D&D General Railroads, Illusionism, and Participationism

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Well, perhaps we can say it is about subject matter, if we also include what sort of causal process is being simulated under subject matter. But I feel that is downplaying the differences in question quite abit.

Imagine this way of attacking an orc: The player declares that because their character is a medical expert, they have determined that the orc is not feeling well. Due the extortion of battle, the orc is about to have a heart attack. The player rolls medicine check, and succeeds. The orc has heart attack and takes damage.

This, I feel, is what attacking orc would look like were it analogous to spout lore.
But that is NOT equivalent to Spout Lore. Here you have the PLAYER narrating the result! Spout Lore is all executed by the GM, not the player. It would be MORE like if the player stated that he used Medical Expertise to notice something, made a check, and based on the result the GM then narrated something, and that something was constrained to be useful in moving the fight in favor of the PC, but the exact mechanical representation of that, if any, was left up to the GM's narration. That would be pretty close. In fact it's not really perfectly clear in DW that a player couldn't enact exactly that move! This is why the GM gets to decide which move happens too! So this is another difference between DW and what you propose, it would have to be GM calling this 'Medical Expertise' and at least agreeing that it can take effect this way.

So, I don't see this example as really working. Frankly I see the whole attempt to differentiate between the standard attack and standard Spout Lore is a bit strained... Both rolls constrain the fiction to a degree, and both represent a PC doing something.
 

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But that is NOT equivalent to Spout Lore. Here you have the PLAYER narrating the result! Spout Lore is all executed by the GM, not the player. It would be MORE like if the player stated that he used Medical Expertise to notice something, made a check, and based on the result the GM then narrated something, and that something was constrained to be useful in moving the fight in favor of the PC, but the exact mechanical representation of that, if any, was left up to the GM's narration. That would be pretty close. In fact it's not really perfectly clear in DW that a player couldn't enact exactly that move! This is why the GM gets to decide which move happens too! So this is another difference between DW and what you propose, it would have to be GM calling this 'Medical Expertise' and at least agreeing that it can take effect this way.

So, I don't see this example as really working. Frankly I see the whole attempt to differentiate between the standard attack and standard Spout Lore is a bit strained... Both rolls constrain the fiction to a degree, and both represent a PC doing something.
But the original example about seven thousand pages ago was spout lore to generate forge, and that desired outcome was established by the player.
 

But the original example about seven thousand pages ago was spout lore to generate forge, and that desired outcome was established by the player.
The player picked a topic, they did not get to dictate the outcome. If they rolled a 10+ then the GM was obligated to give them interesting and useful information on the topic of a forge. I agree that this is reasonably constraining, but surely you can see how it is not the same thing as the PLAYER getting to recite lore, right?
 

But the original example about seven thousand pages ago was spout lore to generate forge, and that desired outcome was established by the player.
The phrase I have bolded is syntactically ambiguous.

The player, as their PC, expressed (or, if you prefer, established) a desire. The player did not establish the outcome of the move.

The GM established the outcome of the move, which included a bit of backstory. This conformed, in a certain way, to the desire that the player had authored for her PC.

EDIT: Ninja'd by @AbdulAlhazred.
 

The player picked a topic, they did not get to dictate the outcome. If they rolled a 10+ then the GM was obligated to give them interesting and useful information on the topic of a forge. I agree that this is reasonably constraining, but surely you can see how it is not the same thing as the PLAYER getting to recite lore, right?
Well, yes, though there were varying opinions on what amount of leeway the GM in practice has here. And depending on how the player words the initial inquiry and what amount of leeway one assumes the GM to have, the end result might effectively be at least very close to the player reciting the lore.

Also, the forge thing also reminded me of the infamous summoning of Evard's Tower from earlier thread. I know that was Burning Wheel, but IIRC, the mechanism is rather similar. Though I don't really remember how specific outcomes wises checks allow.
 

the forge thing also reminded me of the infamous summoning of Evard's Tower from earlier thread. I know that was Burning Wheel, but IIRC, the mechanism is rather similar. Though I don't really remember how specific outcomes wises checks allow.
Well as it happens @Campbell, @Manbearcat and I have all posted in detail, in this thread, about similarities and differences between AW/DW and Burning Wheel!

From less than 24 hours ago:
I can offer a somewhat parallel example from a different system - Burning Wheel.

Burning Wheel doesn't use the same mechanics as AW/DW. Of well-known RPGs, a PC sheet in BW looks a bit like a RQ or RM sheet - there are stats and derived attributes, skills from a long list - Sword-fighting is a different skill from Mace-fighting; Blacksmithing is a different skill from Silversmithing; Intimidation is a different skill from Interrogation is a different skill from Command is a different skill from Ugly Truth; Great Masters-wise is a different skill from Towers-wise is a different skill from Gynarch of Hardby-wise; etc.

Resolution is say-"yes"-or-roll-the-dice: which is to say, if nothing is at stake in the action declaration the GM just says "yes", the fiction changes as appropriate, and we keep going. If something is at stake - and the main criterion for this is the player-authored PC Belief - the a check must be made. In this case, intent-and-task coupled with let-it-ride apply: if a check succeeds, the task succeeds and the player's intent is achieved; if a check fails, the GM narrates a consequence which must go against the intent, and which may (but need not) mean that the task failed; either way, there are no retries.

If my declared action for Aramina is to recall the location of Evard's tower (task) because I (as my PC) want to know a place where I might find spellbooks and other magical lore, then the first question is is anything at stake? In this case the answer is an easy "yes", as Aramina has a Belief that I'm not going to finish my career with no spellbooks and an empty purse! And this is far from coincidence: the BW rulebook gives the following instructions (among others) to players (p 552 of Gold edition):

Use the mechanics! Players are expected to call for a Duel of Wits or a Circles test . . . Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving!​
Participate. . . . If the story doesn't interest you, it's your job to create interesting situations and involve yourself.

So on this occasion I was doing just as instructed: getting things moving, and creating interesting situations, by invoking the mechanics (here, the Wises mechanics).

Next, then, is the question of which skill to check. I helpfully suggest to the GM that Great Masters-wise seems apposite, given that Evard was undoubtedly one of the great masters I (as Aramina) would have learned of during my training as a Neophyte Sorcerer (which is where I acquired my skill in Great Masters-wise). The GM set the obstacle, having regard to how obscure such knowledge would be for someone learned in the doings of the Great Masters. I made the check, and succeeded. And so Aramina recalled what she had hoped to. In due course (by no means straight away) Aramina and Thurgon made their way to the tower.

We can step back and identify what assumptions both BW and DW rest on: they assume that there is always going to be play taking place, that PCs will be in challenging situations and declaring actions for their PCs; and they assume that it matters whether, in these situations - both how they begin and how they resolve - the PCs are advancing towards their goals, or failing/being defeated. For the player, the pleasure of play has two parts. One is always occurring: the player is getting to declare actions for their PC and find out what happens. The other is intermittent: the player is getting what they as their PC want.

They actively do not assume that an important part of play is learning the content of the GM's notes, or solving puzzles/mysteries which the GM has planned in advance and posed to the players (via their PCs). So consider the example someone posted upthread, of the PCs wanting to cross a river. For some PCs, making a Boatwright or Carpentry or Shipwright or other salient crafting check might be the way to tackle that problem. For other PCs, making an Orienteering check, to find a crossing, might be best. For yet others, making a Bridge-wise or Rivers-wise or Trails-wise check might be best. In Thurgon's case, my approach is to make a Circles check to find a friendly former member of his order ready to carry Aramina and Thurgon along and across the river on his raft.

In actual play, some of these possibilities might be more or less optimal, depending on fictional positioning and obstacles (though "optimal" here is tricky, because a skill can only advance in BW if it is checked against a variety of different difficulties; so only facing easy checks means your skills never advance). But all are playing the game. All will be resolved using the same basic process. The idea that some approaches involve "easy mode" or circumvent/subvert challenges is completely misplaced. (I think one assumption being made here is that there can be "no/low risk" checks. I gather those are a thing in 5e D&D play. They're not a thing in DW or AW.)

As I've said, DW doesn't play identically to BW. But I think it's near enough, for present purposes, that the points I've made generalise to it too.

<snip>

So who gets to tell you what you remember? Someone has to author it. My own experience is that coming from the player increases authenticity, ownership and immersion in/inhabitation of character. Whereas being told by the GM what I've learned over the course of my life is like having someone else play my character. Or, as GM, is like being asked to play the player's character for them; which I prefer not to do.

<snip>

The trigger for Spout Lore is the player's consultation of their accumulated knowledge about something, so that's what is sufficient (ie that the player has their PC do that). But given that the GM has to (on a success) provide information that is interesting and perhaps relevantly useful, and those are relative concepts (ie interesting to someone; useful to someone for some purpose), if the player doesn't make this clear in their action declaration I as GM will have to ask. I've done that when GMing 4e D&D, and a player has wanted to declare a knowledge-type check and hasn't made it clear what they are hoping to recall, or to achieve via their recollection. The harder this is - the more I have to pull teeth to get (what BW would call) "intent" - the more frustrating to me as GM.

As far as fleshing out details of what is recalled, that is highly contextual. But it certainly makes my work as GM easier if players play their PCs, including their backstories and memories, given that I've already got plenty on my plate framing scenes and managing NPCs!

<snip>

in Burning Wheel the result of a successful check is that intent and task both succeed, so if the task is to remember where Evard's tower is in order to know the location of a possible source of spellbooks and other magical lore, then if the check succeeds that's that.

In DW the constraint that follows from a success is "interesting" and, if the success is 10+, also relevantly useful. Upthread I suggested a possible narration that might depart from Forges yet honour that constraint. But I also posted, and followed up with a bit of back-and-forth with @Manbearcat and I think @Ovinomancer, that the most straightforward way to have something interesting and useful is to have the posited recollection be true!

Another constraint is also at work here in DW: the GM has a duty to be a fan of the PCs. I think it would violate this duty if the GM consistently narrated successes in such a way as to make the PC look like they are confused or haphzard in their memories.

And I think part of the reason for that constraint, in this context, is the following: how does it improve play to routinely substitute the GM's conception of what might be interesting and useful for the player's?

Here's another post I made, earlier today, which shows how a good Burning Wheel GM manages the backstory so as to integrate the "stories" of multiple characters:
I've talked about examples of my own BW play, where (as GM) I've established unhappy truths about important NPCs on failures, and where (as player) I've learned unhappy truths, such as that my PC's mother seems to be the daughter of Evard.
That unhappy revelation was the result of an attempt to find things in Evard's tower. I don't recall the details of the process, only the outcome, but I assume it was a failed Scavenging attempt.

This also connects rather closely to the discussion about APs, between @Ovinomancer, @FrozenNorth and others. There are various ways, in a fiction, to establish setting and situation which is particular to the protagonists in the sort of way Ovinomancer is talking about. The most straightforward that I can think of is to (i) get the input of those who are in charge of the protagonists (ie the players) and then (ii) to author stuff that builds on that.

AW/DW and BW differ in the details of their techniques, but they both fall under the general description I've given. They also both recognise the Czege principle, ie that someone other than the player should be in charge of establishing adversity. This is why both have such a clear rule about how failed checks are to be narrated.

Here is an interesting difference between AW/DW and BW:

In AW/DW, the basic principle for action resolution is if you do it, you do it. This means that the onus falls heavily on the game designer to make sure that the game's player-side moves overlap extensively, ideally completely, with thematically/dramatically significant actions and events. (And the systems rely to a notable extent on "custom moves" to help achieve this.)

In BW, the basic principle for action resolution is say "yes" or roll the dice. (This is also coined by Vincent Baker - in the BW rulebook it is called "Vincent's admonition" - but for a different game from AW, namely, DitV.) This means that the onus falls heavily on the game participants, and in particular the GM, to be conscious of when something is at stake, and when it's not.

In both systems, the GM is expected to frame towards pressure. Because pressure, like interesting and relevant and useful, is relative, the GM has to be active and non-neutral. In BW, the cue for pressure is player-authored Beliefs for PCs, which feed into stakes and hence rolling of the dice rather than saying "yes". In AW, the cue for pressure is player-side moves, which demand that the dice be rolled. The simplest way to achieve this in AW is to frame towards the PCs Acting Under Fire; the analogue in DW is to frame towards the PCs having to Defy Danger. In both systems, once things get going they have a tendency to be self-sustaining. In AW/DW that tendency has a label: moves snowball.
 


The player picked a topic, they did not get to dictate the outcome. If they rolled a 10+ then the GM was obligated to give them interesting and useful information on the topic of a forge. I agree that this is reasonably constraining, but surely you can see how it is not the same thing as the PLAYER getting to recite lore, right?
I see the difference. I'd just add that to some degree it depends how much the player can constrain the DM. Too much constraint and such a move would allow the player to effectively recite lore. I'm not sure that any game in existence actually does constraints to this degree - but you see how under enough constraints such a thing would happen, right?
 

Um, I can teach a newbie DW, or AW, or Blades in the Dark in that amount of time as well. It's only people that have played D&D for a long time and have a very tightly conceived way of thinking about how games should work that there's a problem. Even here, I can teach the game in little time. The problem with almost all of the arguments here are that they're looking at a DW mechanic from within a structure that is otherwise D&D. The entire game changes, and that mechanic exists in that larger, different, structure.
Sorry, I did reply to someone who quoted the same post. This is what I said:
And I believe that, as I have taught quite a few games in my time. But, to hear this conversation, no one would think it.

My statement was not to disparage the games. I feel certain they contribute to the gaming community and are well done. My statement was to 105 pages of text to explain something. I believe the more succinct a person can be; the more they can use plain language, and still explain their ideas, are rare. All I was saying is, I wish there was one here.
 

The second part is ret-conning, which everyone from every side of this argument has said is bad. So the rule is bad.
That's interesting since @pemerton and I think it was @Manbearcat both were under the impression that such a rule would be very similar to rules in other games.

I actually half-expected an answer more similar to yours here. But it's interesting the different directions you all took the question in.
 

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