D&D General Fighting Law and Order

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I think the concern is something like this: the player, whose has a potion of gaseous form listed on their PCs sheet, asks "Are there any small tunnels for me to sneak through if I turn into gaseous form?" The GM consults their map, sees no such tunnels marked, and answers "No".

Then the WM die is rolled, and comes up 6, and the table is checked, and it dictates a carrion crawler. And now the GM is tempted to imagine "It crawled through a tiny tunnel" but WAIT, that contradicts what came before!
Never mind a Carrion Crawler that can fit through a "tiny tunnel" probably isn't much of a threat to begin with. Those things are pretty big; if the minis I have are anything to go by in terms of size and scale their mass isn't much less than that of a horse, which means it'd take a tunnel of dimensions more substantial than "tiny" to allow one to pass through. :)
 

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I've got no objection to the notion of solitary play. (See eg the card game solitaire.)

But I don't think of writing notes or drawing maps as playing a game. I think of it as preparing to play a game.

The only example I can think of that is borderline is generating Classic Traveller characters, because that has a solitaire-like component and serves as prep in the form of giving a list of NPCs for future use.
We are going to have to agree to disagree on this.
 

And those ideas for what they want their characters to do come from where? The story they want to create and-or bring about and-or build up to, of course.
Why "of course"? I'm pretty sure that @AbdulAlhazred posted an example in this thread of his orphan PC in a BitD game.

The most recent PC I created is a dark elf (in the JRRT sense, not Gygax sense) who became embittered following the death of his spouse. Here are some of the relevant PC elements:

Beliefs
*I will avenge the death of my spouse!
*I will never admit I am wrong
*Only because Alicia [the other PC] seems poor and broken can I endure her company

Instincts
*Never use Song of Soothing unless compelled to
*Always repay hurt with hurt
*When my mind is elsewhere, quietly sing the Elven lays

Relationships
*Hateful relationship with my father-in-law, the Elven ambassador at the port (blames him for spouse's death)

Reputations and Affiliations
*+1D rep ill-fated for himself and others
*+1D aff with the Elven Etharchs

Traits
*Born Under the Silver Stars (To those who look upon me with clear eyes, there is an unmistakable halo, like white light through a gossamer veil or stars shining at night)

*Dark and Imposing (I once was fair and beautiful to all who look upon me, tall and slender, rounded by graceful curves)

*Self-deluded

*Etharchal (My noble heritage is recognisable at a glance)​

Now this is BW, not DW - in DW alignment and bonds would take the place of the elements I've presented - but the point is that I can play my PC from these elements without having a story I want to create. That's the beauty of these games.

A conversation is a free-flowing exchange among equals and can follow without limit any number of topics, paths, and ideas. Playing an RPG is different in that the talk isn't necessarily among equals, and both the topic and language are (ideally) constrained to the game at hand.

<snip>

I'm not sayng I don't want that sort of structure ever, I'm saying I don't want it to be artificially forced.
Well, upthread you mentioned combat encounters, and I don't know if you consider them "artificial" or not.

Also, I'm not sure whether you regard the constraint on conversation that is part of RPGing as "artificial" or not.

I personally don't find the AW rules any more or less artificial than any other aspect of RPGing.

If I-as-player learn in-character that my character can bypass an entire adventure worth of risk, danger, and excitement by quietly sneaking in the back way and stealing the McGuffin instead then I'm sneaking in every damn time!
This seems pretty orthogonal to the point at hand. In DW, played by the book, there is no "the adventure". What you're describing here is "an" adventure in which someone tries to sneak in - eg Bilbo at The Lonely Mountain. That seems pretty likely to involve rising action and then crisis or climax.
 

I also take it as obvious that the verisimilitude of the fiction, as experienced by the players, cannot be affected by the GM knowing things that the players never learn.
False assumption. The players might get to it this session or the next, but they might get there later.

You can't bring silver into the City-State of Valon. Why? You don't know. You may never know. It's a pain exchanging your silver coins for pewter, especially since you don't get the silver back when you leave.
 
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False assumption. The players might get to it this session or the next, but they might get there later.
I don't understand what you are saying is a false assumption.

I posted that "the verisimilitude of the fiction, as experienced by the players, cannot be affected by the GM knowing things that the players never learn", and under pressure from @Irlo I restated it thus:

Suppose that the GM present the players with fiction X. For the players, suppose that fiction X is verisimilitudinous to degree V. Holding X and V constant, it makes no difference if the GM who presented X knows secret things about X that the players do not.​

What am I falsely assuming?
 

I'm not discussing PbtA any more. If you want to discuss D&D or details on how you could apply an aspect of another game to D&D that wouldn't require D&D to morph into something it's not, I might be interested in discussing.
Alright. My apologies if it drifts too far--the line for this standard is invisible, if indeed a line exists at all.

Do you agree that rules can act as tools, and thus, can be shaped and honed more effectively to achieve the purpose for which they were designed? If so, we can then ask an important question about D&D:

What is it for?

I don't mean this in some highfalutin philosophical sense. I mean in a very specifically practical sense. What is playing D&D for? What purpose(s) do people sit down to pursue at the table, when they say they want to play D&D, as opposed to any other TTRPG (like DW), any other tabletop game generally (like Monopoly), or any other activity whether group or solo?

Based on the design commitments of D&D, and looking at the cultures of play that have historically held sway, I think there's actually quite a lot we can say to answer this question. D&D is:
  • A group activity. No official D&D ruleset, to the best of my knowledge, has ever supported fully solo play. Even "duo" play, with just one player and the DM, tends to conflict with the design of D&D, regardless of edition.
  • Collaborative. Even in the (somewhat uncommon) cultures of play where openly competitive/"PVP" play is allowed (or even expected/encouraged), the exercise as a whole is collaborative. There is no game without the other participants, and various forms of influence over what is "in" the game are permitted (e.g., PC backstory is usually allowed, if not free reign, rather a lot of leeway.)
  • Mostly cooperative. As noted, some specific cultures of play allow/expect/encourage PVP, but even within that, you usually have at least two players working together. The design of the game, whether "strengths vs weaknesses" or "complementary/synergistic niches," is specifically present to encourage cooperation and diversification of labor.
  • Teamwork-focused. As noted, the design encourages players to support one another, and many players have a stated policy of "I'll play whatever the group needs." This is also why player policies like "don't split the party" and "kill the healer first" are central. Preserving your own teamwork capacity and breaking enemy teamwork are essential strategies in every version of D&D.
  • Rooted in mathematics, specifically statistics. Every version of D&D, and indeed a majority of TTRPGs, uses a mathematical framework built around some source of randomness (usually dice) to add uncertainty. Despite the next point, this framework is very important to many players, even ones who sometimes disclaim caring about it. (Consider the backlash against silvery barbs.)
  • Story-related. Doesn't need to tell a story, per se, nor will a story always result from play. But story--"a narrative, designed to interest, amuse, or instruct"--is pretty important. It's why names and archetypes matter. It isn't just bare math, and some players take great pains to emphasize just how highly they prize the story element.
  • Fantastical. While some effort has been put into "modern" and sci-fi rules, the vast majority is either pure fantasy, or science fantasy (e.g. the Barrier Peaks.) This means "magic," a blessing and a curse because of how easy it is to abuse, but it also means an emphasis on letting players do what they like, within some boundary, often explicitly a greater boundary than other pastimes (video games are often explicitly contrasted here.)
  • Focused on individuals and (relatively) small groups. One does not, generally, run a single session for more than (say) eight people, and even that would be an unusually large group today (less unusual for early D&D.) Some cultures of play encourage having many distinct PCs, but many do not. Almost all players will at least expect to only play one character at a time, and the gameplay process will focus on only one set of active characters. (What occurs outside of actual, in-session play may differ wildly.)
  • Extemporaneous for DMs, improvisational for players. DMs will do varying degrees of prep work before running a game, while maintaining the flexibility to adapt to things they didn't prepare for (again, commonly compared to video games.) Generally speaking, players will do little to no such prep work, and instead focus on responding to events moment to moment.
I'm dead certain I could come up with more if I wished to, but that will do for now. That's a lot of stuff we can say about what it means to play D&D! It also is a lot of stuff we can use for honing the rules, so that they support the things above as fully as possible. That final bullet, for example, emphasizes that DM prep is a pretty important concern. Rules that make DM prep easier, or more effective, are thus pretty much unequivocally good things.

From the above, we can at least take an initial stab at describing the core concepts--what is most important about "playing D&D"--and fundamental methods and guidance for fulfilling them. For example, consider the contrast between "story-related" and "rooted in mathematics." As noted, plenty of people--even people on this board who have publicly opposed 'balance' in the past--will speak up about an option or spell or feature which they consider to be mechanically unacceptable, even if it is in no way narratively problematic. Silvery barbs is sort of the poster child there, but the Twilight Cleric got similar arguments. (Generally, math-based opposition is to anything considered to be overpowered; things considered weak rarely get the outrage solely for mathematical reasons.) Conversely, some things are opposed purely for their narrative content, without any regard to their power; as I've mentioned in other and previous threads, opposition to dragonborn and tieflings often boils down to "I think the story behind this is dumb and bad, and don't want anyone playing dumb and bad stories."

Much of the time, however, the two concerns mix. E.g., the depressingly gleeful celebration when we learned that the Sorcerer optional feature Spell Versatility was being axed. That was rooted in the combination of "the Wizard should be better than the Sorcerer at spellcasting" (a mostly/exclusively narrative concern) and "Spell Versatility makes the Sorcerer have access to every spell on their list" (a mostly/exclusively mathematical concern.) Totally separating mechanics from thematics or vice-versa is a fool's errand, but that doesn't mean they're exactly equal in importance. So, perhaps we can come up with a principle that reflects this. Something like:

Function follows form: The nature of a thing should guide you on how it works.

This is at best a rough draft hypothetical--as I have said many, many times, these things would need to be tested, a LOT, and almost certainly repeatedly revised. But this is the kind of thing I would expect as a "Principle" for D&D (sorry for making comparisons to DW, hope I haven't crossed your invisible line of "morph[ing D&D] into something it's not.") It would require elaboration, just as Principles in PbtA games do, because just SAYING it is not as helpful as actually going over it. The pithy phrase (in this case, "function follows form") is just there to make it easier to remember the guidance.

By comparison, an "Agenda"-equivalent is something that needs to be extremely high level--something that binds in basically all cases, less "guidance" and more "you need to be doing this for it to count as D&D at all." I'm afraid I'm drawing a blank for something that would work as a D&D "Agenda" that isn't simply a rephrase of one of the DW ones. For example, "Play to find out what happens" already contains within it the thing I wanted to phrase as a "D&D Agenda," something to the effect of, "Respect the consequences of everyone's actions," which has been brought up repeatedly as a mantra in this thread, that anything which might somehow "take away" consequences is anathema.

*By which I mean: an ability score bonus is a strength, an ability score penalty is a weakness. This form of design is in some sense "transactional," requiring that a strength in one area be "paid for" by a weakness in another. Niche-based design, whether complementary or synergistic, focuses on ensuring that each character has some particular thing they definitely DO contribute, but which on its own is not enough. It is thus, in the strict sense of "it adds things," a purely "positive" design. Both things are used in pretty much every edition of D&D.
 


As a DM, I do some prep and a lot of improvisation (because if I ever prepared to my own satisfaction I would never actually get started playing the game).
This is me as well. Between disability and other constraints, I literally cannot prep to the degree that would make me happy. As I gradually realized this, I started cultivating some expertise in improvisation, because my depression would be only too willing to feast on guaranteed failure. Comfortable success at something that’s also fun even if it’s not my #1 preference is much, much better.
 

Some people enjoy worldbuilding for its own sake, and would like the world they build to maintain some verisimilitude. You seem to hold the opinion that if the players don't encounter it, it is meaningless. Well, all I can say is what the GM cares about matters too, even if it turns out the players never find out about it. It's not like the GM knows exactly what parts of the setting the PCs will interact with.

Not that I disagree with this in theory. People have fun in different ways. But it holds a danger.

I've twice now encountered GMs who were SO in love with their own world building that the PCs were an afterthought to them.

The First one let us encounter his world and move through it, but we were basically spectators who never did anything major. That was left to his own NPCs - who were the protagonists. To the point of when we were fighting the BBEG, we couldn't affect him but the protagonist NPCs swooped in and took care of it. I somehow lasted through the first time this happened. The second time this happened, I was out!

Years later, different city, completely different group. GM was a great storyteller, but it became VERY clear to me that the PCs were window dressing to the GMs world and where just there to "marvel" at the GMs world building without affecting much of anything.
 

The DW roll has nothing to do with wandering monsters, while the wandering monster roll is there for that specific purpose. The effect doesn't follow from why the player made the roll.
So? Each one still accomplishes the same thing. I mean, OK, you simply dislike all games which aren't D&D for purely idiosyncratic reasons. That's OK, but isn't it normally better to be clear about stuff like this?
 

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