PsyzhranV2
Hero
Hazarding a guess but I think you might need to schedule a checkup with your optometrist, your eye prescription might be out of dateI'd say vindicated![]()
Hazarding a guess but I think you might need to schedule a checkup with your optometrist, your eye prescription might be out of dateI'd say vindicated![]()
You say that but from everything that's being said about the game, the general play loop sounds like it's built upon these same kinds of "gambles" regardless of whether Attuning is used or not.
Yes, but the consequences weren't simply you failed to achieve your goal.
Perhaps it would help if I said, there are plenty of actions in plenty of D&D playstyles that can also be gambles. Some posters like iserith specifically talk about a playstyle where even skills like a perception check to hear through a door may cause guards to appear on a failure as a complication. I've never been particularly keen on how that works under his playstyle either.
If you are saying a fighter attempts to attack an orc minding his own business then yes the orc will start trying to attack him. But that's not contingent on whether the attack lands, it's contingent on the orc knowing he's tried to attack him. So no gamble there.
If you are saying the fighter and orc are already fighting and the fighter just misses, then that miss didn't raise stakes or make the orc more powerful. The orc didn't suddenly double in size and strength or become soul sucking because the fighter missed. There's no gamble there.
Whether something is a gamble isn't affected by a player's surprise.
I guess to summarize - the inclusion of chance deciding the outcome isn't enough to make something a gamble. There must be stakes involved where you win something upon winning and lose something upon losing.
@Manbearcat could you perhaps elaborate what you think makes it so force-proof? I am not talking about forcing some specific outcome on any specific test, I'm talking about the overall trajectory of the game, and to me it seems rather obvious that the person who provides information, frames the scenes, sets the odds and decides the consequences has considerable power over it. And sure, if the GM pushes too hard, it becomes noticeable, here probably easier than in some other games. But heavy railroading is always noticeable.*
Oh, and speaking about framing, in that original haunted painting example, if I as a GM would have wanted a player to go investigate whether the painting is magical, I would have described the room in the same way. When you describe things it is pretty easy to get people focus their attention to what you want and even draw the conclusions you want. it is not 100% guaranteed, but especially if you know your players you can do it rather reliably.
*( And if some crazy mentalist genius could do it in manner that it is not noticeable at all, and I as player would feel that I have awesome agency,
I wouldn't care.)
So even on the worst possible roll (which from this I assume is a 1) the GM isn't allowed to provide outright false information to mislead or confuse or frustrate the player/PC?Here's how Gather Information works in Blades. A player says what they are having their character do and then asks a question directly to the GM. They then make their roll which sets the effect level. Even on a 1-3 the GM is obliged to give them information which answers the question posed. More information on a 4-5 and even more on a 6 or critical. Sometimes this may come with some attached danger, but the player will get real information that directly corresponds to the question asked no matter what.
Keep in mind, though, that referee errors don't always go one way and more often generally end up cancelling out (sometimes driven by the infamous "make-up call" which happens a lot in hockey - a ref makes a bad penalty call, realizes it was a bad call but is committed to it, then looks for any excuse to call a penalty the other way to even it up).
In RPG terms, this would manifest as various instances of GM Force more or less cancelling out, and having the play state thus arrive at much the same point it would have without any GM Force ever having been used.
Cool! I never knew that about the 2:1 / 1:2 difference - but, in my defense, baseball's not my main sport.Couple things on this:
1) I don't agree with your paragraph 1. With respect, that is a very unexamined (c'est la vie or "only focus on what you control") approach to evaluating the impact of referee error on (a) the newly perturbed gamestate, (b) the now modified trajectory of play due to that perturbation, and (c) the ultimate result. It also presupposed and smuggles in (d) a balancing kludge ("the make-up call") that cannot remotely be assumed in any given instance of competition/play.
There are many factors that have to be assessed and evaluated in order to even begin to have an opinion on any given game (and they're all different), let alone games broadly:
* How swingy are the consequences of a singular instance of referee error upon the present gamestate? In some situations we have advanced metrics that will tell us just how deeply swingy referee error is. A little known fact in baseball is how PROFOUNDLY swingy (with respect to the gamestate) a singular umpire error is in what some may consider a relatively innocuous situation:
The 1:1 count.
Do you know what the difference is between a 2:1 count and a 1:2 count? An UNBELIEVABLE .927 OPS vs a .428 OPS. Batting Average more than doubles, On Base Percentage doubles exactly, Slugging Percentage (power numbers) more than doubles. Baseball is PROFOUNDLY sensitive to referee error here. And how many 1:1 counts (that will subsequently be 2:1 or 1:2 counts) happen during a 9 inning game? Yeah. A ton.
However, and this gets back a bit to my point earlier, if the referee is equally bad both ways (i.e. makes much the same errors at much the same rate regardless of which team is batting) isn't that referee's net influence on the result of that game roughly neutral in the end as he's cancelled out his own influence?3 referee errors in 1:1 counts alone (forget errors in other counts, forget Safe/Out calls, forget Balk calls, etc) will have huge reverberating effects on play. And those errors only become enormously compounded with runners on base. Win Shares hinge hugely on these calls.
And its not just the 1st order effect of these missed calls. A single 1:1 count can reverberate HUGELY with intangible effects (and not just for this game!)! Should have been 1:2 vs 2:1? Well now, there is a big chance that Pitch Count is going to increase for this Pitcher. If this was going to be the last out of the inning, it could suddenly spiral into 10, 20, even 40 extra pitches! Suddenly, this pitcher is pulled, unavailable for days, you're exhausting your bullpen early. That exhaustion in this game will have the knock-on effects of (a) disallowing you to dictate match-ups later in the game and (b) exhaust your staff and render one or more Pitchers unavailable for tomorrows game 2 (or 3)!
If there's a lever in a central position (analagous to the natural un-forced gamestate) and I push that lever up 10 degrees and leave it there, I've altered its position. But if I push it up ten degrees and leave it there for five minutes, then push it down 20 degrees (so now it's 10 degrees below level) and leave it there for five minutes, then put it back to level, in the end I haven't changed anything. It started level, it ended level, and the sum average of its position in the meantime was also level.2) On your "in RPG terms", you're describing a GM marionetting a gamestate back and forth. This isn't Force cancelling out (this is before even going through the 1:1 count analogue I did above...which you should do for any TTRPG gamestate...particularly complex, intensive resource-management games like D&D or Blades) and therefore liberating the game from being hugely distorted by GM signal. Its Force AMPLIFICIATION! Its INCREASING GM SIGNAL!
What's important herein though isn't your preferences for mystery, objective realities, or whatever else, but, rather, that new, dramatically significant game states were created as a result of the player conscientiously choosing to engage their own character's agendas in the fiction knowing full well of the risks that comes with action declarations.The player is still forcing their desired outcome to the reality, it just is a gamble. But there really is no mystery. "Is this painting magical" is not really an interesting question any more. "It is because I decided to examine it, though it may eat my face." or even "It has certain chance of being magical because I decided to examine it" are ultimately both answers that the player just directly produced. And yeah, I just don't agree with you that evoking an randomiser makes a decision meaningful.
That is a perfectly fine aesthetic preference. Also, this would seemingly read as an advocation for OSR-style skilled play, but a number of key elements that would facilitate such skilled play have also been pushed against in this thread as "anti-RP" or "gamist."In a situation where some sort of objectivish fictional reality exists and the GM can adjudicate the player's actions in good faith against that, the player's actions matter on a completely differnt level. There actually are right or wrong answers. You can study the reality and make informed choices, not just push the RNG machine to produce new reality in the flavour your choosing.
Unless you're trying to talk to a NPC. Then play goes from chess to "Mother May I?" or a fun game of "Pleez valid8 my akting skillz, Bob!" Can good faith the size of a mustard seed move an NPC? Only when Bob in his infinite goodness wills it. Even in the best of faith, one can't even hope for the Gods of RNG for success.It's chess instead of roulette.
Cool! I never knew that about the 2:1 / 1:2 difference - but, in my defense, baseball's not my main sport.
However, and this gets back a bit to my point earlier, if the referee is equally bad both ways (i.e. makes much the same errors at much the same rate regardless of which team is batting) isn't that referee's net influence on the result of that game roughly neutral in the end as he's cancelled out his own influence?
If there's a lever in a central position (analagous to the natural un-forced gamestate) and I push that lever up 10 degrees and leave it there, I've altered its position. But if I push it up ten degrees and leave it there for five minutes, then push it down 20 degrees (so now it's 10 degrees below level) and leave it there for five minutes, then put it back to level, in the end I haven't changed anything. It started level, it ended level, and the sum average of its position in the meantime was also level.
It indeed is. The interesting stuff happened before when the player made decisions against objective reality and after when that reality reacted to the action. RNG is not agency.I want to attack the orc. I then roll to see if I hit it.
I want to pick the lock. I then roll to see if I do.
I want to turn the undead. I then roll to see if It works.
I want to scribe the scroll. I then roll to see if I do.
Yeah.....pretty boring stuff, I’d say.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.