The lead post doesn't assume that Skilled Play and Story Imperative driven play are automatically at odds. Sometimes they are at tension and, to use the ambulance vs rest of traffic analogy upthread, the ambulance (whichever that is for the given table at that particular moment) gets the right-of-way.
It states that there are key aspects of various D&D play that either Skilled Play or Story Imperative driven play are sensitive to to (the Long Rest recharge in 5e being one of them).
What do you guys feel about these examples
@clearstream ,
@prabe ,
@Bawylie and anyone else who would like to answer?
1) Players bringing whatever character the eff character they want to into play. Let us say its AD&D and everyone is allowed to "bring in PCs from their other games." Everyone comes in with PCs that are 18s and 18/00 Strength (what luck!).
Play isn't sensitive to that?
2) Let us say that we're playing 5e and its a social conflict using the Social Interaction rules. They either didn't write down any IBFTs for the NPC or they wrote them down yet the GM is not good at the performative aspects of play so they do a terrible job at conveying the "Pictionary" portion of play here. The players are frustrated and can't suss out the IBFTs as a result and therefore can't leverage them to improve their odds of attaining the necessary Charisma check to attain the NPC as an asset.
Play isn't sensitive to that?
3) Its 4e D&D and the GM is utterly terrible at running Skill Challenges (no "change the situation", no thematic coherency, "Fail Forward" and "Success With Complication" is either nonexistent or poorly executed). At the same time (or conversely), the players at the table aren't creative or proactive at all. They have no idea how to appropriately leverage the shared imagined space and their characters assets to drive a compelling thematic scene skillfully.
Play isn't sensitive to that?
4) Its 3.x D&D and the entire table has chosen either Druid, Cleric, or Wizard. Alternatively, that same table has decided to play all Fighters.
Play isn't sensitive to that?
5) Its AD&D or 3.x or 5e and the GM is rolling everything behind the screen. The GM is doing this so they can strategically fudge rolls to ensure a particularly trajectory of play stays online. Or maybe the GM is executing Deux Ex Machina to ensure an NPC stays relevant. Or maybe the GM is making up backstory and leveraging it so they can deploy blocks against powerful spellcaster moves that would dramatically reframe key situations and wrest control of the trajectory of play from the player(s) back to the GM. Or maybe they're doing all 3!
Play isn't sensitive to that?
Its been brought to my attention that this may just be a case of "5e is sensitive to the Long Rest recharge" being controversial. That is entirely incidental to my point/question in the lead post (about play priorities being at tension and subordinating one to another when that collision occurs), so lets remove it.
Those are 5 new things where the structural integrity of play (and therefore the play priorities that undergird that play) might be perturbed or outright compromised. At this point I just want to establish whether people think various forms of Skilled Play or if story trajectory (forget 5e and AD&D's GM Storyteller Imperative for a moment) is sensitive at all to various dynamics. We can build out from there.
Do you guys agree with any of those 5 above?
Disagree on all 5? Is TTRPG play not sensitive to any systemization or technique or character building etc (and I'm not talking about people being gross/mean/cruel)?