D&D General A glimpse at WoTC's current view of Rule 0

What is it that you win when you do all of your winning?
What is it that a baseball team wins when they do all their winning - or loses when it does all its losing, for that matter?

I could wax eloquent about the thrill of victory and the agony of defeat etc. but I've a hunch it'd fall on many deaf ears here.
 

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So I think we just need to find like minded groups and not worry too much about how other people play and why. Personally if I had someone that I knew was into mountain climbing and I knew I had such a scene coming up I'd ask for advice and have them add a bit of descriptive flavor to how their climbing. They just don't get to decide there is no mountain. :)
This is a good point, though perhaps slightly tangential to the root discussion here: if you've got a player who has more knowledge and-or experience in a relevant field than you-as-DM have, it can be a good idea to ask that player how things would work.

For example, for a long time I had a player who knew lots about horses, where I myself don't know a horse from a hammer. And so, whenever something horse-related came up that the rules didn't cover (i.e. most of the time!) I'd just ask her "so how would this work?". On the flip side, my DM doesn't know much about boats and boating but I do, at least to a point; so when boat-y questions arise he'll sometimes ask me to help with the specifics.
 


This depends on the goal of play. I disagree with you entirely about the practice “being stupid”. I think the idea that players will immediately jump on any possible advantage and seek to exploit it to win, while it may be relevant to you and your game, isn’t a concern for many.
And are those "many" for whom it's not a concern the same "many" who then complain about how bad their players are when said players, intentionally or otherwise, abuse those advantages?
Now, having said that… when I go with player ideas in play, I do consider possible impact in the future.
Same here. The projected length of that future is also a consideration; if I knew it was only going to be a 6-month closed-ended campaign I'd be far less concerned about future impact than if potentially having to live with those ideas for 10+ years.
The examples I’ve shared from my own game that involve divine relationships and support have worked out fine. Nothing bad has happened. The setting is intact, I’ve not struggled with the resultant player ideas. The players are satisfied and so am I.
I've lost track of who said what but was the prayer-to-Odin example yours? If yes, my take is that a player is always welcome to have a character try something like that but the odds of success are very-to-extremely low; and I'd have a problem with it if those odds became significantly higher leading to an I-win-button situation.
This is why I push back against the idea that this cannot work. It works just fine. If you don’t think it will, then it’s more a case of you not being able to make it work.
There's a difference between being able to make it work and being willing to make it work.
 


Well, I wasn't using the word "fault". I'm not out to blame anyone so much as clarify that if someone doesn't know a skill, that's about them, not the skill. I'm not saying it's wrong or bad for them to not know how to do it. It simply is.
It's not a question of not knowing the skill, it's a question of choosing whether or not to employ it.
But, to use your terminology in an attempt to make it clearer.... if I don't know how to cook, it's not cooking's fault.
To some extent. In some fields (law and real estate being two that leap to mind), knowledge of "how to do it" is gated behind massive layers of overcomplication so as to require specialists in those fields and allow those specialists to remain employed.
 

But, for example, telling someone what the emotional state of their character is results in a massive red flag for some people. Bram the Brave is never frightened by anything! Just ask Joe, the player. Now, I think that fear and our reactions to certain situations is pretty much baked into us and is healthy. Unless Bram is abnormal, there are times when they should be frightened. Doesn't mean they won't still do what they need to. I'm reminded of the difference between bravery and courage, bravery is being too stupid to be afraid and courage is doing it anyway. But it's really not my place to tell Joe that their PC is frightened, it's his character and fantasy not mine. Maybe they've based their PC on a fictional character, maybe it's just his way dealing with some real life issues.
So here you indicate a "massive red flag for some people".

I'm a person for whom a massive red flag would be a GM insisting that they are the only participant in the game with a true conception of the setting and the shared fiction.

It just feels like something that could imbalance the game if it was limited to clerics (or warlocks I suppose) which is why I was curious. If a cleric can always be calling in favors, why have a spell list?
I feel that this question has already been answered, in quite a degree of detail, by @hawkeyefan and me (and maybe other posters too).

@hawkeyefan gave the example of sacrifice (eg of an eye, or some other valuable/meaningful thing). I gave examples, from actual play, of skill challenges with consequences.

I mean, I actually played 4e for 7+ years using the sort of approach that hawkeyefan and I have described, and it didn't cause any issues, and ritual magic didn't become obsolete - in fact, my discussions on these boards led me to think that ritual magic played a much larger role in my 4e game than it did in many other people's.

I think the idea that players will immediately jump on any possible advantage and seek to exploit it to win, while it may be relevant to you and your game, isn’t a concern for many.
Right. In my 4e game, one of the players - the ritual-using Invoker/Wizard/Divine Philosopher/Sage of Ages - took a feat that granted +2 to checks associated with rituals. I think the design intent was that "ritual" in the feat description had the technical rules meaning. The player interpreted the word as meaning anything that, in fiction, was a ritual. Given that the feat was hardly an over-powered one, I (as GM) had no quibble with the player's interpretation.

And the upshot was not that the player broke the game declaring everything his PC did to be a ritual! Rather, the upshot was that the player would explain, in scenes when magic and checks pertaining to magic came up, why something was not or was not a ritual, and what his PC was doing to interact with that magic. It significantly enhanced our play, because it made the fictional character and "reality" of magic far richer than it otherwise would have been.

Likewise for stuff involving gods and divine favours.

Do any other player characters have relationships with Freya, Thor, or Lolth? Is this bound to come up? Will whatever idea the player has line up with things relevant to those deities?

<snip>

if a player had a character that had a relationship with Lolth, and then made some kind of plea to her for aid, and it was something that Lolth may have found interesting or worthwhile, or similar to something about her... yeah, I'd try and roll with it. Incorporate what the player is trying into the game instead of saying "no, that doesn't work".
If rules change on a whim and the setting is a nebulous non-mythic mush
My experience is that taking the sort of approach that I and @hawkeyefan have described makes the fiction, and the at-the-table experience of it, more mythic. Players develop conceptions of who the gods are, how their characters relate to them, what their faith and values demand, etc.

I also don't accept the characterisation of "rules changing on a whim". The rules remain the same: declare you PC's action having regard to fictional position; apply the appropriate resolution procedure; establish what happens next. (And, contra @Oofta, this is entirely consistent with the D&D play loop - the D&D play loop does not insist that the GM is not constrained by appropriate procedures in their narration of what happens next.)

In my experience, if gods and magic and so on become part of play in the fashion that I'm describing in this post, then the players will actively participate in deciding whether or not their fictional position is such that a certain action declaration makes sense. So, as in my example above, the player whose PC has the ritualist feat will actively participate in working out whether or not the thing his PC is doing is performing a ritual. The player whose PC wants to pray to Lolth will actively participate in working out whether or not the thing they wish is the sort of thing that Lolth might be willing or able to grant. Etc.

This is why, for me (and in what might be a slight difference of perspective from @soviet), I don't see any difference of kind between these sorts of things and the "I punch the nearest dude" example. That latter is also an example of the player helping establish the appropriate fictional position: their PC is in a tavern; it's a given that taverns have nearby dudes in them; therefore the player declares the action that makes sense to them.

that "something" was not allowing player to invent/infer/suggest for some setting element. That "something" was allowing a specific tactic to work.
For me, this is not at all how I look at or think about or experience RPGing. What I'm describing, with these examples around magic and divine favour, is not "tactics working". I'm describing how players declare actions based on their sense of fictional position.

Whether or not things work is then resolved by applying the appropriate resolution procedure.

A not-very-religious rogue suddenly dropping down and praying for a miracle? I'd need a pretty compelling narration, but I'm not outright saying no.
I mean, there's a reason we're able to speak about a Damascene conversion!
 

Yes, definitely! I said this before, we all of course know it is made up in, but watching the process of it being made up real time, let alone participating in it really highlight the artificiality for me. It erodes the illusion that the setting is an objectively existing separate thing.
being able to directly manipulate details about a setting as a player (or having other players do the same) is un-immersive for us, (with a lack of immersion hilighting the artificial nature of the setting) as ‘in the real world’ it’s not possible to influence things in that way.
For me, the biggest source of artificiality in RPGing is never knowing my fictional position, because I constantly have to stop and ask the GM.

It makes the spontaneous declaration of actions impossible. It pushes play towards puzzle solving, and makes the setting feel more like an engineering exam scenario.
 

So here you indicate a "massive red flag for some people".

I'm a person for whom a massive red flag would be a GM insisting that they are the only participant in the game with a true conception of the setting and the shared fiction.

Which is why I think it's good we play a game with the flexibility to handle different styles and preferences.
 

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