Indie Games Are Not More Focused. They Are Differently Focused.

I don't think that's controversial. I think it's a subjective matter, and so your specific stance that D&D is more flexible than "indie games", a potentially very broad category of games, is what's controversial.

Different people are discussing this in different ways. I think that's also part of the problem; what it means for a game to be flexible may be different things to different people. Hell, I'd say that it can mean different things to just one person.....I can see many ways in which we may classify a game as being flexible.
Honestly, I think that 5e's flexibility is more a reflection of its market position privilege than any real inherent quality or design of the game. For example, people said much the same thing about 3e D&D and the d20 system when it was the market leader. Is 3e really more flexible than earlier iterations of D&D? That's of course highly debateable, but the great flexibility of 3e was a talking point about 15-20 years ago. And people were saying the same about 2e and 1e before that. What's the most flexible system? I bet 9 out of 10 times it will be the person's preferred system, and that may very well be their flavor of the month system.

But is 5e's skill resolution system really all that flexible even for a d20 game? There are a number of people and threads here where people have complained about the barebones skill system, its vagueries, and its amorphous GM advice on running skill checks. I don't think we should confuse its intentional underdesign as being indicative of any actual flexible design. Pick a number for the skill DC is hardly novel or unique to 5e or D&D. Rulings not rules, IMHO, is not so much about "flexibility" as it is about off-loading the design and play process from the designers to the GM. And sometimes the "flexibility" that some people profess about 5e flirts dangerously with the Oberoni Fallacy.

Moreover, there are so many d20-based games that have easier or quicker resolution systems than 5e. Black Hack? A simple roll-under your ability score system. Shadow of the Demon Lord? If you're doing what amounts to an ability check, you just have to beat a 10. There are also no skills or proficiencies to slow down the play,* though banes and boons do. If one were playing the Cypher System, the failure/success of the test is resolved on the die roll itself, and you just have to beat the Target Number set by the GM.

* Yes, these things slow down the play. We can pretend that everyone has these pre-calculated and added together with their ability modifier, but we all know that's not true. Nearly every table has at least once player who has to be reminded to add these things together.

But the Cypher System also mostly has free-form skills. Is that more or less flexible than D&D 5e's skill list? Seems that way to me. SotDL: You get a boon to ability checks based on your profession/background. That seems more flexible than D&D 5e.

What is the actual intrinsic quality of 5e D&D that somehow makes it magically more flexible than indie games that isn't fundamentally either an implict ad populum argument or one that just begs the question regarding 5e's "flexibility"?
 
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No, I was referring to exactly that. DnD doesn't rely on that, it just includes it as the "easiest way to play". To me, reliance on something means that the thing in question cannot be done without the thing supposedly relied upon. I've run DnD with 3 players and no DM, creating the world as we played. I've done it in a very freeform manner, simply improvising the world based on how we built our characters and then on how we played them and what we needed the world to be in order to do the thing we are trying to do or establish the thing about our character we are trying to establish. I've a friend who does it by borrowing from AW and BiTD, but I haven't played in that game.

We used the "This Is Your Life" chapter of Xanathar's, hacked somewhat using Heroes of The Feywild from 4e, to create characters, and used those prompts to create what turned into a small island kingdom in which we were starting out, simply going turn by turn to keep things simple until we had characters with all the bits filled in, and each had at least 2 contacts within the world, one chosen by the player and one chosen by the other two players.

Then we played dnd. Random hook generators are easy to find, but our first adventure was just me saying, "There's a festival of lights and masks going all week, so the capital is crowded with celebrants and people trying to make money off them" and then the next person said, "And we're here to stage an event that will upset people and direct that upset at the foreign governor" because that tied it into her backstory and a shared love of the book Tigana, and we went from there.

Thing is, "is there a chance of failure and consequences for failure?" is 99% of the time quite obvious to everyone at the table. The DMG has suggested DCs. Fail forward, yes and, success with complication, all allow for less need to even think about arguing with adjudication. Whoever isn't acting can determine how hard something is, and even CR is just a guideline, not an actual rule. Just make it up. We had a chart for what HP range, to-hit range, and average damage, a creature should have when coming up against us at a given level, and just used that to quick-and-dirty sketch enemies and other NPCs.

I'm not saying it's not something that could use fleshing out and possibly a chapter or two in a book to really work well for new players, but we didn't have to change any of DnD's rules to do it.
What would happen if there was a disagreement on employment of the rules though? I mean, most editions of D&D (you didn't really specify one) don't really state much in the way of principles of play beyond "if there's a choice, it is up to the DM" basically. You can certainly create some rules around that (handing around a baton for example that gives rule 0 authority until you use it, then you pass it left for instance). I think you may run into that sort of need with any game you are 'hacking on' of course, D&D isn't atypical in that sense.

However, in at least a lot of editions, you would be ignoring quite a lot of rules, and hacking a lot of subsystems (there are a lot of places in 1e for instance where Gygax advocates/dictates, depending on his mood, hidden checks for instance). The DM role in that game is very pervasive! 5e is a bit of a different case in that you have mostly unified mechanics at the core, but the fundamental issue still bites, which is DM authority pervades the process of play so thoroughly that the game is extremely sensitive to inconsistency. That is, I am sure you worked out your co-DMing activity without much problem. I don't think it is a replicable process though. If you took 100 tables and did this experiment at them, how many would run into enough issues to give it up? If you started with a PbtA core, I think an equal amount of 'hacking' would get you to a place where the game was fully playable, though I certainly would want to do some experiments to see what worked best.
 

IMO nothing can. Either way, actual roleplaying of the mental state requires player buy in, and players vary on which model is easier to immerse in the experience of a mental state like that.

edit: and i still don't see how this relates to flexibility. Flexibility is the ability to change or be changed easily according to the situation. How do procedural mechanics for determining specifically how something plays out more flexible than mechanics that only determine action resolution?

For instance.

In two games you want to read a room, and gain insight about the emotional state of everyone in it, especially in relation to eachother.

In game A, there are a couple skills you could use, depending on described approach, and circumstance and approach could mean that you either just get the info, just don't, or have to make a check to determine. Further, that result can be binary, or not, within the rules.

In game B, you use the character ability named "Read A Bad Situation", and if you roll too low, you get nothing and the GM makes a "hard move", if you roll in the middle you choose between a small set of mixed results (price to pay, you have to do something extra to get the info, you get only some of the desired information), and if you roll high enough you just get all the info at no "cost", and might even get a bonus going forward on your next check related to the gain information.

Explain, if you would, why you see game B as more flexible than game A.
At the risk of recapitulating what is probably already answered, this is a reasonably good question:

So, the question IMHO here in terms of flexibility is which of these processes can be best adapted to other types of situations and play? I mean, I'm assuming games A and B both focus on some sort of genre and tone that is related to this example, reading the room and leveraging that information in terms advancing the agenda of the game (whatever that is). In other words, the question is "If I change the genre/tone/agenda, in which type of system will I have to make the most adjustments, or achieve the least satisfactory results?"

I think we would most likely need to develop more detail about the systems in question to answer that. I will make a few assumptions here, as few as possible, to see what I can come up with (I haven't predetermined an answer to the question here, lets find out):

System A sounds like a 'traditional model RPG' in which the rules govern resolution of application of character elements to fiction. The GM describes the fiction, players declare actions of some sort, and that gets mapped onto skills or something similar which simulate the varying degree of competency and talent of each character. System B sounds, well, pretty much like PbtA, but it might also fit other games, depending.

So, now imagine that we want to have a 'gunfight'. That is, neither system A nor B explicitly provides a mechanism for this, but we've taken ourselves to a new genre, lets call it 'old west gun fighting' and we are wanting to handle this situation. Now, regardless of agenda, whatever this mechanism is it will have to

A) leverage our existing resolution scheme (IE skills or moves according to your description)
B) produce some sort of fictionally appropriate results (IE someone outshoots somebody else, possibly with variations like outdrawing, hitting/missing, shot in the back, etc.).
C) mesh with our agenda such that it leverages the things we care about in terms of both agenda and principles and processes, or else build new ones.

Now, 'traditional' RPGs don't tend to be very explicit about C. Usually a game simply advertises its target genre and then perhaps its material and mechanics produce some variation of that (or perhaps even something wildly different in a few cases...). Agenda is TYPICALLY in those cases unstated or embedded within it. So, for example, classic D&D embeds its agenda in 'XP for GP' pretty much, and its deeper agenda in the architecture of leveling, which requires you to gain XP to 'unlock' much of the potential content, combined with the various exploration/encounter/terrain/architecture type rules. So, what would be an agenda for System A 'Shoot 'em Up'? We just don't know exactly, but let me just leave this question until after we talk about System B for a minute.

As for points A and B, System A probably 'works' here, to some degree. That is, some 'skill-like' resolution scheme can include something like 'gunfighting' as a skill and resolve attacks. Where it may fall short is in B, but we can reasonably engineer something that embodies basically "It hurts to get shot." Depending on tone (gritty, pathetic, heroic, etc.) you might vary things like exactly how much damage you can take, its immediate effects, healing, etc. Obviously if you are building on a system which already has these rules, you can 'just use them' assuming they produce the correct tone. Otherwise you will need to hack those too.

System B is a more 'indie' kind of system. So our process is going to be 'fiction first' in focus, typically. That means fiction will govern mechanics, much like DW reads the fiction of a fight and has the GM translate it into moves based on how the players describe the PCs These games also don't typically map resolution mechanics so much to 'physical parameters'. That is, System B might potentially not even focus on things like 'firing a gun' so much as maybe 'Can I Control My Fear'? or maybe its an exploration of the cultural impact of violence in society, etc. Moves might be pretty abstract, or they might be quite detailed. There isn't a really specific requirement here that we can generalize without really building a game. A seems simple, B seems straightforward once we know about C, but C is deep.

Getting back to agenda in System A, it is hard to see how you will approach something like an agenda of 'Explore the Effects of Violence on Society' or something like that. You COULD make a much more granular system, like instead of modeling gunfire, you could model the effects of various tactics, terrain, and other factors to reduce the results to a much more abstract level. You might even create an agenda like "Arrest and Convict Bad Guys" (that might leverage the mechanics of the original game's social skills). Traditional model games generally are limited to focusing on 'action agendas' which are mostly described as 'Do X'. That's because they work on an action basis. Once you go beyond that, you start to need more narratively focused process/mechanics. Of course, you MIGHT be able to add some of those to System A, but the core process is going to limit you to things you can do in a 'GM presents the material, players call out actions' loop where each action is a specific 'apply skill X to perform action A on target B' kind of a thing. In a game like DW you do clearly state actions, but the process is more just pushing you to "what must the GM describe next?" vs "Did the bullet hit the guy I fired at?" and that is a more generalizable kind of process IMHO.

I think one of the reasons that traditional games SEEM very flexible is simply that RPGs have avoided addressing things that model doesn't do well.
 

I don't think that's controversial. I think it's a subjective matter, and so your specific stance that D&D is more flexible than "indie games", a potentially very broad category of games, is what's controversial.
Except that isn’t what I’ve said. I’m blanking on names atm, but I know there are indie games that are just “action resolution mechanic and narrative descriptions of archetypes” and a half page of additional rules to cover like, dying, or winning hearts, or whatever. Those games are often extremely flexible.
My position is that games that don’t mechanize toward specific outcomes are more flexible than those that do. That if I didn’t play D&D I would instead be playing several different pbta and fitd games, along with games like The One Ring that aren’t part of either community, because each game is more focused, and thus less flexible.

Flexibility isn’t all there is, otherwise I’d just write a 1-10 page TTRPG and play that.

Different people are discussing this in different ways. I think that's also part of the problem; what it means for a game to be flexible may be different things to different people. Hell, I'd say that it can mean different things to just one person.....I can see many ways in which we may classify a game as being flexible.
Okay. I think this is a case where not establishing a shared definition is the problem. I mean, at no point have I said anything that I would consider negative about indie games. The closest I’ve come is stating that I don’t see the appeal of having a game try to induce involuntary neurological states, and view it as trauma tourism. My comments on flexibility certainly aren’t judgements of general quality. It’s good that Monsterhearts and The One Ring and Monster of The Week etc are all focused games. It’s part of why they succeed at providing enjoyable experiences.
Sure, but that goes to the social element mentioned earlier. What if you're playing with a new group? Let's say an online game or a game at a store or convention. In those cases, you can't lean on knowing the participants well and being able to anticipate what they'll like or what they expect nearly as much as you can with your home game. So what you have to rely on in those cases is what the game provides, both rules and advice.
I would never try to play even the games that are designed to do those things with people I don’t know, much less a game that relies on conversational consensus. I’ve run D&D for strangers at local cons, and at the library, and it’s fun, but we didn’t set up the play process or tone/theme to encourage emotional intensity.


I really don't need to do that. I play D&D because I enjoy the combat element. If I wanted a game that was not about combat, I would play a different game.

Could I get D&D to work without combat by adding a bunch of rules or changing the ones that exist, and restructuring everything? I'd say almost definitely. But why? What's to gain by that when I can instead just select another game that will do what I want it to do without needing all those changes?
I don’t think you can really understand what I’m talking about without having played D&D differently from a combat action game. As well, I’m not sure why you’re so confident in saying D&D isn't all that flexible when you’re only willing to even try to play it one specific way.

And again, I don’t use many houserules. The process of play varies depending on the adventure style, often session to session or even changing within a session (like when combat recently turned into a ritual magic skill challenge scene to stop the necromancer’s contingency bomb from killing everything within a few miles radius).
How a game is run is always a matter of consensus. When I play Uno with my daughter we have to negotiate what rules will apply, because she has various idiosyncratic house rules she picks up from her school friends that I find annoying.
UNO doesn’t make consensus the primary mechanic of the game.
But the actual play of the game doesn't depend on consensus - we follow the rules of play as agreed.
Exactly. That is the difference between it and D&D .
Because there are multiple editions of Burning Wheel, plus the possibility of house rules and tweaks, playing a game of BW depends on consensus. Eg on the weekend, when my friend and I were building PCs for a new campaign, we had to decide which version of the root stats for Martial Arts skill to use: the Revised version or the Gold version. (We went for Gold.)

But that is different from the actual gameplay depending on consensus. Sometimes it did: for instance, we agreed by consensus that the game would start in Hardby. But sometimes it didn't: for instance, when my friend had to roll tax checks following his PC's casting of spells, we applied the rules for tax, which at one point meant that my friend's PC fell unconscious. Which then meant that my PC was able to take all the money we were in the process of taking from an innkeeper.
Right, parts of any TTRPG are going to be determined by mechanics. In D&D the DM has authority to override the rules, but in practice that authority exists only insofar as the group consents to it. My ideal D&D , and thus the D&D i Play at my table, is one wherein that group consent dynamic is explicitly part of the rules, but I’ve never claimed D&D is perfect.

To your specific example, D&D 5e has optional rules that allow spellcasting to be more taxing, and the new rules for stress in VRGtR can also be applied to whatever the group wants, including Spellcasting in order to induce a more magically restricted game where you need to think before casting. To get to the level of the spellcaster passing out from a spell, you’d need to add a new rule.

To me, this is more versatile than if D&D only had the more restrictive Spellcasting rules, because it is easy to add those rules in and make them work with the existing rules.
As I've said upthread, I don't know what the measure of flexibility is supposed to be. But I would think of flexibility as ranging over such dimensions as the fiction - genre, theme, etc - and the play dynamics - eg how is fiction established, how are consequences and what happens next worked out - and participant roles. These various dimensions are not fully independent - eg some play dynamics might better suit some thematic content, such as I suggested above discussing BW.
For me, it’s “the ability to change and adapt based on different circumstance”, in this case circumstance meaning things like desired gameplay, theme, genre, so close enough to how I’d define it.
The fact that a system uses consensus as its action resolution procedure doesn't seem to me to make it particularly flexible in any of the dimensions I've identified: it doesn't change the scope of genre or theme that can be addressed;
Sure, other aspects of 5e do that.
it is one particular play dynamic;
I disagree, from experience.
and it is pushes towards one particular approach to participant roles (ie everyone's role is in helping establish and support the consensus).
Seems fair
It seems to me that if what one is taking from D&D is the barest basics of PC build (6 stats, skills and proficiency bonus) and action resolution (roll d20, add the appropriate stat and proficiency bonus, equal or exceed a target number); but is using processes of play that are not set out in any D&D text but are set out in other RPG texts; then it seems just as plausible to locate the flexibility in those other systems - they are able to incorporate those basic D&D elements into their processes - rather than locating it in D&D.
Ah, now I see where you’re at. I disagree, but that’s certainly a fair position.

To me, this “counts” as D&D flexibility because it isn’t actual mechanics. I wouldn’t be as comfortable changing the process of play in The One Ring, because it’s process of play is built into the rules text, not advice for ease of gameplay, and it has a culture of play that tends to reject even additions if they change the tone from strictly Tolkien fantasy, because it’s a focused game. Someone once made and shared a module that added more magic to the game, while still keeping it very low magic, and there were literally several people who were offended by it, and tons of others who just had no interest and/or told the author to just go play D&D instead.

Ive also seen that, on Twitter especially but also in the subreddits for those games and the general rpg subreddits, in response to actual play shows using an indie game “wrong”, and there being people legitimately offended by it. See, The Adventure Zone: Any non-D&D season, or any of Critical Role’s indie game one shots.

I rarely see such reactions to people changing D&D, even as someone who is very online and changes D&D all the time, and espouses a philosophy that there actually are no rules. I’ve seen it most on these forums, a little on Twitter, but even then I had people having my back on the legitimacy of modifying D&D and It still being D&D.

I took @hawkeyefan to be making a similar point with his remark upthread about CoC: it seems as much as D&D's PC build and resolution basics, the CoC build and resolution basic might be slotted into the sorts of processes of play you have described yourself adopting.
I may be misremembering, as it has been years and I was only ever a player, but my memory of CoC is that you’d have to take actual base mechanics, equivalent to even more change than changing D&D to a pbta action resolution system, to make CoC not have the “you are less effective as you progress” dynamic and add in a feeling of pulp “plot armor” and “narrative threat of death” (ie you are only gonna die if you choose to).

Either way, in summary;

I see D&D 5e (and I do specifically only mean 5e. My experience is mostly 2e-5e, and only 5e is especially flexible IMO) as flexible for reasons related to both mechanics and process of play, as well as culture (though hawk seems to have completely different experience, apperently discord is the place to meet the less elitist and purist sections of the indie scene) and there are multiple aspects of each of those that contribute to flexibility in different ways/contexts. Combat, I consider the least flexible aspect of the game, but still more flexible than 3e or 4e dnd combat.

Mechanics:
  1. The mechanics don’t interfere with your play process much, so you can choose a play process, change it over time, use different processes for different games or adventures, etc.
    1. The game also features many optional mechanics that change how the game is played.
  2. Conversational resolution is IMO more flexible than prescribed or “if, then” resolution, with the trade off of being less focused and requiring more teamwork to get the most out of it.
Process: by putting the prescribed parts of the system mostly in direct action resolution, and not in process of play, people can run the game how they want, and stuff like “who initiates a check” become very variable as a result, not to mention the rest of the process of play.
I can only agree with the position of @hawkeyefan that this openness reduces flexibility on a purely individual preference level. Ie, it can if you experience a loss of creative impulse in the face of very open ended options. Not everyone does. Further, not prescribing it in the book makes it easier to seek out different prescribed systems and add the one that works best to the game. I refuse to even entertain the notion that it isn’t objectively easier to add than it is to replace. One may argue that the trade off isn’t worth it, but that’s a separate discussion.

Culture: IME, few people (pretty much only “very online” purists, an extreme minority) care about any idea of someone playing D&D wrong because they changed the tone, or the focus, or the genre, or whatever. Folks care if the core books change those things, not if you do so at your table. Not only that, vanishingly few people view a game as no longer the same game if you run the play a bit differently in order to make a heist adventure satisfying.
 

Okay, so without changing the rules, let's say I want to run a campaign that will have literally zero combat. If a fight ever breaks out, it's resolved with like one roll and you add your level, and the GM sets a DC. If you pass, you win, if you don't you lose and the GM narrates what happens on a loss.

But the focus of the game is going to be courtly intrigue. Subterfuge and espionage and doublecrosses and secret meetings and all of that are going to be the kinds of events and actions that drive the game.

From what you're telling me, without changing the rules, D&D is just as suited to this kind of game as it is to a more standard heroic fantasy adventure game? D&D can handle this change because it's so flexible?

To me, a game that's so flexible wouldn't wind up ignoring 90% of its rules due to a change like this. Nor would it be as dull as the resulting game would likely be.
IMHO Ignoring 90% of the rules isn't the issue. The issue is what is the AGENDA? D&D has no rules for managing the state of relationships between different characters, for instance. Nor for modelling factions, as another example of something you might want. It has no measures of incremental success or failure, nor even a notion of some degree of impact of an action, like levels of success. If the focus of the game is intrigue, don't I want a game which models these things? It probably also wants stronger modeling and understanding of each character's role, their personality traits, etc. All of that would have to be built with 5e, and you would probably have to modify even the skill system to get there, or just ignore it and build something else!

Now, instead if I took Dungeon World and did it, well, it does lack specific moves that relate to courtly intrigue. Still Defy Danger, Spout Lore, Discern Realities, plus some of the more socially focused playbook moves, etc. would certainly provide a start. Bonds, fronts, dooms, etc. they also seem kind of useful here. I mean, sure, you will throw out the 'combat rules', but guess what? DW doesn't actually HAVE combat rules! Neither does FitD, and it might even be a closer match, as it has clocks and a more generalized system to deal with opposed organizations, who they are related to and how, etc.
 

Actually, I ditched the horror rules and now I use Call of Cthulhu for every genre and setting. It’s totally flexible!
CoC is just 'BRP with SAN', LITERALLY (the BRP book I own even lists the rules for SAN as an option you could use). OTOH it has exactly the same structural limitations as D&D, because the process is pretty much the same, the GM authors a story and the players simply tour around in it making discrete 'moves' that affect the fiction in exactly whatever way the GM decides. It won't do 'court intrigue' any differently than D&D, effectively (the tone might come out a bit different due to differences in success probabilities and such). BRP has only one leg up on D&D, it has a built-in (though optional) levels of success mechanism. That has the same issues as the 5e one though, since the game still doesn't engage with position and effect, consequences, nothing like that in any formal way (it is basically toothless, the GM still decides).
 

No I’m using it the same as you. It isn’t required. I explained that in a previous post.
Well, yes, you pointed out that you and another person used a random dungeon generator and then swapped off DMing. We fooled with this way back in about 1979 using the 1e DMG RDG. It works, but it is a pretty narrow definition of 'without preparation'.

The problem with playing D&D without preparation is, what are you playing? The GM already presents all the material and adjudicates everything. So the main way that the players have ANY role in what goes on whatsoever is that the environment is predefined (by the GM or some module writer, whatever). This means when the players say "We go north!" the GM is at least constrained to relate the predefined information related to 'north'. That gives the players SOME traction, and to the degree that the GM happens to provide them with information about what is in each direction, they gain SOME agency.

As soon as preparation is out the window, there is literally no agency left to the players whatsoever! I mean, they can regain some very limited scope of 'tactical agency' by virtue of the fact that the GM is obliged to describe what they see right around them at the time they set foot in a location, and thus they might make some meaningful choices about what to do there, assuming nothing 'hidden' is invoked by the GM during that scene.

This is WHY the RDG was created, because it is the ONLY WAY to produce that function of the GM, besides having one! Technically another way would be to play a module. The problem there being of course that modules pretty much assume that the knowledge held by the players is a more limited quantity than that held by the GM, so all the 'mystery' (puzzles, etc.) will get spoiled. Again, the RDG fixes that issue, at the cost of a rather restricted and fairly repetitive and often nonsensical environment.

Contrast this with Dungeon World, in which the GM is literally told he shall not create a complete map! Instead he's supposed to create NOTHING until he's had 'Session 0' with the players and they've established some basic thematic choices and setting through a process of the GM ASKING THEM QUESTIONS. The answer are BINDING on all participants BTW! You really COULD play DW without a fixed GM and play the 'full game'. It would require some conventions of play and logistics, but I'm pretty sure it would be viable if done right.
 

Addressing this broadly.

Fundamentally any game that is dependent on consensus and individual ownership of parts of the shared fiction is not flexible enough to include anything outside the limits of that play approach. Any sort of play with binding mechanics where every part of the fiction (including the characters we play) are part of a truly shared fiction is not part of that consensus oriented approach.

That includes any sort of skilled play or the play style described in the Playing Passionately blog.

Here's the intro:

Play Passionately said:

Introduction​

Play Passionately is a public space setup for me to think out loud about what I enjoy in role playing, the techniques and games that support it, to invite others to try it, and to offer advice on how to do it better. To me, “playing passionately” is something very specific I enjoy in my games and this introduction is intended to outline the core elements likely to be explored and developed further in other articles.

To me, a game is most fun when there’s an element of social risk. When playing passionately there are two layers to that risk. The first is the same as any collaborative creative endeavor: Failure. Simply, the game or some part of the game and the created fiction might suck or be no fun. It might take some practice or critical thought to understand exactly what went wrong and how to avoid disappointment in the future.

The second layer of social risk is, perhaps, a bit more controversial. Plainly, you might get hurt or offended. Playing passionately involves an element of emotional vulnerability, putting a little of yourself out onto the table for others to poke and prod. It’s about finding the uncomfortable spaces inside us and deliberately bringing them out into the light. That kind of honesty brings us closer together through vulnerability, trust and shared pain.

Playing passionately accomplishes all of this by embracing mechanics that allow us to encode and express thoughts and feelings about the characters and fiction directly into the state of the game. It involves aggressively applying the rules of the game with as much thought and practice as the fictional contributions. Rules are something to be learned, mastered and applied consistently as tools of creative expression, not forsaken for “the story” or “fade into the background.”

Indeed solid rules design allows us to throw ourselves into the game and not have to pull our punches. Without appropriate rules the kind of play I’m describing can quickly turn into social or emotional bullying. With the right rule set I know I can push as hard as I want because there are mechanisms in place that enable you to push back with equal force.

I want to be clear that Playing Passionately is not about drama-queening or competing for best thespian. It is about honesty and self-reflection through gaming. When real issues and feelings are on the line we are often more honest about what we really think through fictional proxies.

In the end Playing Passionately is about finding and pushing our emotional limits by investing ourselves in the characters and created fiction and expressing that investment through application of the game mechanics. In the process we learn something about ourselves and our fellow players, oh and create some pretty compelling fiction as well.

There are limits to consensus. John Harper addresses this pretty well in Blades in the Dark:
Blades in the Dark p. 164 said:
Why We Do This

What’s the point of this shift into a mechanic, anyway? Why not just talk it out? The main reason is this: when we just talk things out, we tend to build consensus. This is usually a good thing. It helps the group bond, get on the same page, set expectations, all that stuff. But when it comes to action-adventure stories like Blades in the Dark, we don’t want consensus when the characters go into danger. We want to be surprised, or thwarted, or driven to bigger risks, or inspired to create a twist or complication. We want to raise our hands over our heads and ride the roller coaster over the drop.

When the mechanic is triggered, the group first dips into being authors for a moment as they suss out the position, the threats, and the details of the action. Then, author mode switches off and everyone becomes the audience. What will happen next? We hold our breath, lean forward in our seats, and let the dice fall.

To John Harper's points I would add that part of the reason we might not want consensus is that if we want to experience emotional bleed with the characters we are playing is that we do not want consensus because they do not have consensus. We want to feel the tension they feel. Making play dependent on that consensus forces us into a position some of us do not want to be in all the time.
 

D&D's core mechanic of "roll a d20, add modifiers, beat a target number" may be suitable for many things. But once you move beyond that core mechanic, there is very little D&D offers for anything other than combat.

That to me, does not seem all that flexible. It seems pretty clear that D&D is designed primarily for combat.
Right, because this process is TOOTHLESS. It is incomplete, except in a highly constrained context. Think about what D&D combat entails. An environment is COMPLETELY DESCRIBED (by convention beforehand, so even any hidden elements are at least predetermined and not open to modification, just discovery). That environment is the 'battlefield', and it includes the enemy. The mechanics include inherently measures of effect and consequences, and have a fixed cost for actions, you burn up your part of the action economy when you use them. This STRUCTURE is what gives the process teeth, not the process itself!

As soon as you leave this structured environment then the process is incomplete and toothless. The GM decides what success and failure mean, what is even possible to invoke, whether a move requires a check, how many checks represent progress of what sort and measure in the plot, etc. Outside of combat the mechanics of, say 5e, are ADVISORY ONLY. The GM MIGHT feel bound by them, but time and time again I've had the experience when playing 5e of being disappointed by the impact or consequences of actions that my PC took. Or frustrated that the GM entirely ignored my virtually throwing bricks with notes pinned on them to explain what I was interested in.

And if the agenda is say 'Play to See What Happens' that is not possible in 5e. It is literally beyond the capabilities of the system to ever deliver that, because what happens is FUNDAMENTALLY NOT DETERMINED BY THOSE TOOTHLESS MECHANICS. It is, at best, determined by the GM taking the advice given by the dice and creating an outcome that will, hopefully in her humble opinion, satisfy the players in some degree or other.

THIS is the dimension of flexibility we are all, I think, trying to explain does not exist in traditional RPG process. You simply cannot do this sort of story/character exploration play. It MIGHT emerge in a watered-down form from play, spontaneously, if you are lucky. After, literally, 45 years of GMing RPGs I cannot swear I can make that happen in 5e on a regular basis. I think I'm a reasonably competent GM, most of the same people that I started playing with in 1980 are still willing to join games I run, so I must be doing something OK. Yet I can make a PbtA variant that will hit the mark reasonably well, most of the time, I'm pretty sure. There's probably already such a variant out there for most things.
 

IMHO Ignoring 90% of the rules isn't the issue. The issue is what is the AGENDA? D&D has no rules for managing the state of relationships between different characters, for instance. Nor for modelling factions, as another example of something you might want. It has no measures of incremental success or failure, nor even a notion of some degree of impact of an action, like levels of success. If the focus of the game is intrigue, don't I want a game which models these things? It probably also wants stronger modeling and understanding of each character's role, their personality traits, etc. All of that would have to be built with 5e, and you would probably have to modify even the skill system to get there, or just ignore it and build something else!

Now, instead if I took Dungeon World and did it, well, it does lack specific moves that relate to courtly intrigue. Still Defy Danger, Spout Lore, Discern Realities, plus some of the more socially focused playbook moves, etc. would certainly provide a start. Bonds, fronts, dooms, etc. they also seem kind of useful here. I mean, sure, you will throw out the 'combat rules', but guess what? DW doesn't actually HAVE combat rules! Neither does FitD, and it might even be a closer match, as it has clocks and a more generalized system to deal with opposed organizations, who they are related to and how, etc.
Jumping in, the answer is that one nuanced element of 'system matters' is that sometimes you don't want system where it doesn't belong (this being a 4e era april fools joke from WOTC) as an intentional design choice. Sometimes a designer says 'this part of the game needs a lot of rules because we think its hard for the GM to adjudicate well, or because we want a curated metagame to form around it' and then they say 'this other area of the game doesn't need many rules because you can just do it, and the experience won't be unfair or inferior, or our broad skill system and action resolution system cover it.'

"D&D has no rules for managing the state of relationships between different characters, for instance. Nor for modelling factions, as another example of something you might want. "

My instinct is actually that I don't need a system for managing the state of relationships between different characters, nor do even the newest of GMs. That is more suitably handled by the GM's own sense of how the narrative elements might naturally progress. We did that kind of stuff in play by post roleplaying on forums when I was 10, so I can't imagine its a particularly necessary system to have. Granted, one could certainly produce a fun game by mechanizing it, because that could create particular ways of playing off it-- Masks does so for instance, but it isn't per say a superior experience to managing it in DND, just a more curated one, and one where you trade some agency concerning your character's mental state in exchange for mechanics that actively push the narrative-- the snowballing of tension and situation mentioned up thread.

That being said, are you positive DND doesn't have those things? I seem to remember it having some systems for managing social relationships we didn't use, and a faction system somewhere. Pathfinder 2e certainly has both of those things, designed in a modular way so you can decide if you need or want them without blowing a hole in the game by leaving them out. I seem to remember 4e giving plenty of guidance on them as well.
 

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