts the party doesn't take my bait, I roll with it. It sounds like you do too and we were just talking past each other with terminology.
 

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