hawkeyefan
Legend
I thought it was the correct term and better than nerd-speak. But as always, thanks for the ever-so-helpful explanation of how to properly use terminology.![]()
Not even a twinge of irony here, eh?
I thought it was the correct term and better than nerd-speak. But as always, thanks for the ever-so-helpful explanation of how to properly use terminology.![]()
That is sort of where our conversation go in circles. It is fully true that D&D not only do not handle these easily. It actually do not handle it at all. The reason is that it trough rule 0 hands the reins to the DM to handle those. And I can say that I as a DM can handle all of those with more ease by winging it in real time rather than having to follow some structure design by someone else (I consider that one of my few talents as a DM)Things that I note about most versions of D&D that make me dispute its relative flexibility: being designed for party play, it struggles with non-party play; relying heavily on rather granular resolution (both space and time), it can struggle with non-party play, with deliberate scene-framing (4e famously made some changes to handle this), etc; from the point of view of pacing and "story", it has no canonical system for dialling consequences up or down based on narrative weight or context, nor for zooming in our out based on narrative weight or context.
These are features of a system that are highly salient in RPGing, given their importance to the setting-character-situation relationship. There are plenty of RPGs that easily handle these issues. The fact that D&D doesn't easily handle them is a mark against its relative flexibility.
There are lots of ways to handle it, depending on the game. Granting a benefit of some kind when the background would apply is a pretty common method. If it’s not defined specifically, it can lead to inconsistence, though.
What about the specific abilities granted by the 5e backgrounds? Criminal, Folk Hero, and Noble all define how they can be used. Do you allow those abilities to be used?
In past discussions on this topic, many folks have said they don’t allow them to work as described, or don’t allow it all the time. Usually the reason for this is either it makes things too gamey or it makes social interactions too easy to resolve.
Honestly, I prefer there were more of these types of abilities. Either within the umbrella of background (perhaps progressing by level) or with the classes, offering all classes some measure of ability in pillars other than combat.
I try to be helpful in my responses if someone is just factually incorrect. Maybe I don't always succeed.Not even a twinge of irony here, eh?
To focus on one feature of D&D, when you're shopping for TTRPGs to use as toolkits, a well-featured skirmish-scale fantasy combat with an action-economy sometimes matters.If we are speaking about individual, highly specific situations, yes, exactly this result comes out. But is that relevant for TTRPGs?
Yet one reads FKR-aficinado blogs speaking excitedly of being able to do anything they want. Invisible rulebooks, tactical infinity and all that.That said, an issue with the analogy is that each tool really does only one physical thing: hitting stuff, twisting fasteners, cutting through materials, twisting other kinds of fasteners, etc., and the end-user cannot meaningfully change this without going out and buying more tools. In theory you can use your tools to make better or more specific tools, that's how new tools came to be in the first place, but it's an enormous amount of work. Not so for TTRPG stuff. Even for 3e, (in)famous for trying to have prodigious discrete rules, many rules cover multiple kinds of situations. It becomes quite possible to build a reasonably comprehensive set of rules-tools, and to make a tool that sweetly and simply creates new tools. (Or...less sweetly and simply.)
I would say no—because it doesn't do anything at all. To again borrow your toolbox analogy, that's like saying that box C which contains nothing whatsoever is more flexible than either of the boxes provided, which is ridiculous.
I'm still at - it's not a consideration (plus or minus) in judging flexibility whether the game text requires folk to do some flexing.Surely not. Several people in this very thread have talked about re-applying the existing rules, without change, to situations other than the ones intended. E.g. Fate's Aspects have been brought up as flexible. I myself have cited DW and 4e as containing flexible structures, not because you can rewrite them, but because an individual tool or set of tools is capable of covering a plethora of situations. "Defy Danger" is the most commonly-used move in Dungeon World specifically because it is supremely flexible. Skill Challenges are flexible, able to apply to a huge swathe of relevant situations. 13A Montages. Etc.
There are lots of ways to handle it, depending on the game. Granting a benefit of some kind when the background would apply is a pretty common method. If it’s not defined specifically, it can lead to inconsistence, though.
And someone new to RPGs would know these features how, exactly? This is one of the biggest blind-spots for a lot of D&D players, counting myself for ages and ages. D&D is the biggest, mostly because it was the first and everyone else played catch-up thereafter, but "skirmish-scale fantasy combat with an action economy" is incredibly specific. Someone looking to get into the hobby will know at best two of those words ("fantasy" and "combat.") And, as we're seeing with the rise of video games like Minecraft and Portal and the plethora of visual novels, a game does not need to have any combat or action economy or anything like that in order to be fantastically successful (nor, for that matter, did prior ultra-successful games like Myst, one of the best-selling games of all time.)To focus on one feature of D&D, when you're shopping for TTRPGs to use as toolkits, a well-featured skirmish-scale fantasy combat with an action-economy sometimes matters.
And yet, as has been brought up in this thread (IIRC by @AbdulAlhazred?) the only way you can make actual Free Kriegsspiel work is by having referees who, in effect, already are living rulebooks. The rules still matter, they are just internalized by a person; they translate the freeform-stated intent of a player into something productive. Throwing the rulebook out entirely and just making literally everything up as you go is not only not FK, it's actively against what FK was doing, which was teaching young officers. You can't teach something empty of content! (Well, I mean, you can waste time doing so, but no productive learning will come of it, and productive learning was the whole point of FK.)Yet one reads FKR-aficinado blogs speaking excitedly of being able to do anything they want. Invisible rulebooks, tactical infinity and all that.
Which was part of my criticism, yes.It's counter-intuitive, possibly, but not ridiculous. My analogy falls apart because it's picturing physical tools rather than language and meaning tools.
Sure. Just as you can tell someone, "Because all the rules of writing are about writing better, chuck 'em! Ignore every single one, whenever you want, as often as you want. Because better writing is the point, so just write better."Elsewhere I've outlined how TTRPG rules as tools fabricate the mechanism that is the game as played. That's how we get from game-as-artifact to game-as-played. As the invisible rulebooks concept implies, we've all got a store of rules for fabricating that mechanism already on hand. We don't necessarily need them written down. (Where do designers get them from before they're written down, one might otherwise ask?)
I'm afraid I don't get what you mean.I'm still at - it's not a consideration (plus or minus) in judging flexibility whether the game text requires folk to do some flexing.
"Traditionally, the Dungeon Master assumes god-like powers in a game of D&D. They are the omniscient narrator with power over everything but character choices."Traditionally, the Dungeon Master assumes god-like powers in a game of D&D. They are the omniscient narrator with power over everything but character choices. They build and tell the story, they populate worlds, they interpret rules. They even have the power to set aside rules and rolls, at their discretion (this is a whole other thread). But lately I've been questioning how necessary this power dynamic is.
I recently ran a session of my 5e campaign using modified Fiasco rules, meaning that the game took place as a series of scenes, and each player, including me, was a co-equal narrator - one person either started or finished a scene, taking turns, and the rest did the opposite. I had some control in that I set up the original scenario and put locations, objects and NPCs into play before the game started, but during play the plot was wide open - it was a mystery and I didn't know who did or why any better than the other players. We worked it out together through the course of the game. It was fun!
I also encourage players to improvise plot details that they want for their character, trusting that they too have the best interest of the game at heart. Lately, I have told them that they can add not just suggestions but major plot points, only requesting that they give me time to prepare if the plot point will involve having to create a dungeon or something (a lot of things we can improvise on the fly).
I'm finding that the more control I give up, the more fun I am having at my games. And it is making me suspect that centralizing power in the DM is not as necessary as the rules presuppose. Depending on the group.
Can "rulings" be considered flexibility though? That's what a number of folks are pushing back on.
If a system relies heavily on rulings to achieve this, it would seem to suffer a serious dilemma: either they aren't design, meaning they're not actually part of the system and don't seem to be part of the system being flexible, or they are design, at which point the system is asking you to be armchair designer to play it and that bespeaks of inflexibility.
A design goal of pretty much every edition of D&D—except 4e and 5e, albeit for dramatically different reasons—has been to have some kind of rule for most situations. In early editions, this is what led to the profusion of idiosyncratic, bespoke subsystems that often did similar things in supremely different ways, and was infamously byzantine as a result. (Gygax's poor organization didn't help matters.) 2e continued this, being probably the smallest jump in mechanics between editions. 3e did too, but cleaned house, and this made it obvious what its design ethos required. It wasn't any more or less about having rules for a zillion situational details, it just tried to be consistent and systematic about it.
4e diverged by aiming for a bottom-up rather than top-down rule hierarchy ("exception-based design") and including what I call "extensible framework rules" (which cover classes or categories of situations, rather than solely aiming to produce a critical mass of discrete rules.) 5e diverged by openly disclaiming design in several places.
Best of luck arguing that around here. We have at least one person (and probably several) who will gladly tell you that they have, and exercise, "absolute power" at the table. And I use those quotes very intentionally. Unrelenting insistence on the phrase "absolute power," no caveats--and if players didn't care for that, they may vote with their feet.Speaking as someone who has been DMing D&D since 1978..wrong. The DM does NOT have "power over everything"; the DM has control only over the creation of the foundation of an adventure. The DM is similar to the host of a party offering a period of entertainment to other people who can respond in such a way as to make that time period entertaining for the DM.
The only design philosophy in 5e is, "Do what we can spin as being traditional." Even when those "traditions" were invented no more than 15 years before. Numerous systems within it do not actually engage well with the described intent of play, and its "playtest" period was so fraught in large part because, lacking an actual design philosophy, its makers were easily blindsided.* There was a similar issue with 3e, where it was designed with the false assumption that everyone would play it exactly the same as 2e, without considering the ways the rules had changed, and that blind spot is what gave us "CoDzilla" and "God Wizards" and such.I can't speak much on 5E except that I think it appeared to be a compromise to being new and older players back to system. It seems to have worked. But I don't know what its overarching design philosophy is (I know I saw a lot of things that instantly made sense to me as a more old school minded player in a lot of their design discussions)