FrogReaver
As long as i get to be the frog
Q: why join us when you know it will hurt?Q. Why do you bang your head repeatedly against the wall?
A. Because it feels so good when I stop.
A: so I can feel good telling you how bad it hurts.
Q: why join us when you know it will hurt?Q. Why do you bang your head repeatedly against the wall?
A. Because it feels so good when I stop.
Im not sure your intent. So instead I’ll just bluntly ask - what prompted your comment against all games are equally susceptible to MMI, and what was the intent of that comment?
That is not what I said. What I said is that all RPG's will have someone, at some point during play, be able to determine the results of an action. Who that person or persons may be will change depending on the system, but, in all RPG play, there will come a time when someone at the table will be able to say, "You do X, and thus Y happens". Sometimes that will always be the same person - in trad games like D&D that's the DM. Sometimes it varies around the table. Sometimes it will be by group consensus. But, at the end of the day, SOMEONE or SOMEONES will have to play Referee and make the final call.
Which means that in all systems, you can have Mother May I. As soon as you have someone make that call, it's possible for that person or persons to put their thumb on the scale and influence the result in such a way that other players might not agree with. Do it enough times or egregiously enough, and you wind up with a MMI situation. System doesn't really change the ability to do it. It simply changes when and how.
Also, What can i say or do to convince you that I do not believe all games are equally susceptible to MMI?
That's not what I said. If you notice, there are a large number of very, very thoughtful people who post regularly about 5e. I know this because I see them in other threads discussing these issues.
....these thoughtful people who are so prominent in other threads don't bother communicating in these threads . I'm reasonably certain you've noticed that.
That's not what I was referring to. I do think it has been repeatedly (and proudly) pointed out that at least one regular contributor to these conversations about the deficits of 5e doesn't play 5e, and never has.
As I wrote- it's a critique. It's been a critique since Mike Mearls first coined it to announce the superiority of 3e to other styles of play, and it continues to be a critique today.
If you want to have a true "5e conversation," then perhaps it would be a good idea to ... have a conversation about 5e? With other people (I can think of quite a few here!) that play and DM a lot of 5e, and have a lot of experience discussing and detailing the issues with DM adjudication in 5e games and how they handle it, and best practices.
Something tells me that this would be a very different conversation. I don't think that's the conversation people are having. I'm not the boss of the thread though, and the OP (in relation to 5e) was answered in the first few pages, so I assume you're happy with the thread drift.
And to be even more fair, your comment was aimed at me, wasn't it. A barb for that one time I didn't agree with you about FKR.Heh. To be fair, maybe the mark of thoughtfulness is not being involved in a discussion that is now over 1,000 comments.
And to be even more fair, your comment was aimed at me, wasn't it. A barb for that one time I didn't agree with you about FKR.
FKR... have we discussed MMI in FKR yet?
I've argued all through that principles, and not rules, are the greater part of avoiding MMI. What do you think? Does that sound right to you?I don't think that a GM having the ability to narrate results means that play must be Mother May I. So I posted examples from a non-5E game that I recently ran that had examples of abilities similar to Rustic Hospitality in that they're player initiated and require input from the GM (and so don't "seize control" as @tetrasodium has claimed), but which, when combined with the GMing principles offered by the game's text, don't succumb to Mother May I.
I've argued all through that principles, and not rules, are the greater part of avoiding MMI. What do you think? Does that sound right to you?
In other games, like PbtA or FitD or BW derived games, the principles ARE rules. It's only if you come from the D&D-born mindset that anything in the book is just a suggestion that you get to anywhere that you'd consider them not rules.I think having a clear set of principles is a big part of it. I think that's something 5E lacks.
I don't know if I agree that it's more important than rules, though. I mean, in most of the other games I run or play, we tend to treat the principles as if they were rules. Like, they're not really optional, even if they're not as specific or codified as rules tend to be.
But I don't know if I would disagree either. I feel they're equally important, or that the importance of one over the other will likely vary depending on circumstances.
That might be your "argument", but it's missing a lot & skipping more. to make that claim. The player assuming that they were capable of seizing responsibilities from the GM is why the example became an example of MMI. In that case the PCs are insulated from risk & attrition to a degree wildly beyond past editions causing the players to react with nonchalance to take a long rest even while the duke's men are actively searching for then. The GM's inability to telegraph risk multiple steps out without needing to make that risk crash into the PCs directly caused them to disregard that risk & assume they could seize the GM role as part of their action. In other cases the inability for NPCs in the world to reward PCs with anything they might need causes the players to do similar or opt out refusing to proactively take actions without being forced in some way. In both cases the GM is unable to use that soft power to guide players away from making bad assumptions & attempting to seize roles not granted to players.My argument has nothing to do with your claims of soft power as a failing of 5e. I don't agree with your position, but I see where you're standing there, and it's rather orthogonal to the points I'm making.
Exactly d&d5e is lacking both the gm side of those shared narrative game tools as well as the traditional d&d style risk/reward (dis)incentivizing tools d&d is known for. The GM is still expected to provide them because it's d&d but the players don't need to care if either of those are telegraphed in unfavorable ways so the GM winds up in this figurehead role.In other games, like PbtA or FitD or BW derived games, the principles ARE rules. It's only if you come from the D&D-born mindset that anything in the book is just a suggestion that you get to anywhere that you'd consider them not rules.
ETA -- this is supporting your points, not disputing them.
I'm curious how far this goes. If a player declares their PC casts, say, Charm Person at a target, and the GM says that it works, is it a failure on the part of the player to expect things if the GM then says that the charmed target stabs the PC in the back without any more play occurring?That might be your "argument", but it's missing a lot & skipping more. to make that claim. The player assuming that they were capable of seizing responsibilities from the GM is why the example became an example of MMI. In that case the PCs are insulated from risk & attrition to a degree wildly beyond past editions causing the players to react with nonchalance to take a long rest even while the duke's men are actively searching for then. The GM's inability to telegraph risk multiple steps out without needing to make that risk crash into the PCs directly caused them to disregard that risk & assume they could seize the GM role as part of their action. In other cases the inability for NPCs in the world to reward PCs with anything they might need causes the players to do similar or opt out refusing to proactively take actions without being forced in some way. In both cases the GM is unable to use that soft power to guide players away from making bad assumptions & attempting to seize roles not granted to players.
D&d5e is not a shared narrative story focused game like some of the ones referenced recently in the last couple pages, it just problematically pretends with incomplete shared narrative style features like BIFTs & various background features dumped on the gm to finish while absolving players from any responsibility or consequence in the way it neglects to include gm side push tools from shared narrative games or (dis)incentive tools standard to past editions of d&d.
Exactly d&d5e is lacking both the gm side of those shared narrative game tools as well as the traditional d&d style risk/reward (dis)incentivizing tools d&d is known for. The GM is still expected to provide them because it's d&d but the players don't need to care if either of those are telegraphed in unfavorable ways so the GM winds up in this figurehead role.