D&D 5E How do you define “mother may I” in relation to D&D 5E?

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That's very theoretical. Even with fate you it is possible for beating the difficulty to be so unlikely that it is in practice impossible.
That's not my experience of play. There are FoRKs, advantage dice (the instruction to GMs is to grant an advantage die if the player identifies the supporting fiction), Persona points, Fate points, etc. The last check I rolled as my knight was a success, and that as Faith 5 against Ob 5.

In any case, like 5e, BW says that dice are rolled "if outcome is uncertain". Who decides what's uncertain?
That's not correct. BW says "'say yes' or roll the dice". If nothing is at stake - as defined by Beliefs, Instincts, traits, relationships - then the GM says "yes". Otherwise an obstacle is set. The notion of "uncertainty" has no work to do.

Gold pp 13-14, 72 (which are in the free download):

You make tests during dramatic moments, when the outcome is uncertain. . . . Tests are the teeth of the gears of this game. Without tests, nothing catches and moves forward. In fact, in a situation involving conflict, a test is required. A player cannot affect another character without testing an ability to back it up. . . .

Unless there is something at stake in the story you have created, don’t bother with the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice.​

"When" in the clause "when the outcome is uncertain" doesn't mean "if". It is telling us that, in this game, in dramatic moments - defined by the notion of conflict or something being at stake - things are uncertain.

Page 72 also contains the following:

In his game, Dogs in the Vineyard, Vincent Baker articulates a convention of Burning Wheel so well that I’d rather use his words
than my own. He says:

Every moment of play, roll dice or say “yes.”

If nothing is at stake, say “yes” [to the player’s request], whatever they’re doing. Just go along with them. If they ask for information, give it to
them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs.

Sooner or later - sooner, because [your game’s] pregnant with crisis - they’ll have their characters do something that someone else won’t like.
Bang! Something’s at stake. Start the conflict and roll the dice.

Roll dice, or say “yes.”​

This underlies the whole dynamic of BW:

*Players establish theme/stake - by choosing Beliefs, Instinct, traits, relationships and similar character attributes that locate the character in the imagined world and orient them towards obstacles and goals (Gold p 9: "characters are a list of abilities rated with numbers and a list of player-determined priorities);

*The GM frames scenes that put pressure on those priorities;

*The players declare actions for their PCs that respond to that pressure;

*The dice are rolled, and if successful the PC achieves intent and task, while if unsuccessful the GM narrates a consequence that defeats the intention (whether or not the task succeeds is a secondary concern - the GM can narrate this either way);

*Either way, the result is binding on the future fiction ("Let it Ride").


It's not possible to adapt this to 5e. Just for starters, 5e is replete with player-side abilities that don't require a check to be made.

Upthread I've suggested principles that I think are implicit in the 5e rules, and which - when made explicit - reveal what went wrong in @hawekeyefan's experience with Rustic Hospitality. But adhering to the principles I've suggested will not make 5e into Burning Wheel! It would remain a game in which the GM, not the players, is the "lead storyteller".​
 

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I have to say this sounds like it is very much a game in favor of players contributing to the story to me, and not very much like mother may I at all.
Yet, again and again in this thread, we have posters saying that @hawkeyefan's GM didn't violate any precepts of the game in the way they adjudicated Rustic Hospitality.

I don't really know how to reconcile it all.
 


"When" in the clause "when the outcome is uncertain" doesn't mean "if". It is telling us that, in this game, in dramatic moments - defined by the notion of conflict or something being at stake - things are uncertain.
Okay. 5e says this.

"When the outcome is uncertain, the dice determine the results."

So this also doesn't mean if?
 

Like, if the players declare actions, that's sufficient participation in the shared storytelling for quite a lot of tables. There are posters in this thread that defend this as sufficiently good.
This is where I have to get off the bus, because to me that seems like an objectively terrible game!

@Maxperson has also cited some text from the DMG that advocates listening to players idea. If that just means players' ideas for the actions they declare, then it seems like needless advice. If it means players' ideas as to what might follow from the actions they declare then it contradicts the many posts in this thread (eg from @clearstream and at least to some extent from @FrogReaver) that have said the players have no business concerning themselves with what might follow from declared actions, as that is solely the GM's remit.

I know I'm not going to persuade you to read the 5e books differently from how you are, and I'm not trying to. And I hope you can see that I have followed your posts and am not in any significant way disagreeing with them. I'm trying to unravel what is to me the key puzzle of this thread - that 5e D&D is said both (i) to put all responsibility for consequence narration onto the GM's shoulders, and yet (ii) to not do so because the players also have a meaningful degree of input. I can't see how (i) and (ii) can both be true.
 

Yet, again and again in this thread, we have posters saying that @hawkeyefan's GM didn't violate any precepts of the game in the way they adjudicated Rustic Hospitality.

I don't really know how to reconcile it all.
It appears to be the reason is probably because that’s still somewhat subjective. There are a lot of of qualifiers in rustic hospitality and the principles that depend somewhat on how different GMs (and players as well) are going to judge them. Disagreements do happen. GMs make judgments one player thinks conflict with rules of principles that another player think is in line with them
 

@pemerton so in BW the player can just declare that they want to roll for a thing, and no matter how absurd to goal, the dice must be rolled and if they succeed the thing happens? Yeah, no thanks.
What do you have in mind? Do you have actual play in mind?

I really don't get why you are posting as if the only way that Burning Wheel might be different from 5e D&D is by being terrible or absurd.

It has a different authority structure in respect of the fiction. That's all. If you're comfortable that the 5e authority structure doesn't produce absurdity, even though no one has sovereignty over the GM, then why are you worried that the BW authority structure will produce absurdity even though no one has authority over the players?

Or to put it another way, upthread you posted this:
BTW, on of the underlying trend of these discussions is that some people seem to want the rules of the game to protect the players from bad GMs. I don't need that, it is not a valuable quality in RPG for me. Why? Because Is I'm not a bad GM nor I would play with a bad GM in the first place.
Is it a high priority for you that a RPG system protect you from "bad" players? If not, why are you worried about absurd action declarations? Why are players not as responsible as GMs in respecting fictional position?
 

I am making a game right now where one class has powers that only affect spirits, but I left what spirits means open. When I make a calling on that, I am the GM, the players do give me the authority to make the call, but I know when I make it, it needs to make sense to them.
Why wouldn't the player be the one to make the call? That's how I tend to run those sorts of "natural language" abilities.

This question is not intended as a "gotcha". But I hope you can see how it relates to the issues of authority structure that @Ovi, in particular, has been raising.

Maybe I am missing something but I am not seeing what the problem is in this example.
On this we're agreed. It baffles me that that is a problem.
 



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