I think there's a confusion between something which INFORMS the next action (IE the 1 hit point being a scratch clues the players/PCs that this monster has a lot hit points/is very tough, and they act accordingly) vs something which CONSTRAINS the move space, or triggers (maybe indirectly) another mechanical effect (IE if a wound is narrated as smashing my shield arm and breaking my shield in DW then I am surely not still equipped with said shield and I lose whatever benefit it provided, this would be potentially a legitimate hard move in DW).
Your hp example seems similar to what I described, upthread, as "D&Ders' code" - ie describing a scratch is a conventional way for the GM to signal that only a small proportion of hp were knocked off by the attack.
But the scratch is just colour. You can't do anything with it, at least by 5e RAW as I understand them,
Another contrast: in my 4e game, when the PCs went purple worm hunting, they first took a whole lot of lime (? I think it was) with them, so that if they got swallowed it would help them neutralise the stomach acid. I just did a search, and here is the actual play report (which confirms that it was lime):
A purple worm under the control of Pazrael/Pazuzu attacks an undergroudn duergar city that the PCs have just helped save from a
demonic invasion that they helped cause.
The worm swallows swallowed a duergar theurge who was carrying a casket containing one fragment of the Rod of Seven Parts. The 19th level PCs drive the worm out of the hold by rallying the despondent duergar and activating their magically automated ballistae. The worm burrows off. Although the duergar theurge was the PCs' friend, they have to give her up for dead. But they prepare to chase the worm!
The player of the invoker-wizard rolls Nature for a purple worm knowledge check, and they get the run down on its swallow ability, including 30 acid damage per round (the paladin and defender have around 150 hp each, the strikers a bit over 100, the invoker 90-ish). They decide that, before heading off, they will try and get a sack of something alkaline try and neutralise the acid should anyone be swallowed. One of the players says (and I take his word for it) that lime is used in smithing, and so will be present in the duergar hold. They make a Dungeoneering check (seemed more applicalbe than Streetwise in all the circumstances - it wasn't about persuading someone to give them lime, but rather knowing where to find it in the half-ruined duergar hold), and with a reasonable success I let them have two sacks of it. One is with the sorcerer and one with the fighter, they being deemed the two most likely to go into the worm.
When they met the worm (in the company of two T-Rexes in a big cavern) it quickly swallowed two of the PCs - the invoker and the sorcerer. Inside the worm they were able to grab the swallowed casket (the DC by level table gave me numbers to assess the difficulty of doing this sort of thing inside a purple worm's gullet). The sorcerer dropped his bag of lime, reducing the ongoing acid damage from 30 per round to 20 per round (4e's default damage reduction is 5 points per tier). He then used his 6th level utility power - the pillar of earth one from Heroes of the Elemental Chaos - to force open the worm's jaws so they could (i) get some light, and (ii) get out (the player argued - plausibly enough - that the worm, having burrowed through miles and miles of rock, must have enough dirt in its mouth to meet the material component requirement for the spell). Given that this is a non-standard use of the spell, I asked for an Arcana check for the sorcerer to summon enough power to do it: he rolled enough for Moderate but not Hard success, and so I levied a hit point penalty against him as he tried to marshall the chaotic forces (p 42, appropriately MM3-ed, gives me easy access to mechanically balanced damage expressions). The invoker, being concerned about the consequences of too much elemental chaos, used his Rod of 4 out of 7 Parts to try and contain the forces - his Arcana roll was in the middle too, and so he rather than the sorcerer internalised the damage, through his Rod. The sorcerer then succeeded at an escape check with a bonus for the worm's mouth being forced open, and flew out. The invoker was able to teleport out - normally you can't teleport out of being swallowed because you need line of sight, but in this case forcing the worm's mouth open granted line of sight.
There's a lot of rightward arrows there:
- The lime partially neutralises the acid, reducing the OG damage;
- The dirt and rock in the worm's gullet allows conjuring up a pillar of earth, which is a power with a specific fiction-based requirement;
- The Rod being an artefact of Law allows redirecting the elemental chaos, among other things changing who takes a certain amount of damage;
- The worm's mouth being forced open establishes line of sight, permitting a teleport.
This is also illustrates what I was trying to get at earlier: whether or not a particular approach to a system actually exemplifies a principle like "fiction first" depends on what the system actually provides for in its technical details.
We're just discussing 'boxes to boxes'. I mean, 'ending with the fiction' really assumes the fiction is central, right? I mean, if it isn't then its a rather weak and hollow agenda, IMHO. Its obviously nuanced though. DW LIVES on the fiction side, and mechanics are there to create some structure and insert a place for stochastic mechanisms to live. 4e OTOH is pretty complete in its mechanical structure at the 'tactical' level at least, and thus relies heavily on a rich set of 'fiction referents' within those mechanics that kind of inform you how to map back and forth easily so that there's 'low impedence' in doing so. (DW simply has very basic and straightforward mechanics that are easily extracted from the fiction and structured in a way where the details of how you handle any one specific situation isn't that important).
At least in respect of the comparison that you are drawing here, DW and 4e are as different from one another as 4e is from RQ or RM.
In DW, fiction is everything as you say.
in RM and RQ, the mechanics aspire to "manage" and mathematise all fictional inputs and outputs, so that (eg) in RM the crit result tells you that you suffer a -10 bruise (which is both fiction, and a mechanical specification of it) or that you bleed at 5 concussion hits per round (again, both fiction - you're bleeding badly - and mechanical specification). And the jumping resolution chart tells you what the bonus is for (eg) having a springboard to leap from. This is why, in RM, there can by no real "say 'yes'" - every spell casting, for instance, no matter how trivial, demands a check because in the fiction that check corresponds to the possibility of the magical forces escaping the caster's control.
In 4e, the fiction is often "loose" in relation to the mechanics, which is more like DW. But the mechanics have all the referents you mention that set up the parameters and constraints and minimum implications for the fiction that results from the mechanics.
I would say that DW is "fiction first", that RQ/RM are not (neither are they fiction last; fiction and mechanics happen simultaneously), and that 4e sometimes is (as per my purple worm example) but sometimes is not (eg when it comes to the ranger's turn, and the player just Twin Strikes the most dangerous opponent on the map).
pemerton said:
You can't realise the second of those two agendas <ie begin and end with the fiction> if key elements of your resolution system do not take the state of the fiction as an input, but are conditioned purely on other mechanical states of affairs.
Conditioned purely? Where that is so, are you not really discussing an encapsulated mechanism?
I don't know what an
encapsulated mechanism is.
But here's an example of a key element of a resolution system that is conditioned purely on other mechanical states of affairs: basic T&T combat resolution.
Another example: this can be an issue in a BW Duel of Wits, where for many of the "moves" the resolution does not depend on or change based on the narration of the character's action; so that the narration that the game tells us is a necessary precursor to rolling the dice becomes a "voluntary" act of the sort that Vincent Baker talks about when describing In a Wicked Age.
Another example: a player in MHRP/Cortex+ Heroic is meant to narrate how their PC incorporates a Scene Distinction into their dice pool, but nothing about the resolution process will falter if they don't. They can just add the die to their pool and roll away. Another example of a system that, in this respect, permits "lazy play" (in Baker's sense) no matter how much one might wish that play begin and end with the fiction.
I don't know if any of these is an illustration of an encapsulated mechanism.
I'll think about whether I can write up my 5e* interpretation in a better way.
5e has some strong mechanisms for system to fiction, whether folk are aware of and use them much is up for debate. But do you have a sense that DM doing that translation should be discounted? You say ad-hoc, but this was the point of FK: that the "ad-hoc" would lead to better results than the prescribed.
For my part, what would make 5e* clearer - and hence might also address
@AbdulAlhazred's point about whether a GM, reading your essay, would have a real shot at running it as you envisage - would be to provide actual examples of what beginning and ending with the fiction looks like, that illustrate how a GM is determining (out of combat) whether or not to call for a check, and how narration, in combat, is actually feeding back into action declaration and resolution.
I'm not seeing how that isn't accomplished in 5e*. Only DM calls for rolls, and they only do that it when it's meaningful. How is it meaningful? Because it's something that matters in the fiction. It could be that you and
@AbdulAlhazred are thinking meaningful consequences only applies as the output, but in light of DMG 237 it applies as the input, too.
Maybe think of it like this
F > S > F
DMG 237 > S >
narrates
I don't understand how what you describe here is consistent with the 5e D&D, RAW, systems for resolving combat and spell casting.
By RAW, a player casts a spell and this can trigger a roll - an attack roll by the caster player, or a saving throw by another participant's character, are the most common ones.
By RAW, a successful attack roll triggers a damage roll demands a change in the hp tally, and then the action moves via the action economy and initiative sequence rules, and then if the next participant declares an attack they make a roll.
I'm
extremely familiar with these processes from other versions of D&D (B/X, AD&D, 4e) and in the 5e RAW see nothing that is fundamentally different, in the processes presented or the descriptions of them. Where, in 5e*, does the fiction factor in?