D&D General Why Editions Don't Matter

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The authority that would otherwise come from rules and processes.

So for example, in BX D&D, if the players decide to stay and search a room thoroughly, there’s going to be a random encounter roll made, and so they have to decide if the search is worth that risk. This is the way the game works.

In 5E, there’s no such structure in place, so when asked if they want to search the room, what makes it a meaningful choice?

The GM can give them information to help make it informed, but that’s not required, despite the fact that we’d probably all agree it’s good for the game.

But 5E just says “roll sometimes or just decide… do whatever feels right”. And that’s garbage as far as guidance goes.

In 5E searching a room can be based more on the story, the most obvious example is time constraints. Which for a lot of people is how they’d rather their players make decisions/ play the game, based on what’s happening in the story rather than weighing up a meta game construct, that if we search the room the DM will roll a random encounter because that’s the rules.

There could still be a random encounter if you search the room in 5E, it’s just not a given. There are times when a random encounter might not make sense, or may not suit the theme or tone you‘re trying to set.

So yeah, ‘roll or decide, do whatever feels right’ might seem like garbage to some, to others it’s great advice and a welcome freedom. (It also doesn’t stop you rolling a random encounter every time, if that’s what feels right for you and your game)
 

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pemerton

Legend
Can the PCs make devils bargains? Does doing so have semi-prescribed consequences in the game? Is the success ladder lent toward always pushing toward tension and conflict and by complicating the lives of the PCs? Are the procedures that guide the flow of gameplay intact?

like, are you still following the same mechanical structures for framing scenes and finding out what happens next?

Because if so, it is unlikely to feel as different to me as the different D&D 5e games I’ve played in or run wherein the scene framing and pacing and the like are handled very differently with very different goals leading to very different gameplay flow or game loops.
I don't really understand on what basis you are conjecturing that various sequences of BitD play that you were not part of, and not an observer of would be more similar to you than the 5e play that you've played in or run.

And to follow up on @Campbell's post, and your reply to it, do you use 5e D&D to run games in which the PCs are fully-embedded and at home in their environment? If so, how do you determine what happens when a PC calls upon their networks or allies? Or whether a PC's account of their doings satisfies a higher-up in their organisation? Of suppose PCs are acting in opposition to one another - for instance, suppose one PC is trying to persuade another's factotum to turn coat - how do you handle that?

I don't think I've ever read actual accounts of how 5e would handle this sort of thing, and am wondering whether you have any.
 

pemerton

Legend
In 5E searching a room can be based more on the story, the most obvious example is time constraints. Which for a lot of people is how they’d rather their players make decisions/ play the game, based on what’s happening in the story rather than weighing up a meta game construct, that if we search the room the DM will roll a random encounter because that’s the rules.
What does a "time constraint" mean in this context? Or "what is happening in the story"? Are you referring to the GM making decisions about what happens next, based on their imagination about "offscreen" events?
 

What does a "time constraint" mean in this context? Or "what is happening in the story"? Are you referring to the GM making decisions about what happens next, based on their imagination about "offscreen" events?

Yeah, in a way. Basically, a time constraint based on the overarching plot.

Eg: in the set up to the dungeon delve the adventurers might need to find the magic item in the dungeon before the town is invaded.

Eg 2: The entrance to the dungeon will lock closed in a given amount of time, trapping anyone still inside.
 
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doctorbadwolf

Heretic of The Seventh Circle
I don't really understand on what basis you are conjecturing that various sequences of BitD play that you were not part of, and not an observer of would be more similar to you than the 5e play that you've played in or run.
If the person I was replying to is confused, I’ll happily explain or clarify for them.
And to follow up on @Campbell's post, and your reply to it, do you use 5e D&D to run games in which the PCs are fully-embedded and at home in their environment? If so, how do you determine what happens when a PC calls upon their networks or allies? Or whether a PC's account of their doings satisfies a higher-up in their organisation? Of suppose PCs are acting in opposition to one another - for instance, suppose one PC is trying to persuade another's factotum to turn coat - how do you handle that?
I haven’t, but I wouldn’t hesitate if the premise of a campaign calls for it.
I don't think I've ever read actual accounts of how 5e would handle this sort of thing, and am wondering whether you have any.
I think I have. Just let me try to find it today.
 

Okay? I think this has taken a turn into a completely different discussion from why I though we were having?

I literally never claimed that the mechanics of a given game can’t do those things, so…idk what this is, exactly.

Sure. If it is playing dramatically different, it must by necessity have some different framing and pacing mechanics, even if just in the sense of what the consequences of whatever you’ve renamed a devil’s bargain are. Combined with wholly reskinned thematic elements, that is a different game, IMO.

I mean, I could use D&D and reskin everything to play a courtroom drama game, but I’m not going to act like that is part of the versatility of D&D. Mechanics are just mechanics, you can rename and recontextualize any mechanics to fit a different genre. A given game is narrow or broad based on what you can do without changing attacks against AC to deplete HP to “arguments” compared to “Case Defense” to deplete “Standing With The Jury”.

Can the PCs make devils bargains? Does doing so have semi-prescribed consequences in the game? Is the success ladder lent toward always pushing toward tension and conflict and by complicating the lives of the PCs? Are the procedures that guide the flow of gameplay intact?

like, are you still following the same mechanical structures for framing scenes and finding out what happens next?

Because if so, it is unlikely to feel as different to me as the different D&D 5e games I’ve played in or run wherein the scene framing and pacing and the like are handled very differently with very different goals leading to very different gameplay flow or game loops.


How different some fitd games are isn’t really relevant to anything I’ve been discussing. Again, I think we are having two different discussions?

Before I put forth a large reply that doesn't land, let me see if I've sussed out the meat of the position that you're working under here. Are these your three core tenets of your claim?

* A game with significant structure will not be able to yield divergent play experiences, particularly when contrasted with a freeform platform.

* A game designed around a married fictional premise + engine will not be to yield divergent play experiences, particularly when contrasted with a freeform platform.

* A game that is a freeform platform cannot "be a different game" even if you go wholly outside of the core books (or even developer's expansions) while the same threshold for a game with structure + fictional/engine premise has a very low bar to meet before "its a different game."


So, for instance, you might contend something like the following:

A Ravenloft game (complete setting and premise change, conflict milieu change, and location change from default D&D) which uses Fear/Stress mechanics and a 3rd party module for x and y is still "a 5e D&D game" while a Blades in the Dark game still set in Duskvol, whch may use (or not - Cult games do not) some Changing the Game stuff from Chapter 9 of the core book (which references things like Harper's Flame and Shadow for the game), and still using the premise of a corrupt and powerful hierarchy that you must interact with and ascend to overcome in order to do x or y (summon your goddess/expand your Cult or avenge the brutalized and downtrodden and carve out a semblance of hope and justice for them or perform your duties as Inspectors to find out which corrupt institutions and power brokers are committing a terrible conspiracy - perhaps against the Emperor...or against the Church of Ecstasy...or the Ministry of Preservation...or to reignite The Unity War...or to bring all the gangs of the city together under one banner to strongarm the other 5 City Council members...or be a band of Bluecoats from the Charterhall Precinct that actually tries to keep the peace and honorably serve in a precinct and within a law enforcement apparatus that is fundamentally a cabal of crooks) is "not a Blades in the Dark game."


Are those three core tenets of your position at the top accurate?

Is the bottom contention something you might claim as a result?
 

FrogReaver

As long as i get to be the frog
Right, but as I said in regard to the labels “complete” and “incomplete”… stop worrying about the label and consider the point behind it.
The counterpoint here would be, can't you make the same points without resorting to such labels.

In case it isn't apparent by now, using such labels tends to focus more of the conversation on those labels themselves than the underlying point.
  • So, why even open up that door?
  • Surely those labels aren't required to make your point? And if they are, what does that say about your point?
  • If you make the point without those labels and still get the same reaction - maybe what the person is taking issue with isn't really the labels themselves but actually the point?
 

gorice

Hero
Oh my God, this is going to be a lot! Please bear with me and my many pedantic responses.

First up, @Oofta and others, I don't know how you play, and I'm not judging your games. I freely insult 5e as a text, because I don't think the text informs your play as much as you might. Any rancour is between me and WotC.

Do my three examples contain value judgements? A little bit? They're based on my personal experience, preferences, and feeling of lack of structure 'letting me down' in play. What they are not, is an insistence that a particular type of structure or play is better. A game about political intrigue would benefit from completely different kinds of structures. Some people like lots of rules; some people hate them. I do think you need to have some kind of effective procedures for a game to actually work well.

Your example a) is still using 5th edition, you’ve just added some house rules to make it more like AD&D. Which is great, but I kinda feel this supports the video saying that edition doesn’t matter. How would your example a) be any different if you were just playing AD&D?
That's kind of my point, though. 5e is incomplete; I have to shove the guts of another edition in it to make it work. For what it's worth, 5e also does a lot of things (e.g. giving out powerful cantrips like candy) that can undercut traditional dungeon exploring. So, 5e isn't vanilla, it's just a really watered-down and insipid chocolate.

As a side note, you could add a 4th example where the DM plans the dungeon pretty much as a railroad ahead of time and still had the Carrion Crawler sleeping when the players encounter it, because the DM thought that would be the most interesting option. With notes that if they don’t kill it first they will run the risk of it waking and joining the fight when the characters encounter the Lich.
Good point. Better prep might have helped in the latter examples.

From the players perspective there’s no difference if you planned it ahead of time or rolled randomly. None of things are right or wrong, different approaches work better for different groups. There are people out there that might not enjoy example a) given one of the characters died and by the sounds of it the next session is going to start with a TPK.
That's true, with a couple of qualifications. The randomness of monster encounters, distances, reactions, etc. means there's less temptation for me to push things in the direction I think they 'should' go, which leads to a different type of play. Having an actual, nonlinear map of the dungeon, already keyed, means players have to make meaningful choices about where they go. Also, as I think @hawkeyefan pointed out, the time pressure of wandering monsters and dwindling resources during exploration creates a very different game.

As for the demon: it doesn't have to be a TPK! Maybe the PCs give up the staff; maybe they run; maybe they try and cut a deal; maybe they win, somehow. The lack of these kinds of twists in linear play makes it feel kind of dead, to me.

Referring to the game as “unplayable” certainly implies value judgement and speaking repeatedly to what the game is supposedly “missing” or “lacking” is always going to come across that way.
To be fair, I think I said 'literally unplayable'. As in, you're not playing it. You're creating your own rules, and playing those, within the framework of 5e, which is incomplete.

Wait so you wing it and don't explain to your players what the basis you're using to wing it is? I'm confused about this and am trying to picture a situation where I don't inform my players about the mechanical ramification for choices in a situation... could you give some example? Unless you're winging it has no logic in it's basis I'm wondering how you can't provide them information that helps them make informed choices...
It sounds to me like you have your own implicit rule, here (a good one, IMO). I don't think 5e has any rules that say you have to define, and inform players of, the potential consequences of their actions.

No. There isn’t even always an “adventure”, as such. The players are expected to play thier characters, to be fans of each other’s characters in an improv sense, and to avoid hurting anyone at the actual real world table, even if this means sacrificing a little of the roleplaying to not have a triggering or otherwise harmful session.

In many of our campaigns we all agree to begin with everyone having a good reason to work with the rest of the group, but not always even that.
Pretty much what I just said above. Splitting the party and being fans of other characters while they do their thing is pushing pretty strongly against the implied style of 5e, where the party sticks together and fights monsters. Does 5e even have safety tools? I can't remember.

In 5E searching a room can be based more on the story, the most obvious example is time constraints. Which for a lot of people is how they’d rather their players make decisions/ play the game, based on what’s happening in the story rather than weighing up a meta game construct, that if we search the room the DM will roll a random encounter because that’s the rules.

There could still be a random encounter if you search the room in 5E, it’s just not a given. There are times when a random encounter might not make sense, or may not suit the theme or tone you‘re trying to set.

So yeah, ‘roll or decide, do whatever feels right’ might seem like garbage to some, to others it’s great advice and a welcome freedom. (It also doesn’t stop you rolling a random encounter every time, if that’s what feels right for you and your game)
For me, the problem with this is that there needs to be either some kind of visible ticking clock, or clear consequences for failed rolls. Otherwise, you get situations where everyone wants to roll their skill, or help another person roll theirs, every time the party encounters a potential obstacle, and the players basically never accept failure as an option until they get bored. That's kind of silly in a dungeon, and outright inappropriate in a tense negotiation.

If you're an experienced DM, you've probably come up with your own houserules for dealing with this. But, that's the point: 5e as written doesn't seem to offer much help here. Failure generally means 'nothing happens.' It's a really basic problem and a glaring hole in the text.
 

hawkeyefan

Legend
In 5E searching a room can be based more on the story, the most obvious example is time constraints. Which for a lot of people is how they’d rather their players make decisions/ play the game, based on what’s happening in the story rather than weighing up a meta game construct, that if we search the room the DM will roll a random encounter because that’s the rules.

There could still be a random encounter if you search the room in 5E, it’s just not a given. There are times when a random encounter might not make sense, or may not suit the theme or tone you‘re trying to set.

So yeah, ‘roll or decide, do whatever feels right’ might seem like garbage to some, to others it’s great advice and a welcome freedom. (It also doesn’t stop you rolling a random encounter every time, if that’s what feels right for you and your game)

I don’t disagree with what you’re saying. I think that the shift to story from game was a point I made earlier.

Obviously, there being rules that guide play is going to deliver a different experience than story guiding play. Rules are specific. Story is more subject to interpretation.

As for the advice in the DMG, I say it’s garbage because it does no work. I’m all for them offering multiple ways to do things. But when they do, that means to me they should offer actual advice about each way. The benefits of each and how to go about them. Not just “hey do whatever”.
 

FrogReaver

As long as i get to be the frog
If you're an experienced DM, you've probably come up with your own houserules for dealing with this. But, that's the point: 5e as written doesn't seem to offer much help here. Failure generally means 'nothing happens.' It's a really basic problem and a glaring hole in the text.
To me nothing happens/changes is a perfectly acceptable description of a PC's attempted action. There's pros and cons to having this be a possible outcome as opposed to failure always being something bad happens, but it's still a viable and fun way to play IMO. Both are IMO.
 

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