clearstream
(He, Him)
Sure, but how do you justify saying "gamist" or not turns on that one moment of play?Could it just be that gamism is viewed more about following the 'game' process than rolling dice.
Sure, but how do you justify saying "gamist" or not turns on that one moment of play?Could it just be that gamism is viewed more about following the 'game' process than rolling dice.
If you are contrasting that style with a theoretical style where the GM determines failure on a whim I can see how that one moment of play would determine it. Process vs no-process.Sure, but how do you justify saying "gamist" or not turns on that one moment of play?
Ah, okay. Here we are contrasting "sure" with "roll". Which is more "gamist"?If you are contrasting that style with a theoretical style where the GM determines failure on a whim I can see how that one moment of play would determine it. Process vs no-process.
Reading this does make me wonder why you asked about how we established that one piece of world lore? When what you really wanted to know is where and how I might see qualities associated with "gamist" afforded!?The problem with 5e hexcrawling is:
* It doesn’t have a robust and integrated hexcrawling system/set of procedures. I listed a chunk of them upthread but not even close to the whole engine. 5e has the most bare bones possible. You have to invent a large swathe of procedures and then integrate them with the rest of the engine (which is fraught due to several confounds).
* To go along with those procedures all of the other integrated engine tech isn’t there to support/facilitate it; Daytime and Nighttime Wandering Monster procedures/tables that integrate with real logistical challenges around moving/light/encumbrance/info gathering, xp paradigm that is integrated with that exploration challenge environment.
5e spells are at-will, ubiquitous, and crazy powerful. Encumbrance is a nothingburger. I go gathering capability is potent.
The confounds and lack of game engine tech (constituent parts and their integration) are a huge thing to overcome.
Which is why you don’t see virtually any talk of this kind of play in 5e. You see a lot of GM-directed AP play + ignoring of things like encumbrance/light and logistical challenges (because 5e groups have so many means to just obviate Wilderness Crawl logistic challenges) + GM conception and extrapolation of setting/fiction/conversation inputs and milestone xp to pace GM story beats (rather than to incentivize Gamism).
Which is fine.
Totally cool. It’s just not Gamism it’s GM-directed High Concept Simulationism sometimes with a veneer of Process Simulationism. That play is what is wildly popular.
I'm not sure how you're envisaging plot authority working in the hands of the players. How are they able to dictate "now is the time for a revelation!" in circumstances where authority over the content/backstory is in the hands of the GM?Does protagonism need to be the ability to introduce the specific location (i.e., the safe has the documents), or is it sufficient to introduce that evidence exists, and then to use one’s plot and situational authority to compel the GM to provide for its discovery?
I don't think I'm quite following the details of what you've got in mind - and obviously the details matter.This is an inversion of the villain behind the mask scenario in Edwards’s discussion. Instead of finding out who the villain is by (owned by whom the PCs assume is the villain) taking off the mask, you are finding the incriminating mask in a safe. But if the mask is kept under the bed, then that is what the GM would need to provide when it comes time for the scene with the discovery.
Not quite. I think that the stakes have to be known to them, and in setting-based stakes that typically means knowing the content in question.You are suggesting that if the players lack content authority (e.g., because the game is setting-centric) than the content must be known to them.
I'm not sure if this is your own assertion, or if this is you trying to make sense of my assertions!So to bring things back around to the safe discussion, the players would have to know that so-and-so is up to no good, and this is because of the link from content to plot authority. They would not be able to exercise the latter without knowing, and if it is kept hidden, then the GM is seizing plot authority in that case (by making the decision about what is revealed).
I don't know if that's what Vincent Baker had in mind, but it seems to fit. I've generally been having in mind that for whatever reason, the players are committed to having their PCs find this incriminating evidence.I assume that the only thing that keeps the players from charging the castle immediately is the separation of what they know from what their characters know. If said villain is perceived as an upstanding member of the community, then the players would have to establish a link they could use to credibly make their accusations.
I think I agree. But I also think I'm starting to see elements of GM-as-glue here. I think this is where a BW-type approach (eg make a Perception check with the stakes clearly established), or a AW Read a Situation/DW Discern Realities approach, starts to show its strength for helping maintain player protagonism even though the GM still has principal content authority.I would speculate that the more backstory (as Edwards puts it) that one has prepped, the more one has to reveal up front to facilitate player control of plot authority, and so detailing ahead of time that the evidence is in the safe is probably a worse idea that having a mechanic to suggest there is evidence and then to situate it as appropriate (e.g., the PCs are searching the office, and “you find a safe where you think the evidence is” is as valid a response to the search fortune as “you find a ciphered letter at the bottom of a drawer”).
Reading this does make me wonder why you asked about how we established that one piece of world lore? When what you really wanted to know is where and how I might see qualities associated with "gamist" afforded!?
A fundamental question for me is whether you are envisioning a binary? (Is the play "gamist" yes / no.) I don't see it that way, but let's clear this up first. In your view, is each approach to RPG play simply "gamist" or not "gamist"?
I'm puzzled about what you mean by this, given your insistence upthread that there are many "Zs" that correspond to the single R of the core rules.They can also commit in advance to using the Core rules as written. Or do you see something preventing that?
Who is using that wording?wording is used like "some kind of roll is appropriate." Does that mean roll? One DM might decide that "some kind of roll is appropriate" means "roll". Another might decide to wing it, case by case. That "maybe" depends on DM.
As I read @Manbearcat's posts, he is saying that the principal constraint on the Gm is the Gm's conception of what makes sense in the evolving fiction, which is not much of a constraint at all.The concern here to my reading is mainly one of skepticism about whether a DM can rule in a way that is principled, constrained by fiction/description/system. Is that right? There seems to you too much scope - too much leeway - for any constraints to be strict enough to suit your preferences.
Who determines what leads are gained by "asking around"? Who answers the question as to whether or not this dragon has a ton of gold? Who decides the alternative, that a dragon just wouldn't follow? Presumably if the players are conjecturing that a dragon with a hoard might be in the mountains to the north, they are happy that it follows!Right. I might picture that conversation going like this
And off they go. Chances are that yes, they do find a dragon's hoard. It didn't just spring into existence arbitrarily, but it wasn't there before we focused in on it. And suppose alternatively that a dragon just wouldn't follow? Then no, in that case there wouldn't be a dragon hoard. Or then again, I could possibly have dragon and hoard pencilled in (part of my say, as DM). That's probably on a parabola that matters in some way to the big picture; and could just fade away, if players go in another direction.
- The kind of world we're in is one that has dragons: they're definitely a thing. They're not a living next door thing! They're an - away on the lonely mountain over there - thing.
- The ranger asked at some point if the hills they skirted could extend into mountains running north. We thought they did, or maybe that's part of the map that isn't blank (part of my say, as DM).
- From previous sessions, they have knowledge or contacts pertinent to the whereabouts of dragons.
- Asking around, they get a few leads. One of those is there is a dragon in the northern range, and don't dragons always have a ton of gold?!
- The players get interested. I'm curious about what they're going to try. Dragons are pretty fierce, someone warns.
If we're discussing how the participants in a game play that game, and we posit that a particular game move depends on something being known, I don't see how addressing which player has to know it is separate. It's fundamental! I mean, you couldn't explain the game hangman by saying The word is known before guesses are made without also specifying who it is who knows what the word is.The bolded part was consequence is known going in.
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As a separate consideration, one can think about who must know and who may know which consequences? DM must know, in order to make the call. Players may know, and what they know may be incomplete.
So, as I read this, what you are saying is that The player of the ranger says, more-or-less in character, "We should check out if there are any dragons in those northern mountains!" and this obliges the GM to consider what to tell that player about what their PC does or might know which the GM does in part by exercising authorial power in respect of the setting.I think it will go like this
- We earlier established that there is a mountain range to the north
- The kind of world there is, it's perfectly reasonable to speculate there are dragons in those peaks
- To resurrect Jo, the party are hoping to claim at least 1000gp (individual creatures of CR 11-16 are pretty sure to have that)
- Ranger is (implicitly) directing the group to say more about that: they're demonstrating interest in that direction
- As DM, I must respond to that direction, the conversation probably goes through a series of steps
Asking that question brings it into the conversation and makes it something we must now decide. There are two parts to that
As DM, my say is to decide if there is a dragon, following all that has gone before. Sure, I think, there's a dragon up there somewhere. So now all I need to rule on is what the ranger knows about that?
- What is going to be true?
- What does the ranger know about what is true?
This is true in the typical RPG fiction to: the character doesn't control what exists in the reality external to them.As the character exits in the world and affects the world they obviously are connected. But I think the differentiation is pretty clear. In the real life you control what you do, but you do not control what exists in the reality external to you except via affecting it by your actions.
Edwards says the following, in the course of trying to explain what is distinctive about protagonism in story now RPGing:Is it right that you see protagonism as all or nothing? There is no degree or modality to protagonism?
Information being hidden from a player is, in itself, no bar to protagonism. Consider the example of the masked villain: the player doesn't know who the villain is, but exercises protagonism in seeking to unmask them. But information being hidden from a player is the most common way to hide what is at stake from the player, and that is definitely at odds with the exercise of protagonism.Something I hope to understand along the way is if in your view there is no protagonism without player-fiat? And no protagonism where there is information hidden from players?
Okay, I re-read #1966. I don't see there what you see there, but I can trust as to your intent. It doesn't seem super-fruitful to hash over it. Let's go on from where we are.So, to that end, I invite you to revisit the initial post 1966. There are a S-ton of questions. Its not a single question. Its a lot.
I feel one can fairly show that the upshot of 5e RAW is that (for ability checks) you roll on account of consequences, not "really" to resolve the task (if there are no consequences, the task auto-resolves.)1) What exactly is the "consequence resolution" you're envisioning?
I feel the possibility of outright set-backs and failures (where that is meaningful) make this not fail-forward. The game state isn't necessarily propelled forward, it could possibly revert.2) How is it differentiated from Fail Forward (as that is what it looked like you were envisioning)?
Ability checks are fundamental to 5e, even combat starts with an ability check. An ideal view might be that the concepts that apply to ability checks, ought to apply everywhere (for avoidance of doubt, that is not the case.) The ludic resolution cycles in 5e are3) How does it comport to 5e's action resolution order of operations?
I'll stop here, because I think what comes next depends on your answer to my earlier question. In your view, is each approach to RPG play simply "gamist" or not "gamist"? Are you envisioning a binary? (Is the play "gamist" yes / no.)4) And, because this thread is about "Is D&D Gamist(?)", I was hoping to use your responses as a springboard for subsequent conversation. That subsequent conversation would entail:
* What is the cognitive workspace inherent to your multi-layered 5e rulings (because they're multi-layered when it comes to GM role in mediation) because how you think and how that thinking is integrated with the rest of system is a huge tell on what play priorities that thinking is serving.
* How can the player's "move" be leveraged for subsequent (skillful) play?
* What play priorities does that leverage (or lackthereof if its ultimately just color) support?