clearstream
(He, Him)
@Manbearcat An amusing thought struck me that a sufficiently cunningly designed magic item could stitch the fabric of 5e as tightly together as any other version of D&D.
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There's a way in which we can end up talking at cross-purposes about that, which we should probably call-out and be wary of.@clearstream
I think you are focused entirely focused too much on the dice roll here. When we speak about conflict or task resolution we're fundamentally talking about how do we collectively get from player says their character does X to fallout of that action. What guides that process? What decisions need to be made? What guides that decision making process? What are the constraints on those decisions? That's all part of the resolution process.
There's a way in which we can end up talking at cross-purposes about that, which we should probably call-out and be wary of.
PbtA and similar systems are built around one core resolution-proces. That's over-simplifying, but also kind of true. It's a design strength.
5e is not built that way. It employs multiple game systems with transactions between them. So putting a laser-focus on the ability check procedure cannot provide the whole picture. Deceptively, we can talk about a "d20 system", but see my post up-thread and hopefully you can get a hint of what is in play. As an example, what you do in combat is not the same as what you do for social interaction, or even close to the same, even though both use a d20.
Note I'm not talking about every possible PbtA game, or saying there are no meaningful subsystems, macro or micro-cycles, in such games. More that 5e cannot be interpreted through the lense of ability checks to the extent that PbtA might be interpreted through the lense of moves.
* Overcoming Social challenges. Again, entangled decision-space and playing unskillfully needs to be costly. IMO, and I’ve said this many times in the past, THIS is the site of 5e Gamism. Combat is too easy and the logistical stuff just isn’t there due to all of the confounds and lack of procedures/tech (and obviously their integration).
But 5e’s “social conflict as puzzle solving/Pictionary/Wheel of Fortune?” Fantastically conceived and designed mini-game (particularly for this particular game).
It should come as no surprise, that when I reviewed the game many years ago and up through its first 5 years (end of ‘19 is the last I looked in on this…but id be shocked if the needle has moved appreciably in the last few years vs the nothingburger of the first 5 years) and brought up these procedures and touted them for how good they were for (well-integrated) Gamism…
…it was complete crickets by the 5e userbase.
Virtually no one even knew they were there OR they elected not to use them.
The best piece of system-integrated 5e tech that produces compelling and rewarding Gamism. Total unknown or memory holed.
Dissapointing and huge missed opportunity for the 5e player base imo.
Now if the logistical exploration component of 5e play had that kind of system integrated tech (with lack of confounds)? I would 100 % say “5e is a totally awesome Gamism-providing engine” and I would run the hell out of it.
Sure. But the question really was about how we establish whether a ranger knows where a dragon is, not viability of 5e hexcrawls. And I feel your old school answer and my 5e answer were very similar. There is a GM established objective world from which the PCs can gain knowledge via ability/skill rolls, the difficulty of which is being tied to the specificity of the knowledge being sought.
But regarding hexcrawls, I kinda wish 5e had more structure for travel and I have houseruled several of the "skip travelling challenges" spells and features. However, reading your descriptions of what you think proper travel focus takes, I can say with confidence that I don't want that either, and I would be highly surprised if majority of the current player base wouldn't feel the same. Frankly, a lot of that just seems like tedious micromanaging to me, and I don't find it appealing.
I don't know, I'd really like to have some sort of distilled broad strokes version of interesting travel mechanics I could insert in 5e. Something between detailed micromanaging of specific hexes and resources and the GM just making something up on a whim.
Perhaps I should have look at that AP @clearstream was talking about which had something like that. What was it? Not that it really looked exactly like the sort of thing I'm thinking.
I think I started to get things worked out as I wrote though the argument. I left it mostly because I was too lazy to rewrite the post, but it also shows my work.@kenada, I've worked through your post basically in sequence, even though some of what you say later perhaps helps address questions or ideas I raise earlier. I've left it in the time-sequence of my thoughts so that you can see how I reasoned through the issues.
That’s the important question. According to Edwards, they’re all separate. There’s causality between them, but that doesn’t mean players need to have content authority to have plot authority. He goes on to describe Trollbabe-style (and what we’d probably now more associate with PbtA because that’s what is popular now) conflict-framing as an example of a technique and suggests it’s not a required one (you don’t even have to use it in the games that do allow it).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?
Paul T gives an example on the second page of that discussion, which Edwards responds as being, “Your summary of Plot Authority = 100% correct. Awesome.”I don't think I'm quite following the details of what you've got in mind - and obviously the details matter.
This is where I was trying to go with my safe example. In my example, the GM has established as backstory that the there is incriminating evidence and that it’s in the safe. The PCs want the evidence (i.e., this is their plot authority), and so they use their situational authority to locate it. The GM would then, using their content authority, reveal the safe with the evidence.Paul T said:Example: Player X wants to know who the Masked Stranger is (i.e. he wants to exercise Plot authority). He narrates a Situation where the Stranger's identity will be revealed (probably they'll be a roll or something for whether the Stranger can avoid being revealed). The GM, exercising Content authority, reveals his identity.
This is where I was struggling to reconcile the idea of the players’ exercised plot authority with the GM’s exercised content authority. You are right to ask the questions you did. The scenario is not well-formed. It’s framing a task-oriented scene (you find a safe, what’s inside?), but what’s at stake is whether the players find the incriminating evidence. By the time the safe enters play, assuming the GM’s backstory prescribe it as the source of incriminating evidence, and the PCs won their conflict to find the evidence, it must contain what the PCs seek (the evidence). Getting it open could be another conflict (can they do it without leaving evidence of their presence?), but having it be empty (containing no evidence), and turning their win into a loss would be (presumably) unprincipled on the GM’s part.In the villain-behind-the-the-mask scenario, the GM uses situational authority to put the PC and masked villain in the same scene. The player declares an action for their PC to unmask the villain. And then I think Edwards is assuming that the default here will be some sort of fortune resolution (though I'm not very familiar with The Pool):
I totally gave up authority over the "top" level, plot authority. I let that become an emergent property of the other two levels: again, me with full authority over situation (scene framing), and the players and I sharing authority over narrational authority, which provided me with cues, in the sense of no-nonsense instructions, regarding later scene framing.
We could imagine Apocalypse World working similarly - the player declares I tear off the mask (Seize By Force) and then the dice are rolled. What happens next will depend on the roll: emergent plot.
(BW is potentially different - the Adventure Burner discusses how to modulate a Masked Villains-wise check between the GM asserting or giving up content authority, ie in this case the power to decide who it is who wears the mask. The player has the potential to exercise content authority in the course of compelling the emergence of plot.)
In the incriminating-mask-in-the-safe scenario, how is the scene framed? The presence of the safe is (presumably) part of the framing; but the presence of the mask inside it normally wouldn't be (unlike the villain case, where the fact that the villain is masked would be part of the framing). So when the players declare that they open the safe - potentially thereby triggering the plot revelation - how do we determine whether or not the mask is part of the scene? You say "that is what the GM would need to provide", but I don't think I quite get what the that is, nor quite how you are envisaging the GM will provide it.
See above. I think we came to the same conclusion regarding stakes.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.
In the villain-in-the-mask situation, the stakes are who is behind the mask? and when a player declares I tear off the mask they know that's what is at stake.
But as you can see from what I've said just above, I'm not following how you envisage the stakes being set in the safe case. @AbdulAlhazred's answer, upthread, was that it is established that of course the <whatever> is in <so-and-so's> safe. I get that. And can see how it would work in a 4e skill challenge, or Classic Traveller. But in that case, the stakes of opening the safe aren't Will I identify the villain? but Will I get the evidence of villainy that I need? The villain was identified at an earlier point in play.
I think mostly the latter, and yes.I'm not sure if this is your own assertion, or if this is you trying to make sense of my assertions!
But anyway, I think I agree - I think you're describing here what I described just above with reference to AbdulAlhazred.
This is the important question of what kind of surgery is required to make use of an established scenario. I am particularly fond of the ones Necrotic Gnome has published for Old-School Essentials because they are situation-focused and avoid prescribing outcomes. However, they do not shy away from putting the “incriminating evidence” in with the loot procedure. For example, there is a key needed to open a device to find the Blood King’s heart. The key is hidden away in a random armoir on another floor. You can pick the lock, so it’s not the only way of getting it open. But it’s just a random thing you may find before getting it open. In spite of having a thief in the party, my players were still very determined to find the key “to avoid metagaming”.I don't know if it's the only way, given the unlimited possibilities of human ingenuity and imagination, but it seems the most obvious. The contrast would be the players opening a safe which is - from their point of view - essentially random, and finding the incriminating information just because the GM decided (prior when writing notes/prepping the scenario, or just now by way of improvisation) that the information is in the safe. (I note in passing that published adventures are replete with this contrasting case - the players are expected to search pockets, chests, tables etc on basic looting principles, and thereby find clues that are there as GM exercises of content authority and that help support a GM's exercise of plot authority, insofar as the GM is the one who decides to make the "revelation" take place, without the players having known that it was at stake or had any particular commitment to or engagement with it.)
I agree, and I think that’s where I was going with my logic. To avoid GM-as-glue, one would have to constantly doing information dumps to allow the players to exercise their plot authority.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.
This is my view as well.There's a way in which we can end up talking at cross-purposes about that, which we should probably call-out and be wary of.
PbtA and similar systems are built around one core resolution-proces. That's over-simplifying, but also kind of true. It's a design strength.
5e is not built that way. It employs multiple game systems with transactions between them. So putting a laser-focus on the ability check procedure cannot provide the whole picture. Deceptively, we can talk about a "d20 system", but see my post up-thread and hopefully you can get a hint of what is in play. As an example, what you do in combat is not the same as what you do for social interaction, or even close to the same, even though both use a d20.
Note I'm not talking about every possible PbtA game, or saying there are no meaningful subsystems, macro or micro-cycles, in such games. More that 5e cannot be interpreted through the lense of ability checks to the extent that PbtA might be interpreted through the lense of moves.
I was mulling this and felt we could generally observe the following difference between types of system (comparing two specific RPGs as examples)As @Manbearcat said, that just seems straight-up-and-down simulationist play. I don't really get why it's taken dozen of pages to get a clear statement of this.
I was mulling this and felt we could generally observe the following difference between types of system (comparing two specific RPGs as examples)
The picture is of course far more complicated than that, with many exceptions and some overlaps. However, generally speaking one can observe something like
- In 5e, rolls are oriented to supposed facts about the game world. Probabilities are strongly modified by what that aspect of the game world is supposed to be like. Frex, the distinction I indicated between the question of what was true, and what the ranger knew about what was true.
- In Stonetop, rolls are made to agree what to add or change to fiction or system. Probabilities are not strongly modified by supposed facts about the game world. Frex, rolling for Know Things sorts between alternatives for what GM is bound to tell you. There's not that distinction between what's true and what you know to be true.
- In both games, players can favour some sorts of actions by choosing to have better modifiers connected with them. Frex, in both player could choose to favour Int-based actions.
I'm not saying anything here is suprising or novel (hopefully it is not!) I am also not saying either is better, they're distinct. That distinction does mean that any description of 5e resolution, for almost any game sub-system, is going to follow the compare-roll-with-world template.
- In 5e, rolls test against a supposed external world. I can call that "Compare-roll-with-world."
- In Stonetop, rolls test for what to add to the game state. I'll call this "Use-roll-to-index-result."
In another thread I proposed the definition that a simulationist design is one whose models and rules preponderantly take inputs and produce results including fiction, correlated with references; so that we know when we say what follows that our fiction accords with the reference, and the imagined inhabitants of the world can have knowledge corresponding to its rules.
I think one can modify that in an interesting way (well, interesting for me.) A physicalist design is one whose models and rules preponderantly take inputs and produce results including fiction, correlated with a supposed world. That translates an aesthetic proposition into a metaphysical proposition.
Players could find compare-roll-with-world easy to grasp, not based on their aesthetic interests in simulating a world, but based on their intuitive assumptions about what it is like to inhabit a world. I think it is something like this that has been making it hard for me to just opt in to the HCS interepretation (even though as you can hopefully see, I can argue myself nearly there!)