What does it mean to "Challenge the Character"?

Tony Vargas

Legend
My position is that the rules are like the directions of a recipe.
Every seen a recipe that says "add ______ to taste?" Sure, 5e is like a recipe - one where every ingredient is "to taste."

If you don't follow them, you may get a different result than the recipe intended. Whether that's good or bad is a matter of taste. That's all. I follow the recipe and the result is something I find enjoyable enough to keep doing. Others may not.
You follow your interpretation of the recipe, to your taste. Unless it blows up on you, it'd be unfair of someone else to say that you're doing it wrong. Grant others the same courtesy, rather than claiming you have a lock on the One True RaW.

I don't see how "The DM narrates the results of the adventurers' actions" is anything other than absolutely clear.
You're seeing it in pemerton's posts, among others.

Describing the results of an action can include narrating what a character thinks, decides, does or feels - or not, depending on your interpretation.

I agree. But I also think that [MENTION=42582]pemerton[/MENTION] has asserted as much upthread, if I remember correctly. I can go look for the post if my recollection is disputed.
I suspect it may have been more along the lines of experience with past editions can't be entirely set aside or compartmentalized when learning a new edition. I went so far as to say it'd be very helpful. I doubt anyone really claimed that 5e is impossible for new players to learn.

If all this stuff of serious concern to you? Or is it just philosophical debate for the point of...well, philosophical debate?
IIRC, [MENTION=42582]pemerton[/MENTION] is an actual philosopher, like IRL.

Or am I miss-remembering?

I'm not "smearing" anything - I'm enquiring about a particular aspect of the environment (namely, equipment) and who has principal authority over it.
Players typically pick equipment from a list in the rule book, and are privileged (a privilege first formalized in 3.0) to describe what their that gear looks like. Adding to or banning from those lists, though, is presumably the DM's prerogative.

I don't think that having rope is a usurpation of GM authority. Because I think it's a clear exception to the GM's authority over establishing the environment.
The DM's authority could include ruling that the player doesn't (or does) have rope if it's found not to be on his character sheet, or narrating that the player doesn't find said rope where he left it (it may have been stolen, or lost, say).

I don't think that the difference between objects that I bring into the game as extensions of me and persons that I bring into the game as extensions of me is self-evident. And I think that D&D itself has had features, over multiple editions, that illustrate the point: is a henchman a NPC (the official rule) or a second-tier PC (the frequent default in play which even the official rules give a pretty good nod to); what about a MU's familiar or a druid's animal friend/companion? Or even a charmed person or monster?
OK, I have to acknowledge those are good points, and not even all exclusively from past editions. 4e & 5e did get /very/ careful about 'pet' mechanics, though, which seems consistent with the intent for them being player-controlled (and that was clearly spelled out in 4e, of course, since it was way more precise & jargony).

Obviously there are ways of handling all this, and of formally or informally allocating the requisite authorities. It's been done, both at the system level and at the table level, again and again over decades of RPG design and RPG play. What I am asserting is that the GM has authority over the environment, the player authority over the character isn't enough to do this job. And if that's all a game gives you, then you're going to have to supplement it with intuitions or understandings drawn from elsewhere.
I question that the D&D player actually has /final/ authority over his character. Rather, the process of play is that he generally makes decisions for his character. In 'narrating results' the DM could essentially take control of the character (something that freaks some players out, admittedly, but arguably within the scope of the DM's 'power,' that scope being essentially unlimited).

I understand what you're saying here. But as I've said earlier in this post, I find it hard to see how that sort of play can (i) give all the authority around establishing those NPCs, who they are, what they're doing, etc to the GM and yet (ii) give the player all the authority to decide his/her PC's feelings.
I don't see an inherent contradiction. People can have one sort of relationship, each as far as the other knows (understands/experiences), yet the interior life of either or both my not be in synch with that.

In bits of your post that I didn't quote, you talk about solving some of these issues by letting the GM override the player's account of what his/her PC believes. I assume you'd be prepared to do the same to make the sort of scenario you've described here work.
The DM would seem to have that authority, both traditionally through most of the game's history, and specifically in 5e. But, like all rules, it's open to interpretation - DM interpretation.
 
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iserith

Magic Wordsmith
Every seen a recipe that says "add ______ to taste?" Sure, 5e is like a recipe - one where every ingredient is "to taste."

You follow your interpretation of the recipe, to your taste. Unless it blows up on you, it'd be unfair of someone else to say that you're doing it wrong. Grant others the same courtesy, rather than claiming you have a lock on the One True RaW.

Please do not ascribe to me claims I am not making. As for showing where others are not following the rules and perhaps not achieving a desirable result, that's fair game as far as I am concerned. It's advice for correcting a problem the poster reports. They can take it or leave it. Further, me saying what I do is because I'm just following what the books say is not a judgment on what other people choose to do. I frankly don't care what they do. It doesn't affect me.

I would also like to leave off on discussing how to discuss or argue about how to argue. It's not productive in my view.

You're seeing it in pemerton's posts, among others.

Describing the results of an action can include narrating what a character thinks, decides, does or feels - or not, depending on your interpretation.

Only if you are ignoring the rule that states it's the player who determines what the character does, thinks, and says.
 

Tony Vargas

Legend
BTW: I guess iserith & I must have similar schedules, that's probably why we've got this crazy reply velocity going, not because of the intensity of the subject matter or anything. I also hope are posting styles aren't clashing too badly. I tend to be flippant and to poke fun at myself (and my generation or any other identity group that hasn't successfully expelled me yet - see, I just did it again) and that can bleed over onto posters I agree with too vehemently.

Please do not ascribe to me claims I am not making. As for showing where others are not following the rules and perhaps not achieving a desirable result, that's fair game as far as I am concerned. It's advice for correcting a problem the poster reports. They can take it or leave it. Further, me saying what I do is because I'm just following what the books say is not a judgment on what other people choose to do. I frankly don't care what they do. It doesn't affect me.
If you didn't care, you wouldn't be claiming & defending the mantle of "following the rules" so zealously. ;)
(nb: caring can be good.)

Only if you are ignoring the rule that states it's the player who determines what the character does, thinks, and says.
The rule (from the set we're talking about, anyway) says the player declares actions. That's a very high-level rule and not unambiguous.

The rules are open to interpretation. Even in editions that tried to make them as clear, precise, and unambiguous (and, sometimes even balanced) as possible.

That's /not/ open to interpretation! ;P
 
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iserith

Magic Wordsmith
If you didn't care, you wouldn't be claiming & defending the mantle of "following the rules" so zealously.

Sorry, dude, I'm the only authority here on what I care about. Please kindly leave off on this track.

The rule (from the set we're talking about, anyway) says the player declares actions. That's a very high-level rule and not unambiguous.

The rules are open to interpretation. Even in editions that tried to make them as clear, precise, and unambiguous (and, sometimes even balanced) as possible.

That's /not/ open to interpretation! ;P

"Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks." (PHB, p. 185)

Taken together with "How to Play," we see very clearly who gets to say what according to the rules. The DM's authority does not extend to how the character thinks, acts, and talks, even when narrating the outcome of the adventurer's actions. (Some kind of magical compulsion might be an exception.) Whether someone chooses not to heed these rules is up to them. What the books says about it is, however, is not disputable.
 

Tony Vargas

Legend
"Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks." (PHB, p. 185)
That's a definition of RP, we all know how uncontroversial those are.

Taken together with "How to Play," we see very clearly who gets to say what according to the rules. The DM's authority does not extend to how the character thinks, acts, and talks, even when narrating the outcome of the adventurer's actions.
That's one valid interpretation.
It's not the only one. That's the sticking point that's got us spinning like this. I'm insistent that a game written in natural, even conversational language, that encourages the DM to interpret the rules and make judgements is, in fact, open to multiple interpretations.

I'm not inclined to die on hills, but I feel like I could heavily fortify this one and leave a lot of mines on it.

(Some kind of magical compulsion might be an exception.) Whether someone chooses not to heed these rules is up to them. What the books says about it is, however, is not disputable.
What the book says, literally, is in black & white - how to interpret it is up to the DM.
 

iserith

Magic Wordsmith
That's a definition of RP, we all know how uncontroversial those are.

As far as D&D 5e is concerned, that's the definition. Other games might have other definitions.

That's one valid interpretation.
It's not the only one. That's the sticking point that's got us spinning like this. I'm insistent that a game written in natural, even conversational language, that encourages the DM to interpret the rules and make judgements is, in fact, open to multiple interpretations.

I'm not inclined to die on hills, but I feel like I could heavily fortify this one and leave a lot of mines on it.

What the book says, literally, is in black & white - how to interpret it is up to the DM.

That the game works to varying degrees whether a DM follows the rules or not is something I do not dispute, especially since I've seen that be the case (even if it some cases it wasn't my cup of tea). But that comes at the risk of arriving at a game experience that is not intended or in some cases undesirable. That the books are written in natural language really doesn't have any bearing on anything in my view.
 

Satyrn

First Post
That's a definition of RP, we all know how uncontroversial those are.

. . .

What the book says, literally, is in black & white - how to interpret it is up to the DM.
I like that you started your post dismissing what the book says, then ended it by appealing to what the book says.


Is that chutzpah? Or is it ironic? Should I ask Alanis?
 

Tony Vargas

Legend
I like that you started your post dismissing what the book says, then ended it by appealing to what the book says.
5e /admits/ that what it says is open to DM interpretation and that the DM can change rules as he likes (once he's figured out what they say to his satisfaction - or instead of trying to interpret them, for that matter. The reality is that's true of every RPG, just by the nature of the player-GM dynamic. The GM choose what game to run, that can be a given game 'by the book,' or variation on one (or an original system, though I've rarely - I can't say never because "Storyboard" - seen that go well). 5e calls for DM rulings in leu of presenting more detailed mechanics.

None of that's an appeal to 5e's 'RaW.'
 

Tony Vargas

Legend
That the game works to varying degrees whether a DM follows the rules or not is something I do not dispute, especially since I've seen that be the case (even if it some cases it wasn't my cup of tea). But that comes at the risk of arriving at a game experience that is not intended or in some cases undesirable. That the books are written in natural language really doesn't have any bearing on anything in my view.
Frankly, IMX, the risk of delivering a negative experience is greater for the DM who follows the rules too closely, than for the DM who wings it (or at least, comes up with an interpretation that works well for him & his players, if he must stick to something too closely).

When I read your posts, I see a good DM, who's come up with very good interpretations of 5e that work well for him, and might well be great for a /lot/ of tables. But, I also see you wrapping those interpretations in a mantle of being the /only/ interpretation that's valid, with everything else being 'changing the rules.' That bothers me.
 

G

Guest 6801328

Guest
Or is it ironic? Should I ask Alanis?

Alanis had the last laugh on that one. Most people were so busy gleefully pointing out that the anecdotes in the song are (for the most part) not examples of irony that they missed the point that the song itself is ironic.
 

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