robconley
Hero
Saying it looking a card is simplistic but the general gist is correct.I think these responses are mostly missing the point of what @AbdulAlhazred and @Campbell are talking about. It gets back to what I was talking about waaaaaaaaaaay up thread.
If the primary play loop is centered around:
1) GM looks at card (setting notes).
Unless circumstances are such that their character would know the right answer.2) GM draws picture, attempting to deftly telegraph what is on card based on principled constraints (if you just tell the players the right answer then there can be no skilled play).
This step is incorrect3) Players attempt to solve the puzzle.
3) The players respond as if they are there as the character.
It very may be they are trying to solve a puzzle but often it not. I have no particular expectation about what the players are trying to do. I present the situation and ask "What do you do?". You wake up from your sleep to screams in the night. You see in the distance about a 100 yards up the road and to the side a campfire with some kind of commotion around it.
Genre exist because of the circumstance incorporated into the narrative. Recreate the circumstances you experience the genre. But unlike a book or movie with tabletop roleplaying you can see what else there by interacting with the setting and its inhabitants. Like who actually lives down the lane from Bag's End.When this kind of multi-dimensional Pictionary serves as the primary means of action resolution mediation for virtually all arenas of conflict outside of combat, any given instantiation of play is vulnerable to:
1) GM extrapolation of setting collisions with PCs and modeling of events (THIS is the simulation component...and it doesn’t matter whether genre emulation is a part of it or not...in fact that could make things more fraught) will diverge from another GM’s modeling or even from themselves on a different day/year.
Inexperience and lack of skill as a player or referee can't be fixed by system. Every game requires some level of skill and insight to play. This issue is fixed by the referee developing experience and being receptive to feedback.2) The GM may draw too opaque a picture, rendering it indecipherable to the players attempting the solve.
However there are elements of tabletop roleplaying that addresses this. It solved by simplifying the situation to make it more manageable for the novice. The most successful of which is the dungeon a type of adventure that easily described and created by a novice. It one of the reason D&D in all editions remains popular. No other genre of RPGs have an adventure format as compact and approach as drawing a maze with rooms filled with monsters and treasure.
So you now complaining that tabletop roleplaying is centered campaigns rather than one-shots. That one-shots are an EVOLUTION a new GENERATION. Something to criticize? Give me a break. There is a reason that campaigns took hold is that because players become invested in their characters. Which was found enjoyable in of itself. Campaign continued to exist because players decade after decade found they that wanted to continue to see where they go and what they can do.3) Cognitive load and the wear and tear of daily life over the course of many weeks will have an impact on the bandwidth of GM and players when a multi-month-spanning series of pictures is being drawn and solved for, leading up to one huge gambit (where all the prior pictures we’re supposed to be inputs).
And if time is an issue, there is zero issue in running a one-shot with tabletop roleplaying rendering your criticism moot.
Granted I am just some random gamer from rural Northwest Pennsylvania so I guess that a strike against me. I have more experience than some less than many others.Most of us here have been doing this for 30+ years. I’ve spent 5000 + hours running or watching “trad” games. WAY more than the overwhelming # of GMs on this planet.
But I think what more telling is what you are arguing. See I am saying all form of roleplaying work. Just in different ways. That agency comes in different flavors and with different focus. That the design of a campaign has both negative consequences and positive consequences including the "3rd generation" RPGs that are continually referred to as achieving the pinnacle of agency.
But that not where you are coming from. See with my 5,000+ hours I learned I have a way but it not THE way. That doesn't appear to the case on your end.
Yeah except what if they are actually dense and reckless.The number of times things go wrong in a campaign that GMs want to chalk up to “my players are dense and reckless” when it’s actually 1 or more of these 3 things (and the players will tell you so if you ask them in confidence) is legion.
This is has been explained in detail up thread. What explanation are you looking for at this point? The issues of the unexpected likewise has been addressed. And you continue to make inaccurate assertions (solving puzzles) even when it has been explain it otherwise.How do GMs protect against sterile modeling/extrapolation where nothing unexpected happens when PCs and setting collide? How do you protect against an endless array of deterministic models (particularly when you’re trying to draw pictures that can be inferred by players so the can solve puzzles!)?