Lanefan
Victoria Rules
Which is fine; but given that to me the detailing of setting is the DM's responsibility this seems on the surface to be an attempt to elude this responsibility and-or push it on to the players, whose job it isn't.This is consistent with what I posted earlier: those "open-ended" knowledge/perception checks are really request for more prompting/content-injection from the GM. That's why I'm generally not a big fan.
To me at least, this suggests an approach similar to Lanefan's, where the GM's conception of the fiction is a focus-point for player action declarations, at least some of which have the purpose of eliciting more of that conception from the GM.
On the whole that is an approach that I try to avoid.
Which would be me, some of the time. I'm not often (if ever!) looking for a capital-letter Serious Dramatic Angst-ridden experience when I play, I'm after some laughs and some derring-do and some occasionally-ridiculous things done or attempted by often-ridiculous characters. That said, I still want all that to have a solid and consistent base to stand on (usually represented by setting-as-physics) and to be consistent within itself.Your first category of action declarations - genuine asinine and blind-to-game-world - typically are not a big issue for me. I see that more as something that comes up in club-style games with players who don't take the game or the medium very seriously.
Without procedure there is nothing for the drama to stand on.Your second paragraph raises different sorts of possibilities that seem apposite in various different RPGs. Although the stakes you have in mind look like they might be "procedural" rather than "dramatic"/"narrative" stakes - eg like the chance of falling that @Lanefan has posited as inherent stakes in climbing a wall. My preferred approach to "say 'yes' or roll the dice" is the BW approach (itself derived from DitV), where the focus is on narrative stakes and not procedural ones.
Take European football. There can be periods of several minutes where a team does nothing but pass the ball around near midfield (this is the procedure piece) until all that passing leads to a moment of excitement when the defense breaks down and all that buildup has allowed the attacking team to manufacture a real chance on goal (this is the drama piece). In D&D it's the same: there's sometimes a fair bit of procedure involved before a dramatic or exciting moment emerges.
If all you want in football are the exciting bits you're better served by skipping the game and watching the highlight clips on TV later. A true fan watches the whole game, and appreciates the less-exciting parts for what they are: an integral part of the game without which said game would hold considerably less interest.
The same is true of D&D IMO: skipping the procedural pieces produces a lesser experience.
Last edited: