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D&D General Story Now, Skilled Play, and Elephants

Thomas Shey

Legend
Notably, while they might not suit everyone, there are plenty of games that have addressed this problem in a way their fanbase finds acceptable. Most of them don't even really have a defense as such against normal damage areas (at most you just roll to hit a spot and people deal with it--though some have an optional dive-for-cover choice); against things that would be Fortitude or Will in D&D, some have one roll that is just compared to everyone's defenses, some have you make separate rolls.
 

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Ironically, "GM never rolls" is a feel choice though, right? The system doesn't care who rolls. Another way to think about feel is to understand what feel we're trying for, and then work our mechanic toward that. For me, saves is something about resistance to fate or anchoring: individual qualities that mean the same fireball impacts different creatures differently, or that a creature can be quick on its feet while vulnerable to mind control. Attacks could be done as saves, and then with my immersionist preferences for me that would need to be symmetrical.
GM never rolls, sure, it can and will have some impact on feel, but I'm looking at it from an optimum process perspective. It keeps the dice in the player's hands and gives them decision points, whereas the classical technique takes away player's focus and control. I'm not sold on any difference in feel in 5e though really. The choice of which spells work which way feels almost entirely arbitrary for one thing. IMHO there was simply a decree "to please the AD&D fanbase, saving throws MUST exist and be used in a way analogous to older editions" and the game designers just shrugged their shoulders and concocted a rule that met the criteria, while having as little scope as they could get away with. Then of course when they handed out authorship of spells and whatnot it all got into the inevitable muddle.
A possible benefit from giving each power a defensive function is that then perhaps the defense of the last power I triggered rides until the next one. Creating a mechanical game of - this is a great attacking power, but leaves me weak to X versus this is a not so great attacking power, but I'm set to withstand Y. And of course, you can give each character a default defense based on their race or class/level, and mix it up with some powers that override others for a time once triggered. I might predict some pain in balancing due to the coupling, and on the other hand, the coupling creates design space for expression.
Well, you could do something akin to the Runepriest design of PHB3, yes. Instead of resources being expended to do 'bigger powers' or something, perhaps you could have a system that was more like "you pay to switch". That could even be coupled with "the longer you don't switch, the bigger the effect you will get from this power." Now THAT sounds like a damned interesting design!
Just-enough-consistency, is very far from consistency, when it comes to engineering it.
So true, computers are like infinitely stupid servants, there's no possibility of generalization or exception whatsoever, and if it exists in the problem domain, then the effort of describing it in code becomes exponentially greater.
Tying back to my OP, I speculate that 6e might keep 5e's combat system (with just a few refinements that have come out of extensive use), and where great work could be done is to on the explore and social pillars. To produce a sufficiently consistent magical game system, with good meta-rules and a cadre of mechanics to appeal to (like hold, forward etc). Paying attention to the interfacing of that system with combat. Spells versus skills needs to be looked at and choices made about their distinct jobs. I might imagine spells continuing to be narrower-but-stronger than skills... a set of special cases with their own meta-rules and cadre of mechanics. I think there is a lot of scope for spells to do more work as buffs and riders on skill and combat moves, maybe that is the space they should own?
I don't think there's anything much more that CAN be done without breaking the whole model of GM centrality ot the process. In almost 50 years of endless trying with trad RPGs 5e is basically the apex of what even armies of good game designers have been able to achieve. This is why I've often called 5e a sort of 'tombstone edition' of D&D. Mearls and cruw cast their lot on a purist classical process model, and even doubled down on it. There's neither any going back now, nor any going forward. I mean, granted I'm sure there are minor tweaks that can be made, classes can be slightly improved, the refresh mess could be mostly fixed, those would be modest improvements. You cannot fix 'exploration' and 'social', they are inherently broken due to the occupation of a design paradigm that will never be abandoned at this point. I think WotC D&D will literally die on that hill. Maybe in a few decades someone else will take the IP in a different direction, but there will have to be a whole new group of developers and vision for that to happen. I guess you could call that '6e', but I am dubious it will ever come to pass.
 



Thomas Shey

Legend
I can't really prove a negative. Show me a traditionally structured RPG which as adequately handled those elements. The WAY, certainly the known way, is to move from 'action resolution' to some form of 'dramatic resolution'.

I've mentioned systems with individual subsystems doing this before (hacking and astral operations in Shadowrun) and I've mentioned JAGS build-a-subsystem approach. The fact you may not like those approaches does not mean everyone considers them "inadequate", and they certainly were more willing to get into it seriously than D&D 5e, which means it being the "apex" is a strong claim that requires better support if you're going to make it.

As I've noted before, the big issue is deciding other areas genuinely deserve the time and energy combat does. Many games don't do that, but there's nothing impossible about it.
 

clearstream

(He, Him)
Well, you could do something akin to the Runepriest design of PHB3, yes. Instead of resources being expended to do 'bigger powers' or something, perhaps you could have a system that was more like "you pay to switch". That could even be coupled with "the longer you don't switch, the bigger the effect you will get from this power." Now THAT sounds like a damned interesting design!
There might be a problem remembering the ongoing stacking. Perhaps player needs to be given a physical die or token to represent it.

I don't think there's anything much more that CAN be done without breaking the whole model of GM centrality to the process.
Once one sees the GM is another player at the table - one with different moves and remit - then for me it seems very likely that it can be achieved. As I prefer traditional DMing, and also like many structural aspects of DW, I've been thinking out how to revise the artifact (e.g. , the moves) and the principles, to suit my ends. Why do you put GM centrality as a blocker to the process?

In almost 50 years of endless trying with trad RPGs 5e is basically the apex of what even armies of good game designers have been able to achieve. This is why I've often called 5e a sort of 'tombstone edition' of D&D. Mearls and cruw cast their lot on a purist classical process model, and even doubled down on it. There's neither any going back now, nor any going forward. I mean, granted I'm sure there are minor tweaks that can be made, classes can be slightly improved, the refresh mess could be mostly fixed, those would be modest improvements. You cannot fix 'exploration' and 'social', they are inherently broken due to the occupation of a design paradigm that will never be abandoned at this point. I think WotC D&D will literally die on that hill. Maybe in a few decades someone else will take the IP in a different direction, but there will have to be a whole new group of developers and vision for that to happen. I guess you could call that '6e', but I am dubious it will ever come to pass.
Is your argument here that - regardless of whether it can or can't be done - WotC won't do it? Because that is different from what I am arguing. I don't really know what WotC will do, only what I think they could do. Possibly it will fall to someone else to do it. I'm intrigued by the problem of how to do it. I don't believe armies of good game designers have tried to achieve it, so it remains moot to me whether they could.

Setting aside the question of WotC's moral or commercial commitments, and what game designers may have attempted or not attempted, do you have any thoughts how one might marry D&D combat, GM centricity, probably neo-vancian magic, with a skills system that learns from AW? Some questions on my mind
  1. How to marry the tempo? I'm currently thinking of 10-min scenes as the next frame up from the circa-1-min combat. I'm assuming (but very much undecided) that there will need to be some sort of action economy in each frame. A hard problem to solve is preventing that from clashing with conversation-driven eventing. Perhaps a solution will be in ongoing resources (DW generates some dynamically - hold, 1 forward) that refresh on another cadence or with commitment to some interregnum.
  2. We're still going to want to jump and climb in combat frame as well as out of it, so how to clearly divide combat-frame use from scene-frame use?
  3. Is it right to say explore and social will be handled in the one process-space? (So we have a combat process-space, explore+social process-space, maybe a spells process-space, character class process-space... any others? Some classes could seem to have their own process-sub-spaces.)
  4. What rules and tempo-constructs would be most powerful to lift out of individual process-spaces, and lie across them?
That sort of thing. What questions would be on your mind?
 

I've mentioned systems with individual subsystems doing this before (hacking and astral operations in Shadowrun) and I've mentioned JAGS build-a-subsystem approach. The fact you may not like those approaches does not mean everyone considers them "inadequate", and they certainly were more willing to get into it seriously than D&D 5e, which means it being the "apex" is a strong claim that requires better support if you're going to make it.

As I've noted before, the big issue is deciding other areas genuinely deserve the time and energy combat does. Many games don't do that, but there's nothing impossible about it.
Right, so what you can do is note that traditional games combat systems GENERALLY (certainly 5e does, so let it be a given) handle this by providing extremely detailed process mechanics which provide costs, objective measures of progress/victory (@Manbearcat calls them 'win cons', I probably should too) and a strong formalized version of the principles of play (IE no GM fudging die rolls etc. although even 5e gets pretty soft on that, so it is partly on DM's shoulders there).

So, way back in the early days (and here I am relying on 'I was there, I talked to game designers, hung out with them, playtested, and built a few non-published games of my own') this fact was noted. It was concluded that this highly detailed mechanics, rigid structure, attempting to get as close as practical gamist considerations would allow to an 'accurate model of reality' was going to produce that ineffable 'best possible RPG system'. Thus platform systems were born. And, to a degree, it can work. However, what was discovered was no one game could possibly encompass subsystems with all these characteristics which reasonably covered all the bases. Either the game became enormously complex and unwieldy, or you insufficiently constrained things and it devolved right back to pure GM fiat adjudication and nothing was gained. Again, the idea of a modular 'platform system' was, for a brief few years, touted as the cure. GURPS would have a module for EVERYTHING but you only ever needed to use the ones that mattered to your specific situation. They would be infinitely detailed and the referee was expected to provide all the 'grist' (IE stat blocks of NPCs equipment, maps, etc.) in the infinite detail required to make that work. It never really did work, GURPS and its ilk have largely faded, though the dream has never 100% died (I see that Cypher System is a reincarnation of this idea, it kind of disappoints me to see that Monte Cook has learned nothing from the last 40 years of RPG design).

ONLY when game designers finally came up with the fully fledged Story Game, a game which mediates the agenda and fictional desires of the participants and builds its resolution mechanics on THAT instead of 'action resolution' do you find games which escape from this conundrum which plagued us for about the first 20 years of RPG design. When games like Sorcerer finally appeared, which really is one of the earliest to fully articulate this concept, this was the beginning of the ability of an RPG to really handle any situation.

So, now, I could show you games, like PACE, which is IIRC about 8 pages long and most of that is explanatory and not really rules, that can do any genre, WITHOUT HACKING AT ALL. Absolutely any situation of any kind, whatsoever, can be handled in PACE. It makes no distinction at all. The process is pure, its fiction first, everything is explicit, a social situation, a combat, etc. They are all the same in essence and mechanics, and they are all just as definitively adjudicated under the rules, one as the other, with equal structure.

All that is left are genre, tone/texture/milieu, the specific agenda and principles that a given game is aimed at, and adjustments to the process and mechanics which operationalize those things. Conceptually all these games basically do the same thing. While you may SORT OF be able to achieve it on a limited basis in a traditional model RPG, you won't ever get an 8 page game which does that for every possible fiction the game can produce. It will simply never happen IMHO, and the vast catalog of actual RPGs which have been produced since 1974 bears me out on this. There are some games that are 'transitional' or 'on the edge', but they are distinctly non traditional IMHO.
 


There might be a problem remembering the ongoing stacking. Perhaps player needs to be given a physical die or token to represent it.


Once one sees the GM is another player at the table - one with different moves and remit - then for me it seems very likely that it can be achieved. As I prefer traditional DMing, and also like many structural aspects of DW, I've been thinking out how to revise the artifact (e.g. , the moves) and the principles, to suit my ends. Why do you put GM centrality as a blocker to the process?
Well, we have some similar thoughts. I'll put some notes together and maybe it will make a good fodder for another thread. It has been quite a while since I dug into that in a thread here. :)
Is your argument here that - regardless of whether it can or can't be done - WotC won't do it? Because that is different from what I am arguing. I don't really know what WotC will do, only what I think they could do. Possibly it will fall to someone else to do it. I'm intrigued by the problem of how to do it. I don't believe armies of good game designers have tried to achieve it, so it remains moot to me whether they could.

Setting aside the question of WotC's moral or commercial commitments, and what game designers may have attempted or not attempted, do you have any thoughts how one might marry D&D combat, GM centricity, probably neo-vancian magic, with a skills system that learns from AW? Some questions on my mind
  1. How to marry the tempo? I'm currently thinking of 10-min scenes as the next frame up from the circa-1-min combat. I'm assuming (but very much undecided) that there will need to be some sort of action economy in each frame. A hard problem to solve is preventing that from clashing with conversation-driven eventing. Perhaps a solution will be in ongoing resources (DW generates some dynamically - hold, 1 forward) that refresh on another cadence or with commitment to some interregnum.
  2. We're still going to want to jump and climb in combat frame as well as out of it, so how to clearly divide combat-frame use from scene-frame use?
  3. Is it right to say explore and social will be handled in the one process-space? (So we have a combat process-space, explore+social process-space, maybe a spells process-space, character class process-space... any others? Some classes could seem to have their own process-sub-spaces.)
  4. What rules and tempo-constructs would be most powerful to lift out of individual process-spaces, and lie across them?
That sort of thing. What questions would be on your mind?
My argument is that WotC clearly staked itself on going to basically a 'rehash 2e in a better form than 3e' direction. That direction is THOROUGHLY, even AGGRESSIVELY traditional. It is about as hard a rejection of anything else as you could possibly make, really in the form of a D&D edition. So, in any practical sense WotC pretty much has to die on that hill from here on out.

As for what is theoretically possible with D&D? Well, 4e says it all! 4e, if you take the various parts where it says 'how to play' seriously, IS a Story Game. I mean, it is a bit broken, it isn't a pure story game. It is close though. It can be played, legally within the stated rules, process, agenda, etc. as such. And it works. I know, I did it for 10 years. @pemerton did it, I'm pretty sure @Manbearcat did it, etc. etc. etc. So, you have to go back and abstract out those elements, clarify them a bit, dig the 'hooks' in a bit better and more explicitly, and then get rid of a few elements (like stand-alone checks) which work against it. I've conveniently written that game (partially and somewhat inexpertly, but it is good enough that I can run it). Even my version really needs a rewrite because I didn't START OUT understanding all of this 5-6 years ago to the degree I do now. I have much refined the agenda of my game, and a lot of things don't fit well anymore, etc. Still, it is clear to me how to write a follow-on game to 4e that would be 'Story D&D'. Frankly I'm not even really concerned with things like pseudo-Vancian casting vs A/E/D/U and whatnot, those are all secondary. What matters is the core 'resolution loop' of the game.

And that is my core hypothesis, that the 'traditional resolution loop' in all its variations, cannot do much more than it is doing in 5e. The things where 5e stumbles are not peripheral design issues with 5e subsystems or matters of adding some minor optional rule or whatnot. They are CORE LIMITATIONS of its very game process model and can only be 'fixed' by implementing a new game process model. That has implications throughout a system! Yes, you could stick as close as possible to 5e rules (I would think that would be wise if one were to actually undertake such a project) but every element of the game would need to be revisited and re-imagined to some degree based on serving as part of a fluid narrative resolution process model vs an action resolution process model. Since 4e already did that, I concluded that starting with 5e would be a lot more work and basically crazy, so I took 4e as my point of departure in my own gaming.

On your points:
1. My solution here has been to simply retain the Skill Challenge as the primary framework. My SC rules are really not materially different from 4e's, though there are some tweaks which more formally tie resource expenditures into the success/failure tally mechanism in a clearer way. RC-grade 4e SCs already have 'ongoing resources', and the scope issue is not really a problem, they last the scope of the challenge, whatever that is (I guess I could theorycraft some situations where that would clash with fiction).

2. This is an interesting question. So, 4e combat is made up of turns and actions. SCs naturally have a sort of similar pace, and overall the valence of things is handled in roughly similar ways. There may be cases where this isn't adequate, but what I imagined and have done is to provide many fewer individual 'powers' but to describe them in a more flexible way, such that they can work in combat, in non-combat, as rituals, as consumables, etc. In terms of your examples, 4e already handles things like jump and climb adequately out of combat as checks during an SC. Obviously things like distance jumped and whatnot is more abstract, but I think @pemerton has quoted Maelstrom Roleplaying here and there where it talks about this sort of stuff, it is just dramatically appropriate. If you have to make a jump check, by gosh it means the distance is challenging for you. If you're level 1 fighter, that might be 15 feet, if you are a level 30 STR 30 Demigod, it might be a mile! HoML 2.0 I have also contemplated that combat would 'scale'. Instead of 4e's fixed 5' per square, maybe Legendary combats have a larger scale, and Mythic combats cover large regions or something.

3. There would be 3 spaces (this is how HoML covers it). There is the combat process space (action sequences, they might cover stuff that is combat-adjacent too). There is the Skill Challenge process space, which covers ALL other conflicts besides combat and combat-adjacent (maybe like escaping a collapsing building or something). Finally there is what I call 'Interlude'. In this space there are no dice. It is free RP in which the players take on pure characterization and background developing play. It is really just a formal recognition of 'table chit-chat'. I could see some downtime operations falling within 'Interlude' possibly. Certainly 'plot seeds' usually develop during interludes. They would also be the technical process space of something like a cut scene or a flashback (ala 4e DMG2) as long as it is pure narrative and isn't resolving any ongoing conflict. You can always drop from Interlude to Skill Challenge and back very easily.

4. I haven't found a strong need to formalize transitions of process model. I mean, frankly, the combat model could be done away with and handled using SC rules, but it would certainly be a big change in terms of mechanics that currently exist in that model. It would also definitively break from being anything like D&D. I'm old, and I actually LIKE D&D in many ways. So, I haven't done that. From a pure game-design perspective it might be better to run things with just 'Challenge' and 'Interlude'. As soon as someone has an urge to roll dice, and can define a goal and an obstacle, Challenge is invoked. Once the challenge resolves, then in principle you go back to Interlude, though in practice another challenge may instantly arise (I would expect that to be fairly common during an adventure). I'd note that you can also 'nest' challenges. 4e hinted at that possibility a couple times. I haven't ever really taken it on directly in a formal way, but I think I mentioned that SCs and skill checks have 'closure', so you can use an SC (or a combat I guess) to resolve a check in a 'higher level' SC. I don't tend to do that too often, but a game could be built entirely around that sort of 'Russian Doll' design. It could even handle things like a lot of the higher level stuff that BitD does with its faction rules and whatnot! My programmer mind likes this idea... lol.
 


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