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D&D General On Skilled Play: D&D as a Game

EzekielRaiden

Follower of the Way
1) Yes, you could add Wandering Monsters to 3e, 4e, and 5e. However, you aren't even close to systemitizing them in an integrated way at this point. You'll get nothing like the experience of Moldvay Basic's Wandering Monsters on play merely by "adding them." I've discussed this ad nauseum with respect to 5e. You have to have an Exploration Turn + Rest Turn + Light Clock scheme (i) matter to play such that the decision-tree navigated for all of the constituent parts have teeth both in the moment and downstream on the delve as a whole (each part has to be QCed for its role...if Equipment Loadout/Encumbrance is irrelevant and/or Light is trivial to attain/maintain and/or Gold/XP isn't a thing and/or trivial combats are easily resolved without attrition) at all, (ii) have sufficient stakes (that are measured and weighted at a system level), (iii) all of the units/moves involved (1st order durations, 2nd order considerations such as do I take this spell/move vs that one and what are the impacts) have to be QCed, and (iv) the whole exploration conflict system can't trivially be obviated (overwhelmingly via apex power in the way of Spells).

TLDR - "Adding Wandering Monsters" to 3.x, 4e, 5e is probably 5 % of the design work. You still have the entire integration process (which involves QCing the rest of the system for failure points...of which there are MANY in those 3 systems for the actual system purpose and experience of the Wandering Monster Clock). It would be like removing or changing the Light or Condition Clocks from Torchbearer. The 1st and 2nd order effects on the play paradigm are enormous.
I apologize; I gave the impression that ALL one has to do is integrate one single superficial mechanic to duplicate an entire experience, and I agree that that is incorrect. You do need to consider the impacts at a wider level, and these things can become involved and cumbersome if you need to hit pitch-perfect matching of things, I totally agree on that too.

But the point wasn't to be pitch-perfect, or at least mine wasn't (whether or not that was the point of the thread at large). The point, for me, is that it's essentially impossible to, say, integrate the "bases" mechanic of baseball into fútbol, even WITH all that extra playtesting...because it has nothing whatsoever to map with. Or integrating the basketball concept of "travelling" into hockey; it's not just difficult, it's effectively not possible without genuinely creating an entirely new game that operates by genuinely different rules from either of its "parent" sports. But integrating, say, oyster sauce into my shrimp alfredo, some swing into my waltzes, or some action-adventure into my puzzle games? Not at all the same level of "well you have to reinvent from the ground up."

Yes, you absolutely SHOULD test! Just adding a different seasoning to a dish without considering other factors is not likely to produce a satisfying product, and that goes doubly for outright fusion cuisine where you're blending two dishes together. But fusion cuisine is everywhere, and some of it is really quite excellent....while fusion sports are basically only the province of comedy ("sportsball" jokes or silly fake sports "like zoozittacarzay, a roller-skate type of lacrosse and croquet!") Ditto games and novels that mashup genres, music that blends two or more distinct styles/cultures (some more successfully than others...), and artistic works that draw on distinct eras or movements. TTRPGs, like video games and cuisine, exist in a strange middle-ground where the tools and techniques and materials matter, but tend to be subservient to more abstract notions that can, at least some of the time, be integrated together into a product that truly respects all of its origins simultaneously.

  • And D&D Initiative governs who goes 1st.
  • And D&D spells have Range, Duration, etc etc.
  • And Blades in the Dark has a strict Stress Pool that must be managed and has rules for replenishing it and what happens if you burn through it on a Score.
  • And Dogs in the Vineyard has rules for escalating conflicts and adding to your dice pool and adding Traits/Relationships/Things to Conflicts and determining Fallout.
I'm aware (well, I didn't know BitD stuff because I've never read it, but otherwise). But I don't see how (for example) it is equally a logical contradiction to combine basketball and fútbol, where the former sport specifically has a bunch of rules about touching the ball with your hands, and the latter has a bunch of rules for specifically NEVER touching the ball with your hands. Like, these aren't just distinct sets of behaviors that pursue some experience, they're legitimately rules that can't be combined without developing something entirely new.

I don't see an in-principle reason why a person couldn't, with some intuition and playtesting, generate a home game that either includes most of those rules with relatively light changes, or takes one of those systems and adds in new rules that, while not identical in function, accomplish meaningfully equivalent experience-level AND rules-level functions. E.g., having played Dogs in the Vineyard (well, sort of--DM adapted its rules to the Exalted setting), I could see a game that has "spells" with "Range, Duration, etc etc." that require some amount of wagering your dice pool in order to work in the first place, as a sort of "safe bet," just to spitball an idea. And, again, this absolutely requires playtesting to be sure it works consistently, but as a first-pass, "well we could try this," it doesn't sound anywhere NEAR as problematic as "let's add travelling rules to soccer" or "let's have rules for the 8-ball in tennis," where these things genuinely make no sense whatsoever.

I mean this is endless when it comes to TTRPGs. I could literally spend probably several hours just rattling "very specific, physical (insofar as they tightly encode and govern play interactions/collisions) tools" for TTRPG games that I've run in my life.
I think this is a big deal. What is "physical" about "govern[ing] play interactions/collisions"? To me, for a TTRPG, those "interactions" and "collisions" are much closer to "abstract" than the vast majority of rules in a sport.

To use your "cuisine blending" example: I would say its trivially true that "TTRPG blending" is significantly more fraught enterprise than "cuisine blending" (I'm not a particularly accomplished cook, but I can identify coherent textures/flavor profiles and have them relatively accommodate each other in a dish or as a meal...meanwhile I'm extraordinarily accomplished as a TTRPG GM and hacker and I come up with off-the-cuff design instantiations in game that I'm intimately familiar with that I find relatively unpalatable). Simultaneously, I would say that "sport blending" and "mixed martial arts" have had enormous success (and a lot of games are actually born directly from the crucible of "sport blending").
What examples of "sport blending" do you have? I honestly can't think of any, which is part of why this is sticking so hard for me, and why I have been making the examples I have. If you have some examples, I'd love to hear them, because that would force me to reconsider a pretty fundamental aspect of my argument.

Finally, sport has an enormous number of "squishy" subjectivity refereeing involved in it; the Block/Charge call in Basketball, the Catch, Personal Fouls, Defensive Holding, Offensive Holding, Defensive Pass Interference, Offensive Pass Interference (to name a few) rules in American Football, and combat sports_are_utterly_littered with them (before you even go to judging/scorecards!).
Oh, I don't at all deny that refereeing is super important, and that that is an important similarity between TTRPGs and sports. My problem is more that a referee is expected to be impartial and, as much as possible, avoid any deviation from the rules unless inarguably necessary for the game to continue--indeed, that their adherence to those rules whenever possible is part of the "spirit of play" for a sport. By comparison, it's been a BFD in the D&D community lately that Rule Zero is all-important and that that absolute freedom should never be abridged for any reason, no matter how well-considered or articulate. (Even when it may do the game a disservice to do so, IMNSHO...)

I've read and interacted with plenty of your posts in the past and you've never struck me as the "system doesn't matter" sort of poster. But what I'm reading from your last few posts feels very much like that.
Oh, gosh, no. Truly sorry for giving you that impression. I absolutely think system matters. That's why I think that taking the time to ask, "What parts of this system are truly necessary? What parts are optional, but really useful? What parts are both optional and not strictly important?" is such a good idea. Further, it's why I think that, if you have one or more people you expect to be dissatisfied with the current system, it's worth your time to consider what you can tweak (whether at the level of tone, of adjudication, or of the actual rules themselves) so that your system is more palatable to those players, without thereby becoming unpalatable to the players who like it already.

As I said, there may end up being bright lines--there may be things that just can't be compromised upon, without compromising (in the negative sense) what makes that style/system enjoyable for its fans. But I'm pretty inclined to think that any given mechanic is not actually a "load-bearing" one for its system. Some of them absolutely will (or at least should!) be. But, for example, I don't really think the initiative mechanic is load-bearing for any edition of D&D--hence why you see so many variations of the same thing, even if you only consider a single edition: Popcorn, side-by-side, freeform, elective, round-by-round...there are a lot of ways to do initiative. This tells me that, while some kind of "who goes now?" mechanic is important for D&D-as-it-stands, the specific details really aren't important and could easily be changed if doing so would improve the experience of some of your players. (I, for example, find re-rolling initiative every round incredibly tedious, and am thus very glad that my W20 Storyteller does not do that, even though the rules say you should.)

Am I reading you correctly or are you saying something like "TTRPG system design/structure (including everything that it encodes, promotes, constrains) is significantly less concrete and significantly less impactful than the same design/structure is for something like Sport which doesn't strictly have a governing shared imagined space?"
I'm....not sure. I do think it's less concrete than something like sport, because sport is tethered to specific bodily motions, specific physical tools, and (usually) specific locations. I do not think it is less impactful in any absolute sense. But I do think that specific instances are likely to be less impactful, in that (say) changing the rules for initiative (while still having something like it) is going to be a lot less impactful than changing the rules for....I dunno, the amount of points scored for a field goal in American football. Mostly because people actually do change the initiative rules a lot, certainly a lot more than changing the scoring rules of American football.

Perhaps the word "abstract" was incorrectly-chosen. @AbdulAlhazred used the word "intangible" earlier; that covers more or less the meaning I was going for.

I think you're exaggerating the difficulty of combining physical activities and thereby inventing new sports: ice hockey, water polo, all the various codes of football, including the deliberately blended "international rules" that has been played between Australian and Irish teams; etc.

And as I already posted, wandering monsters for 4e don't seem like a very good idea at all to me.
To the best of my knowledge (admitting that my memory is poor), I have never heard of an example where someone took two sports as reasonably well-defined as "American football" and "hockey" (just for two random examples) and attempted to suture them together into a new sport. Whereas it is quite common in the various activities I've listed for people to attempt to suture together two completely different things and try to make it work. Sometimes it doesn't. Sometimes it does. But you don't see people kicking hockey pucks into field goals...ever, as far as I'm aware.

The "wandering monsters" thing was obviously a bad idea, considering how many people have IMMEDIATELY jumped on how that's, like, the worst proposal ever™. Surely, though, the fact that we have a proliferation of initiative rules, or HP-regain rules (to use another "appears in almost every edition" example), or different approaches to the idea of "class" (race-as-class, different XP advancement rates, à la carte multiclassing, explicit vs implicit roles, etc.), demonstrates that there are numerous ways of doing effectively the same thing that, while possessing meaningful differences and context-specific nature, are amenable to revision and review in a way that basketball (where players must touch the ball with their hands, but not hold it overlong) and soccer (where only very specific players are even allowed to touch the ball with their hands) are not.

Yeah, I've seen Dungeon World compared to B/X before.

I'm like...what? I don't understand how anyone could have run a Moldvay Basic Dungeon Crawl...and run a game of Dungeon World and felt like these games are even the same lineage let alone remotely actually being similar.

Torchbearer...absolutely (though still...not remotely the same game). Dungeon World? No...not even close. To me, Dungeon World feels like if you took D&D 4e, excised the extremely tactical demanding aspect of play and minutiae, retained the key word relevance in the deeply embedded thematics, turned all of play into Skill Challenges, amped up the Thematic Skill Play leveraging aspect (including skillfully using gear and managing decision-points in cost/complication), and PBtA-ified the whole thing.

That...is not B/X...
Wasn't the whole point of Dungeon World that its creators wanted to recapture how it felt to play their favorite early-edition D&D games? As far as I had understood it, that is why people compare DW to B/X (and World of Dungeons to Gygaxian 1e, AFAIK). Whether or not it mechanically manifests the same, the experience of play for the people who designed it is meaningfully how they remember enjoying early D&D. Memory is, of course, a funny and fickle thing, so perhaps Adam Koebel and Sage LaTorra have invented a game that resembles their memories only and not any part of early-edition D&D. If so, it at least seems to resemble the memories of other players too, which was the whole point anyway.
 

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clearstream

(He, Him)
I think "the meta changed" is really what much of the discussion is about (and what I tried to encapsulate in my first offering waaaaaaaaaay upthread). However, there is another conversation being had simultaneously about the original nomenclature of "Skilled Play" having an implicit "Gygaxian" appended to it.
I'm coming to feel SP should not have the G attached.

But yes, every version of D&D has a meta. Sometimes its just "meta drift" (like 1e to 2e) and othertimes its "meta shift" (like AD&D or 3.x to 4e).
On the one hand, I can see that 5e supports a DM-centric, move-fidelity-to-the-character, meta. My character is silver-tongued? Great, I can throw their Charisma (Persuasion) and it doesn't matter what my DM thinks of my inability to describe persuading someone.

And on the other hand, I struggle to see how that gets in the way of SP, because the DM decides when that roll is appropriate. A 5e DM can set a bar and make my inability to describe persuading someone matter.

Wasn't the whole point of Dungeon World that its creators wanted to recapture how it felt to play their favorite early-edition D&D games? As far as I had understood it, that is why people compare DW to B/X (and World of Dungeons to Gygaxian 1e, AFAIK). Whether or not it mechanically manifests the same, the experience of play for the people who designed it is meaningfully how they remember enjoying early D&D. Memory is, of course, a funny and fickle thing, so perhaps Adam Koebel and Sage LaTorra have invented a game that resembles their memories only and not any part of early-edition D&D. If so, it at least seems to resemble the memories of other players too, which was the whole point anyway.
Supporting your understanding, the DW site includes a download described thus - "What if Dungeon World was the latest edition of a game that's existed since 1979? The first edition would have looked something like World of Dungeons."

EDIT I feel one may have to be clear - in discussing PbtA games - to what extent one is speaking of shared-control? Can SP be done in a shared-control framework? From what has been described thus far, I think either not, or challenging to achieve.
 
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Supporting your understanding, the DW site includes a download described thus - "What if Dungeon World was the latest edition of a game that's existed since 1979? The first edition would have looked something like World of Dungeons."

EDIT I feel one may have to be clear - in discussing PbtA games - if one is speaking of shared-control? Can SP be done in a shared-control framework? From what has been described thus far, I think either not, or really challenging to achieve.

Here is the Influences section of DW:

DW page 360

By this point it’s probably pretty obvious that Vincent Baker’s Apocalypse World, as well as Gary Gygax and Dave Arneson’s Dungeons and Dragons are the reason we made this game. The Dungeons and Dragons Basic Set, edited by Tom Moldvay, and Advanced Dungeons and Dragons were our references of choice.

Our version of Alignment is closely related to Keys from Shadow of Yesterday by Clinton R. Nixon as seen in John Harper’s Lady Blackbird.
XP on a miss can be seen in a lot of designs—the version seen in Luke Crane’s Burning Wheel was an inspiration, but this particular take on it comes by way of John Harper and Paul Riddle’s The Regiment.

Bonds are a perversion of Hx from Apocalypse World with a little bit of the memories from Freemarket (by Luke Crane and Jared Sorensen) thrown in for spice.

Dungeon World wouldn’t exist without cross-pollination from many other projects powered by the Apocalypse. Sagas of the Icelanders by Gregor Vuga, The Regiment by Paul Riddle and John Harper, Monsterhearts by Joe Mcdaldno, and several unpublished games by Jonathan Walton all were part of our process.

The original idea to mash Apocalypse World and D&D together belongs to our good friend Tony Dowler. He was gracious enough to let us build on his concept and carry it through to the shape you see today.

Here is the Moldvay Basic Foreword

FOREWORD
I was busy rescuing the captured maiden when the dragon showed up. Fifty feet of scaled terror glared down at us with smoldering red eyes. Tendrils of smoke drifted out from between fangs larger than daggers. The dragon blocked the only exit from the cave.

Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching. The original D&D rules are a classic. They gave the first gaming system for fantasy role playing and, in my opinion, are still the best set of rules on the market. When I revised the rules I tried to maintain the spirit of the earlier rules.

Those rules were written for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game.

In the half-dozen years since the original rules were published, the TSR staff has answered thousands of rule's questions. The answers helped find problem areas in those rules, areas which could either stand minor improvements or were difficult for novice gamers to understand. This revision was aided not only by the collected gaming experience of TSR personnel but by the gaming experience of the thousands of players and DMs who sent us letters in the mail.

The D&D game has neither losers nor winners, it has only gamers who relish exercising their imagination. The players and the DM share in creating adventures in fantastic lands where heroes abound and magic really works. In a sense, the D&D game has no rules, only rule suggestions. No rule is inviolate, particularly if a new or altered rule will encourage creativity and imagination. The important thing is to enjoy the adventure.

I unwrapped the sword which the mysterious cleric had given me. The sword was golden-tinted steel. Its hilt was set with a rainbow collection of precious gems. I shouted my battle cry and charged.

My charge caught the dragon by surprise. Its titanic jaws snapped shut inches from my face. I swung the golden sword with both arms. The swordblade bit into the dragon's neck and continued through to the other side. With an earth-shaking crash, the dragon dropped dead at my feet. The magic sword had saved my life and ended the reign of the dragon-tyrant. The countryside was freed and I could return as a her

As @pemerton has reminded many-a-times, the Moldvay Foreword bears no resemblance to the actual play! The Moldvay Foreword looks a lot more like D&D 4e!

So...yeah. Basically Dungeon World is a "love-letter to the aspirational foreword of Moldvay Basic"...which in no way manifested via the beautiful dungeon crawl engine but manifests beautifully if you take 4e, strip out the tactical depth/minutiae, pour into it tons of the indie-design inspirations mentioned in the influences section of DW, and PBtA the whole thing!
 

clearstream

(He, Him)
So...yeah. Basically Dungeon World is a "love-letter to the aspirational foreword of Moldvay Basic"...which in no way manifested via the beautiful dungeon crawl engine but manifests beautifully if you take 4e, strip out the tactical depth/minutiae, pour into it tons of the indie-design inspirations mentioned in the influences section of DW, and PBtA the whole thing!
It's likely been discussed up-thread, but for my sake, have people come down on DW == SP or DW =/= SP so far?
 

pemerton

Legend
To the best of my knowledge (admitting that my memory is poor), I have never heard of an example where someone took two sports as reasonably well-defined as "American football" and "hockey" (just for two random examples) and attempted to suture them together into a new sport.
I mentioned an example: international rules, played between ad hoc Australian and Irish teams. It "sutures together" Australian Rules football and Irish/Gaelic football.
 

It's likely been discussed up-thread, but for my sake, have people come down on DW == SP or DW =/= SP so far?

I don't know if anyone (and, if so, who) has posted about this subject upthread. I have a lot thoughts on this (from character building, to tactical and strategic resource management - including Cohort management, to thematic management of the fictional positioning to open up the move-space for tactical gambits, to strategic management of costs/complications, to bulwarking teammates through any/all of the prior, to engagement with the premise of play/thematic character elements to achieve growth), but I think I'll summon @darkbard to post on this as he has a lot of experience playing a Dungeon World PC in a game I GM.

I think its better to hear how a player processes the overhead they’re managing in a game (vs a GM), so if/when darkbard has a moment, his thoughts would be better than my own (I feel)!
 
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Voadam

Legend
In the same campaign two players advanced their positions by making choices about relationships with significant NPCs.

Because the choices were not made in relation to a dungeon. Both were about relationships in the colloquial, romantic sense. Both unfolded over sessions (in fact, years) of play and levels of PC development. In one case the player invested heavily in aspects of PC build to secure the relationship.
Advancing their positions by making player choices in the game sounds like skilled play generally to me, though the PC investing heavily in PC build to do so adds in the character mechanics optimization aspect I was not expecting.

Was it GURPS or some other game where you can spend xp to gain something like advantage House deVir is an ally/patron instead of putting those points towards the regular skills, attributes, spells, or powers?

The closest I came to that was in an AD&D game where I had become a successful merchant prince in game and eventually took some nonweapon proficiencies to mechanically represent the narrative concept even though the mechanics never came up.

Usually for me such things were generally given to a PC to represent stuff that was happening rather than choices in character build investment over time. For instance when playing vampire the masquerade and I was succesfully making allies in a bid for princedom it was all based on in character choices and interactions, not character build investment on my part.
 

Mannahnin

Scion of Murgen (He/Him)
As @pemerton has reminded many-a-times, the Moldvay Foreword bears no resemblance to the actual play! The Moldvay Foreword looks a lot more like D&D 4e!

So...yeah. Basically Dungeon World is a "love-letter to the aspirational foreword of Moldvay Basic"...which in no way manifested via the beautiful dungeon crawl engine but manifests beautifully if you take 4e, strip out the tactical depth/minutiae, pour into it tons of the indie-design inspirations mentioned in the influences section of DW, and PBtA the whole thing!
With the caveat that you'd never kill a dragon in one dramatic slice in 4E*; though you could conceivably with a dragon-slaying sword in 0E.

This is perhaps the crux of different between 4E and a Story-based game. 4E relishes and emphasises those dramatic battles, and draws them out over many rounds and minutes (or hours) of play. A mechanically-story-focused game might resolved such a conflict in a single resolution task of some kind.

(*Unless maybe it was an Epic tier game with dragon minions for some reason; but if so, there would generally be a bunch of them and a bigger, climactic boss; say, Tiamat)
 

To my mind, adding wandering monsters (TM) to 4e D&D would be likely to be unrewarding. 4e doesn't work particularly well if avoiding combat becomes an aim of play, given that combat is an obvious locus of play; but then if the players have their PCs engage the wanderers, instead of interesting combats you get boring ones!
What I really get from people complaining how boring and overlong 4e combats were, is that they never really understood the goal of that system and tried to run classic dungeon crawls with it. You know what I mean: lots of fights against 2d6 orcs in a 10' x 30' room instead of just a few big set pieces with lots of moving parts, environmental hazards and a good mix of monster roles.
 

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