See edit. The attempt to use proper notation of changes to a quote was interpreted by the editor as an underline tag. Real pain.I humbly ask you to not underline every single word in the post. My eyes hurt now.
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See edit. The attempt to use proper notation of changes to a quote was interpreted by the editor as an underline tag. Real pain.I humbly ask you to not underline every single word in the post. My eyes hurt now.
I find it revealing that in this thread, even from those claiming it’s a neutral term - they almost always cite negative examples for it. The only time neutral examples seem to get brought up is when someone asks them as part of the discussion if this is also Mother May I.
That's fair.Look I’m not sure what the problem is.
“I would not like that game/table/group because it feels like it leans much into MMI” is mostly about me.
That's fair too.The problem comes when people insist that I somehow state my preferences without any negative language while at the same time be able to say why I don’t like it.
That sums up a whole lot of what I've been trying to say.Hrm….. I think I might have finally seen the pint here. MMI applied broadly to whole games is just a way to justify preferences and probably shouldn’t be used that way. It’s not productive.
I would initially agree here as well.I do think it could be used in specific cases - I do not like this event because of MMI. But trying to apply it to entire games is not useful.
I find this to be a strange argument. We can look at the core play loop for 5e, and see that the GM is the only one that has authority to present outcomes of actions. So, players can suggest an action but the outcome of that action is never up to them. It's important to note that action declarations always have an intended effect by the player -- they want something to happen and are announcing the actions to do that thing. But the GM gates all of that, all the time, and has to agree to allow what the player wants to be the outcome. To that end, the GM has full authority to just say no, just say yes, or to use any of the available mechanics where the GM sets the particulars for their use and can still announce an outcome that thwarts the player's intents. I say that last because even if a GM asks for a check, they are not required to say what happens on a failure or on a success and can wait for the result to decide what happens. We have advice on these boards that advocates for asking for a check and then deciding based on what the check result is!No I think I’m largely in agreement with you @FrogReaver. MMI describes specific situations. Used to describe systems it’s not very helpful.
MMI is not a systemic thing. Any system can be turned into MMI. It’s not that hard. But that’s not the system’s fault. That’s the fault of the person using the system.
So looking at a specific table and describing it as MMI is useful. It describes a situation where someone at the table is unhappy about the division of power and the use of authority at that table.
Used to describe a system it’s no different than any other buzzword like video-gamey or board-gamey. Not particularly useful phrases that basically boil down to “I don’t like this thing therefore it’s bad”.
So, yeah I’m hopping the fence here. I don’t think it’s ever useful to describe a system as MMI. It’s probably useful in specific circumstances since it does frame out why someone isn’t enjoying this game with this gm. But beyond that, naw it’s not helping anything.
So, yeah I’m hopping the fence here. I don’t think it’s ever useful to describe a system as MMI. It’s probably useful in specific circumstances since it does frame out why someone isn’t enjoying this game with this gm. But beyond that, naw it’s not helping anything.
MMI is always a negative. So claiming that 5e is MMI by design is claiming that 5e is a dysfunctional game.
So you think all 5e tables are dysfunctional? That’s a pretty hard thing to prove.
MMI is always a negative.
Given my view that the term labels a dysfunction, and that dysfunction is not inevitably present in games emphasising DM judgement, then as I look at it MMI cannot label those games.I don't think its an entirely inaccurate way to describe what Frogreaver in the post you were responding to describes as "1st Order causality" structured games (and some rulings, not rules games very much border on that). Its kind of pejorative, but for someone who dislikes that degree of disconnect, likely a big part of the game will land in that category. Its hard to see that as a really inaccurate way to describe a game where the majority of what you do has little or no predictable outcomes outside of GM judgment (I'd characterize most of OD&D as having been like that).