Thomas Shey
Legend
Also, without bothering to quote Manbearcat, I think there's indeed some halfway strong psychological loading on who rolls the dice in a given situation in many cases.
CoC is the only one I know.Traditional (rather than action-) horror games in general honestly.
I meant doesn't matter for the outcome. It of course might psychologically matter a bit.I'm curious why you think "who rolls the dice indeed doesn't matter?" Can you elaborate?
I can't say that I would be sure what you're getting at here... Psychologically rolling the dice makes you feel like 'you're doing something' so in that sense systems which consistently couple the player rolling the dice with their character doing something are probably more engaging and immersive, even though the actual odds would remain the same. D&D's passive AC for example isn't ideal from that perspective.Do you also believe that player-facing systems and GM-facing systems have no impact on the overall aesthetic of play and the psychology of "participants set at <some degree of> tension (one group is advocating for their PC/group goals within the premise of the system...while the other party's role is to place opposition/obstacles to their goals so skill can be tested and/or story can emerge/PC nature can be revealed)." Even if you have the most beautiful trusting relationships possible, a referee and a player are purposely going to have tension (though they aren't at cross-purposes, there is, by fundamental nature, tension) because of their respective roles. The question is how is this tension navigated/mitigated (there are several ways it can be done that don't just offload it onto social contract).
I think 'agency' where you have no guarantees and are always ASKING for something is at best a lesser sort of agency. In a game where the rules start with "rule 0, the GM can fiat anything." and then follows with a process where the GM is at least assumed, 'normally' as you put it, to narrate all facts about the world, that agency can be no more than 'bodily' in any real respect.Except this ignores the issues of things like railroads, linear adventures, GM fudging, etc. These are all obstacles to agency. In a lot of these threads, when people invoke agency, they mean their ability to move and act freely in the setting. Taking that, and saying "well maximum agency only occurs when you have narrative control" I think is almost a form of equivocation to get people to sign onto a play style when it is done in this way.
No, not unhelpful. What I was getting at is that games where the players do not have narrative level control during the play* are in a sense like the real life, where we AFAIK have no such control either.Is it going to be manifestly unhelpful to answer "To a degree"?
But some of us absolutely have experienced it back in the day!You could run 2e by the book and simply utterly make up everything as DM in any way you wanted. Not that this was usual
Significantly, in that with two separate rolls the PC could, for example, completely blow the jump but in falling, fall quietly thus nobody notices anything.... it could equally be valid to have the GM frame the check as follows:
GM: "You can definitely accomplish the jump across the chasm to the other side of the battlement. However, it's a decent distance, and you're going to have to exert some energy and moxie to make it across without making noise. There's guards posted all along the battlement, and there's absolutely a risk of being heard if you make that jump. What do you do?"
Player: (Probably asks if they can mitigate the risk of being heard, if there's some other plan of action that doesn't result in alerting the guards, etc.)
GM: "Based on the situation and your proposed action --- leaping across the chasm --- there doesn't appear to be much room for error. If you're skilled enough, maybe you can do it; otherwise, your proposed action is definitely going to incur some risk."
Player: (Declares they go through with it).
GM: "Okay, you're triggering an 'Overcome Obstacle' move, using Agility. Make your roll!"
Result: On a strong hit (i.e., full success), no problem; player is on the other side without calling undue attention. On a weak hit (success with complication), player leaps across but can't do it skillfully enough to avoid the extra trouble of alerting the guards.
How is that meaningfully different than calling for two separate rolls?
No, because resolution of player attack declarations determines not just the actions of the character but also the actions of the opponent (eg whether or not they are able to bring their shield to bear to defend against the PC's attack).Rather depends on whether the person using that phrase was using it as a substitute for "physical actions". If so, the combat system can very well be read in that line.pemerton said:OD&D has combat resolution mechanics (either Chainmail or the "alternative" combat mechanics), which allow players to do more than just declare the bodily movements their PCs make.
Absolutely.D&D started out as purely an almost wargame-esque crawl that involved skilled play ONLY. So, yes, the players had agency only to control their PCs within the limits of what the PCs could do or know. The DM OTOH was absolutely limited to what was on the map, key, and wandering monster table. ANYTHING the DM produced outside of that, or ANY time they fudged a roll or deliberately judged a situation based on their own agenda and not an honestly neutral standpoint, was illegal in that game. Now, DMs still had a lot of leeway, and players really limited agency, but the players DID have that protection! The DM wasn't allowed to sic a wandering monster on them just because he thought they were being putzes, or because his favorite NPC was going to get offed, or whatever. It happened, but all of that was bad DMing and it was pretty well stated, certainly the 'culture' of D&D, including articles in SR/The Dragon, talked about it.
And here's the big mistake, pointed out in clear fashion. 3e took it further by pushing a lot of previously-hidden rules to the player side, which didn't help anything and, in part, led to a still-ongoing era of player entitlement.But then 2e came along and just told the DM to become a 'storyteller' and stop worrying about the rules so much. Meanwhile the players were given nothing, they were expected to simply continue to inhabit OD&D's dungeon crawl aesthetic with no change. The fact that the OD&D aesthetic included "hide the numbers from the players" just made it even worse.