GM fiat - an illustration

Yeah, perhaps that was an issue with the paleo-D&D, but I never played those old editions that much and I have forgotten most of it anyway. Interestingly enough I have recently been mildly annoyed with Blades in the Dark for having sorta similar issue, where certain mechanics assume you're doing a score and strangely do not function outside of it.
But how is 5e different? It runs into the very same issues 1e did, and has no better answers for them, overall. As for BitD, it's certainly a system designed around a specific kind of play. In general I think you can handle most situations by its standard conflict rules, a clock, or a fortune roll.
 

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But how is 5e different? It runs into the very same issues 1e did, and has no better answers for them, overall.
I don't quite understand what sort of issues you're having and what sort of answers you would want for them. I haven't had any issues really.

As for BitD, it's certainly a system designed around a specific kind of play. In general I think you can handle most situations by its standard conflict rules, a clock, or a fortune roll.

I think it is weird that the game so clearly denotes the score as separate thing which influences how certain abilities and equipment and some other things work.
 

I don't quite understand what sort of issues you're having and what sort of answers you would want for them. I haven't had any issues really.
The game basically just presents a GM authored set of challenges, which then have to be adjudicated by this GM, with pass/fail mechanics that are also entirely up to the GM to decide. All sorts of things go wrong IME. I mean, the game is playable if you are fairly well-versed in the correct techniques, but it is certainly not a very rigorous game, nor one where the rules actually cover much of what happens. These are all the same issues 1e had!
I think it is weird that the game so clearly denotes the score as separate thing which influences how certain abilities and equipment and some other things work.
Well, I agree that you should expect BitD to handle situations of the sort it is designed around. I think you can manage to handle a few stray instances of things happening outside of the strict format of scores.

Like I seem to recall some times when 'downtime' produced a fight or evolved organically into a score-type situation. IIRC we did things like pick a loadout at that point, even if we were not clearly in a score yet. It seemed to work out OK.
 

The game basically just presents a GM authored set of challenges, which then have to be adjudicated by this GM, with pass/fail mechanics that are also entirely up to the GM to decide. All sorts of things go wrong IME. I mean, the game is playable if you are fairly well-versed in the correct techniques, but it is certainly not a very rigorous game, nor one where the rules actually cover much of what happens. These are all the same issues 1e had!

Well, I agree that you should expect BitD to handle situations of the sort it is designed around. I think you can manage to handle a few stray instances of things happening outside of the strict format of scores.

Like I seem to recall some times when 'downtime' produced a fight or evolved organically into a score-type situation. IIRC we did things like pick a loadout at that point, even if we were not clearly in a score yet. It seemed to work out OK.
I'm starting to wonder how IMO people manage to play D&D at all if it's not playable unless the GM is "well-versed in the correct techniques"?
 

The game basically just presents a GM authored set of challenges, which then have to be adjudicated by this GM, with pass/fail mechanics that are also entirely up to the GM to decide. All sorts of things go wrong IME. I mean, the game is playable if you are fairly well-versed in the correct techniques, but it is certainly not a very rigorous game, nor one where the rules actually cover much of what happens. These are all the same issues 1e had!

Then we have different experience. Now I've hoped that 5e would have more robust skill section with example DCs and stuff like that, but I have my own internal benchmarks for that stuff, so I manage. And the system seems quite sufficient for the way I run games. You can just treat most stuff via the fiction and roleplay, and then have some skill rolls when outcome is in doubt. Outside the combat mechanics what we basically have is very straightforward rules light vaguely simmish system, and that's basically what I have ever felt I truly need to run a RPG. Exploration, social situations, drama, emotions, setting of character goals, those really do not need rules most of the time. 🤷

Like what sort of concrete issues you have in mind?

Well, I agree that you should expect BitD to handle situations of the sort it is designed around. I think you can manage to handle a few stray instances of things happening outside of the strict format of scores.

Like I seem to recall some times when 'downtime' produced a fight or evolved organically into a score-type situation. IIRC we did things like pick a loadout at that point, even if we were not clearly in a score yet. It seemed to work out OK.

We had a similar thing happen and the GM declared it was a score from that point on (even though we didn't roll engagement roll or do any usual pre-score stuff. But it was really short score and all characters did not even participate. And then we did all the after score stuff too. But it was weird and felt like a glitch in the system, though it was probably better that way as otherwise one character would have surely died. But I think the game should have answers to questions like "what gear you have in free play?" If things escalate into a sudden fight it sorta matters whether you have your weapons, armour, smoke bombs and other stuff with you or not!
 


I could equally guess an answer in some hypothetical Narrativist game and turn out to be correct, couldn't I?

Again this depends on the procedures you are using. Like I said if that detail is objectively established before hand and walled off, yes. If it is more like the narrative is coming together around what happened in real time, then no, not if there isn't anything objectively true you can guess about. But like I said in my response to Pemerton, there maybe ways this could arise without the mystery being settled objectively before hand (for instance if actual facts are being pinned down and then discovered, those could be things the Players are solving: but again there is a big difference between at the start of the game you can try to guess, perhaps from one or two clues or just a blind shot in the dark even, and the GM has that information at the start of play so you could be right or wrong, versus that hasn't been decided yet, guess, then follow a procedure to determine what the truth is.
 

Right, I am just pointing out that literally determining what the answer to the mystery is may not be the actual fun and goal. It may be necessary for the game to go forward, but as with our M:tG games, getting the answer may simply be a driver, not the real goal.

Sure and if I were being more precise I would say the goal is the investigation and the process of trying to solve, where the players are hoping to solve the scenario, but they might fail, and could still have fun. But really solving is still the heart of what we are talking about. Everything they are doing is in an effort to solve the case. Obviously other things can arise. The players have agency so they could decide they just want to murder all the suspects and take their stuff, without solving the mystery.
 

Okay this may be a point worth talking about. I think investigative adventures, are a different animal than a simlulationist or sandbox or living world scenario. There is going to be some extrapolation in a murder mystery. But I tend to think of mysteries as much more structured and concrete scenarios than I would typically have in a standard sandbox (they might come up from time to time, but when they do it is hard for me to not feel like I am shifting into a slightly different mode of play). Just as an example if you are doing a mystery you are going to be mapping out things like crime scenes, clue maps, etc. That isn't normally the type of prep I do in a sandbox campaign. And I get simulation does not equal sandbox, but I mention this because I see investigations as their own beast from the kinds of adventures I often talk about in this discussion.

I think the approach to mystery scenarios you've described is very similar to a simulationist approach to play. There is the information determined ahead of time, and that forms the basis of play, with the GM using all of that to scaffold play and to build upon as needed.

Now, I think almost all RPGs have some amount of predetermination going on which is used as a basis to build upon, but with a simulationist approach... and with the mystery approach you're describing... there is much more determined ahead of time, and it is generally treated as inviolate. This last part is key, I think, and it's what @innerdude expressed frustration about in his post.

I think that, similar to what I would say about simulationism, what we're discussing is a process that relies on the illusion of cause and effect. What I would say is that for some, the illusion of cause and effect is likely stronger with a GM determining things ahead of time, since that's similar to how the world works. But it's just their sense of things... their opinion or preference.

I think this would depend on what extrapolations you are making. If you aren't changing the core details (i.e. the clue envelope isn't this amorphous thing that can change) then sure. But if you are shuffling those kinds of details around either behind the scenes or through other procedures, I think that does create a different experience where it is starting to feel less like the players are actually solving the mystery and more like they are doing something else. It is like the difference between systems that force you to engage with the setting and be Sherlock Holmes, versus ones that allow you to simuluate Sherlock Holmes effectively through things like Skill rolls (i.e. the player making the deduction versus the roll making the deduction). Both of those are entirely viable but I am using the kind of language I am in order to mark a distinction. Arguably the latter does a better job of capturing a Sherlock Holmes story and of portraying Sherlock Holmes, while the former merely allows the player to experience the fun of solving things like Holmes does if they can. And this example isn't a difference between the different types of games. This can both be done in 'trad' and it just boils down to what kind of skill system, if any, it uses

This is part of the struggle with communication here. There is no "changing" of details in The Between or similar games where the mysteries are not predetermined. It's not a case that something is one way and then it's another. (Or if it is, it's a case of some revelation granting new context to something, which can also happen in the predetermined scenario). The details aren't mutable or amorphous. They're simply not yet known. Once they are established, they are then set. From the player side, there is no real difference. It's only from the GM side that this functions differently.
 
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