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D&D General Supposing D&D is gamist, what does that mean?

It is obscurantism to say that in 5e rolls are tested against "a supposed external world". The roll takes place in the real world, not an imaginary one. The comparison of the number rolled, to some target number, occurs in the real world. There is no comparison of a roll to a world.
It's not obscurantism and what you're doing is pedantry. The target number and character's skill are both based on the fictional world (how skilled is this person in lockpicking, how well made is the lock.) What @Manbearcat said was perfectly clear and logical.

Whether a system uses (what Manbearcat) calls "objective" or "subjective" DCs tells us nothing about its relationship to conflict or task resolution. Burning Wheel uses objective DCs. It also uses conflict resolution.
Which to me seems weird and incoherent. On what is this objective DC based on? Why would how well made the safe is and how good the character is picking locks have anything to do with the chances of the PC finding incriminating papers in it?
 

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Aldarc

Legend
The right-hand diagram may capture what is going on for a cohort committed to a culture of "traditional" play. It doesn't show what's going on for all cultures of play.
I don't think that it's intended to represent all cultures of play. But if you have a better diagram in mind that better models your own culture of play you are imagining, then I'm sure that it would be welcomed.
 

Most players may play Megaman with the goal of beating the game.
Some players play Megaman with the goal of beating the game in the least time possible. (Speed runners).

Those players aren't really playing the same 'Game' in the most proper sense but they are both playing Megaman. They use the same set of procedures and player moves but their goals are vastly different and so that makes their play look much different despite having access to the same procedures and moves. But one goal is simply a self imposed goal and not one that originated within the game itself. I don't think having that self added player goal makes Megaman into a non-gamist game.

With that concept in mind, when a player in D&D adds an additional goal to D&D (I only 'win' if I play my character as I envision him) then that goal might very well restrict the player from making certain better valid moves, but everything he's doing still falls into game procedures. Wouldn't that be gamist as well?

So then a group like mine that treats out of combat as almost completely roleplay (albeit our party has goals) but we don't necessarily pick the best moves to achieve those goals as the game we have chosen to play is one where our moves are restricted based on our vision of our character.

How does one pull apart this onion?

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"?

Here is what I would say the shorthand litmus test for “is this actually Gamism(?)” would be:

Play in which the demand for guts, guile, strategy, and tactics in the face of real risk is consistently featured and level of skill employed is easily contrastable.

So you have:

  • Demand (it’s not opt-in/out)
  • Suite of traits (GGST acronym)
  • Real risk (can’t be pretension)
  • Consistently featured (in the challenge segment )
  • Contrastable skill (discernible hierarchy)

If that stuff isn’t present as a gamestate and experience through line for the challenge segment of play (for both GM and players), then one or more of the features above are violated.

Torchbearer is the ultimate Gamist engine because the through line of Gamism is literally “every moment” (because all of phases interact with each other and every decision significantly interacts with future gamestates) and pedal to the floor.

“Adventuring Day D&D” aspires to this, but it can often fall short because of one or more component parts:

* There isn’t real risk (it’s pretension to risk or “an accepted dud” or the GM takes their foot off the gas or upthrottles to control pacing/story so the players aren’t controlling the gamestate).

* Demand isn’t there because individual players can opt-out by “I’m just roleplaying (a doof, a lovable loser, a provocateur, an abstained from conflict) my character” in such a way that isn’t rules/skilled play prescriptive (creating a confound for the arena of “a competitive crucible that churns out skillfulness”).


Another problem any form of D&D can suffer from is a different form of “no real risk” and/or “contrastable skill.” That is because if any of the following are in play, this will hurt Gamism:

* Game engine is poor at creating challenges.

* Game engine is poor at making challenges “reverberate.”

* The GM is poor at challenging.

* The GM is unwilling to challenge.


This is why I called out 5e’s Social Interaction rules as potentially good for Gamism. Everyone has played Pictionary and/or Charades. It’s not a terribly high bar to run that sufficiently well to contrast skill in the participants.

Now the GM has to impose real risk and do so consistently (the fallout for “failure to woo/de-escalate needs to be sufficiently beefy”). If they fail that then <buzzer> on Gamism.
 

pemerton

Legend
* In Classic Traveller, breaking into a safe is task resolution (using Demolitions, or Electronics, or Mechanical, or even a weapon skill, depending on the details). If the GM has framed the presence of the safe, and the players open it hoping to find useful stuff, it's just like Baker's example of task resolution. To change this, we need to establish, prior to the opening of the safe, what's in it. In Classic Traveller, Streetwise would do this: the typical sequence would be Streetwise first to learn which safe to break into (so successful Streetwise gives the players a moment of content authority - in a 1977 RPG!), and then using the task resolution mechanics to actually break into it. But the prior establishing of the content ensures that the link of success/win is maintained. Note that the GM might still break the fail/lose nexus (because at the moment of crunch its task resolution). Also note that there is no pathway to successfully engaging with the rumour mill via Streetwise but getting a false rumour. In other words, Streetwise in Classic Traveller doesn't support a process simulation agenda. (A bonus fifth system: 4e D&D would use a skill challenge in a sequence similar to Traveller, with an earlier Streetwise check feeding into a later Thievery check; but the skill challenge framework maintains the fail/lose nexus.)
I'd like to take a closer look at this.

<snip>

I feel the intuition here suggests is something reasonably straightforward

When I read
In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?
My intuitive response is always "Huh? What's at stake is getting dirt on the supervillain!" But one can reply "Sure, but you don't know/guarantee that the safe is a means to that, right?" One ordinary response in line with your Traveller example is "I do know/guarantee, because player did something else to lock in that content: they used social skills to get information from lackeys confirming the location of the dirt. It's in this safe. That's why we're here."

Of course, I can come back to that with "Sure, but it's still not really guaranteed, is it?!" I believe that will generate a sense of not really getting it from many DMs. It comes down to principles. One set of principles has it that efforts by players can constrain or lock in content. That can come as description or description and system, such as social interaction.
I don't understand why you're presenting my example back to me.

In Vincent Baker's example of task resolution vis-a-vis the safe, he says "Let's assume that we haven't yet established what's in the safe." He's not an idiot - he's noticed that if it's already established that the desired documents are in the safe, then succeeding at the task is the same as winning the conflict. This is why, in my post, I said to change player from Baker's example of task resolution, we need to establish, prior to the opening of the safe, what's in it.

And Classic Traveller does this via a conflict-resolution mechanic, namely, the Streetwise check: the player declares I'm talking to workers, thugs, criminals, etc to learn where the dirt is kept and then the GM establishes a difficulty, and then the player makes a throw appropriately modified by Streetwise skill, and if it succeeds the PC acquires the desired information.

First let's confirm that a rumour is - a currently circulating story or report of uncertain or doubtful truth. There shouldn't be a path to a false rumour, because rumours are never guaranteed veracious.

<snip>

I can picture a possible Traveller GM (not one I'd like) chuckling and pointing out that "rumours" are not facts, and the safe is empty. Gotcha!
Are you familiar with the rules for Streetwise in the 1977 edition of Traveller?

Those rules are clear. As I stated in the the post that you quoted, those rules give the player content authority, and there is no pathway to successfully engaging with the rumour mill via Streetwise but getting a false rumour. The result of a successful Streetwise check is not You hear this thing or You believe this thing, it's You learn this thing. (As I've also posted, the rules are not clear on what the GM is supposed to do on a failed check. This is where this 1977 game shows its age. My own view is that a reasonably hard move would be fair enough.)

I mean, I can picture a chess player who is losing knocking over the board. That's not really a move in chess, though.

Alternatively, and in a wide ranges of RPGs, I can picture a GM working with player on a narrative/system path to this specific safe, that has the dirt in it. A gotcha at this point, as I hope is evident from that first possible GM, would for many groups break their social contract... make the GM a spoilsport.
OK? I can picture GM-as-glue play too: I've experienced plenty of it as a player and run some of it as a GM.

The right-hand diagram may capture what is going on for a cohort committed to a culture of "traditional" play. It doesn't show what's going on for all cultures of play.
OK, I'll be more specific then. Based on everything you have said in the last 30-odd pages about how you approach 5e D&D, it describes how you GM 5e D&D. See eg the quote just above this one.
 

pemerton

Legend
Here is what I would say the shorthand litmus test for “is this actually Gamism(?)” would be:

Play in which the demand for guts, guile, strategy, and tactics in the face of real risk is consistently featured and level of skill employed is easily contrastable.

So you have:

  • Demand (it’s not opt-in/out)
  • Suite of traits (GGST acronym)
  • Real risk (can’t be pretension)
  • Consistently featured (in the challenge segment )
  • Contrastable skill (discernible hierarchy)
My only quibble with this would be that some gamism might focus more on luck than on skill. There is still the demand, the guts and guile, and the consistent risk. It's just that what's tested is not your skill but your willingness to gamble. It's like the RPG version of the board game Incan Gold/Diamant.
 

clearstream

(He, Him)
In Vincent Baker's example of task resolution vis-a-vis the safe, he says "Let's assume that we haven't yet established what's in the safe." He's not an idiot - he's noticed that if it's already established that the desired documents are in the safe, then succeeding at the task is the same as winning the conflict. This is why, in my post, I said to change player from Baker's example of task resolution, we need to establish, prior to the opening of the safe, what's in it.

And Classic Traveller does this via a conflict-resolution mechanic, namely, the Streetwise check: the player declares I'm talking to workers, thugs, criminals, etc to learn where the dirt is kept and then the GM establishes a difficulty, and then the player makes a throw appropriately modified by Streetwise skill, and if it succeeds the PC acquires the desired information.

Are you familiar with the rules for Streetwise in the 1977 edition of Traveller?
We last played it decades ago. The only Traveller books I still have from back then are High Guard and TCS. Thus I worked from the words you used. Can you post the 1977 text for Streetwise and the related resolution mechanics?
 

pemerton

Legend
It's not obscurantism and what you're doing is pedantry. The target number and character's skill are both based on the fictional world (how skilled is this person in lockpicking, how well made is the lock.)
Upthread, I posted this:

I've participated in threads where this is extremely contentious. Or at least where it has been extremely contentious to suggest that any smaller role is feasible.
And we're already seeing it in this thread.

Instead of saying that A difficulty is set that in some fashion reflects difficulties in the fiction - which is a description of an act of creativity and authorship, and immediately invites consideration of who did the authoring - we have reference to "testing against a supposed external world", which completely elides the fact of creativity and authorship.

Which to me seems weird and incoherent. On what is this objective DC based on? Why would how well made the safe is and how good the character is picking locks have anything to do with the chances of the PC finding incriminating papers in it?
Let's put it this way: in a story in which a character is apt to find incriminating papers in a safe, why wouldn't how skilled a thief the character is, and how strong the safe is, not shape the fiction?

Your diagnosis of weirdness and incoherence rests on a premise that the fiction should in no way be sensitive to the stakes or to player protagonism. Burning Wheel is not designed around that premise.
 

Upthread, I posted this:

And we're already seeing it in this thread.

Instead of saying that A difficulty is set that in some fashion reflects difficulties in the fiction - which is a description of an act of creativity and authorship, and immediately invites consideration of who did the authoring - we have reference to "testing against a supposed external world", which completely elides the fact of creativity and authorship.
Sure, the GM authored the world. Or perhaps some professional setting maker did (at least partly.) No one is eliding the matter, nor this being the case make what @Manbearcat said inaccurate.

Let's put it this way: in a story in which a character is apt to find incriminating papers in a safe, why wouldn't how skilled a thief the character is, and how strong the safe is, not shape the fiction?
Because the strength of the safe or one's skill in picking locks is in no way causally connected to the contents of the safe. Lets say one character have excellent skill at smashing locks and another have mediocre skill at picking them. Why would which of them manages to open/break the lock have any connection to what's behind the lock?

Your diagnosis of weirdness and incoherence rests on a premise that the fiction should in no way be sensitive to the stakes or to player protagonism. Burning Wheel is not designed around that premise.
Fiction can be sensitive to such things, but this approach muddles completely unconnected things together.

In such situation in Burning Wheel, how you determine 'the DC'* of the safe opening check? Is it based on the quality of the safe or narrative likelihood of the papers being in there, or something else?

(*I don't remember what the BW equivalent is actually called, but I remember that the mechanics are such that the odds scale way more steeply than in D&D, so GM's determination affects the odds drastically more.)
 



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