D&D General [rant]The conservatism of D&D fans is exhausting.

Have they done anything to break your trust?
Do they need to break trust?

Because outright breaking trust with a single act is really quite hard. But doing something concerning? That's piss-easy.

And then to have your concerns met with some variation of:

1. Wow, I guess you just can't trust people, that must really suck for you
2. Don't you TRUST me, bro??? or
3. You should always trust everything the GM does, otherwise gaming is impossible

communicates that nobody is ever allowed, for any reason no matter how substantial, to ever feel concerned about anything, unless the DM so severely, so egregiously violates trust that the game is already over.

I know exactly what it means. You're asking me how to know--to verify with certainty--that the GM is ruling consistently. You can't. Sorry.
Except there are systems which make this quite doable. The assertion that it is utterly impossible is simply false.

And a much wider range of outcomes that would not. As long as they're in the range that makes sense, I'm happy to trust them.
How far does this logic go? Because Umbran's argument seems to work just as well here. Character dying isn't something players want to happen. It is almost always plausible that the character doesn't die from most threats which are at least theoretically lethal. That's where the "chunky salsa" rule comes from--if something happens that would reduce a character's cranium (or similar vital parts of their body) to proverbial chunky salsa, then the character is Just Dead. Things short of that standard, survival is still in the range that makes sense.

So why is it okay to have rules which tell you your character just dies, but not okay to have rules which (say) tell you your character thought they knew what they were doing better than they actually did? Both of those are entirely real-world events, and the latter is (thankfully!) much more common than the former.

Why is it okay to have rules which tell you your character flubbed their attempt to convince a shopkeeper to cut them a deal, but not okay to have rules which tell you your character flubbed their attempt to adhere to their (entirely mundane) oath against consuming intoxicants?

Why is it okay to have rules which tell you that your character's ability to tell if someone lied to them failed when they really needed it, but not okay to have rules which tell you that your character's courage failed when they really needed it?

All of these situations seem to follow the same exact logic, but the former is somehow acceptable because...it was what games did in the past, while the latter is unacceptable because past games didn't? I don't see why "when in Earth history this mechanic first appeared" makes any difference in the degree or nature of agency loss to these mechanics.
 

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I do find this emphasis on like "goodness of DM" really interesting. Especially since that's totally indefinable for a conventional game, because every table's system of play & creative priorities are going to be totally different. An excellent neutral arbiter with encyclopedic knowledge of procedures and excellent information presentation may totally miss the mark for a group that actually wants all of play to be doling out a story based around the characters; a Brennan Lee Mulligan sort who does big dramatic storytelling would probably drive a procedures and exploration table absolutely insane.
Having seen the bolded - or a very close variant - in action, I can say that at least in that instance the driving-insane action went the other way: the players (I was one) drove the DM nuts. :)
 

It’s a matter of play focus.

Some games want the character’s determination or courage or loyalty or whatever other trait to be tested. Depending on the game, these traits may be highlighted in some way by the player as what they want to learn about in play.

If you want to learn if your character is hard enough to kill, then that’s something you want to learn about in play… you want there to be doubt about it. Allowing it to simply be player choice takes away the doubt.
I'm there to play a character that - because it's my own invention - I in theory already know everything about that I need to know in order to play it. If there's still things to learn about the character then either the char-gen system or (more likely) my own imagination has failed me.

Which means I should, I hope, either already know whether my character is iron enough to kill or be able to decide it on the spot without help or force from game mechanics.
Just like combat is uncertain… because there are dice rolls and we don’t just choose who wins.
Combat has to be abstracted because we can't do it at the table. Thinking as my character can be done at the table, though, with no abstraction (and thus no mechanics) required.

Now if one is willing to play in a system where social mechanics apply to PCs the same as they do to NPCs and thus can change their mind and-or actions in directions the player doesn't want, that's different. But I suspect if this were to be proposed to the masses as a rule change in, say, a hypothetical D&D 6e the collective "No" would be resounding - one instance where conservatism is the right call.
 

I don't know. I don't think it's that uncommon. If I lose an argument at work, I might have to go along with whatever the decision is, but I still might think it's nonsense and a bad idea. And I'm having a hard time thinking of arguments that are settled but remain a stalemate, such that someone won and I'm not subject to that result.
Many's the time I've seen (and occasionally been) someone who has lost an argument or vote but not really changed what they're doing or thinking, waiting instead for an opportunity when the same issue can be brought up again with a better chance of winning and lobbying for support from others in the meantime.

In other words, the argument may be lost but the subsequent thoughts and actions don't follow the instructions of the winner.
Setting this aside, though, BW is a game, not real life, and it's making accommodations for what Crane thinks makes for better play.
This is fair, even if (what I've seen of) Crane's ideas of better play and mine are miles apart. :)
 

For the time being. Whatever was at stake in that scene has been decided, and in the short run, that's what's happening. But it's not done and dusted for all time. Another example from the text: "A horse trader who lost a haggling duel will sell his destrier for a lower price, but he'll regret itr later. He might harbor quite a bit of resentment towards the silver-tongued rascal who bedeviled him. He may even outright refuse to sell to him in the future!" (BWGR 400).
Is he allowed to come and (try to) steal the horse back later that night? :)
 

Whereas, interestingly, the sort of RPGing you do seems to me far more story than game.
I'd put it as more "game goes in, story comes out".

We follow a bunch of mechanics and roll piles of dice on Sunday night, often while laughing our damnfool heads off; then on (most weeks) Monday I put together and post the game log which records for posterity the story of what the characters did.
 

I'm there to play a character that - because it's my own invention - I in theory already know everything about that I need to know in order to play it. If there's still things to learn about the character then either the char-gen system or (more likely) my own imagination has failed me.

Which means I should, I hope, either already know whether my character is iron enough to kill or be able to decide it on the spot without help or force from game mechanics.
Doesn't this conflict with stuff you have said to me in the past, where you want characters that grow organically over time and which aren't pre-planned perfectly from the beginning?

If you already know truly everything there is to know about your character, how can that happen? It seems like you want to have your cake and eat it too. The story of the character can only arise out of the actions they take--a reflection-back, never in-the-moment and definitely not in advance--but everything that could ever affect those actions must be perfectly nailed down, by you, in advance!

Combat has to be abstracted because we can't do it at the table. Thinking as my character can be done at the table, though, with no abstraction (and thus no mechanics) required.
Can it, though? Like do we actually expect every player to perfectly produce every social behavior they engage in, at the table, every single time? I sure as hell don't, and I would find it more than a little funny to be told "no no no, you have to actually sing an actual song of inspiration every single time you inspire an ally, and it has to be actually inspirational too, or else it doesn't count." I would be extremely unamused if that were not revealed to be a ridiculous joke, and were instead the literal requirement.

You, as a player, cannot research the world, you can't even attempt to do so, as that information is only in the DM's head-and-notes (per the clear and consistent throughline of the thread). You can only give quite loose descriptions of research. Necessarily the results and consequences of that research will be highly abstracted and summarized, because we don't have three weeks to blow on actually reading multi-hundred-page tomes conjured up by the DM (and even if we did have that time, I struggle to believe you would want to spend it so--and all that presumes the DM is even willing or able to write such books in the first place!)

Likewise, all sorts of things--following a monster's spoor, performing any sort of magic whatsoever, rallying your troops against expected bad news, divining the true thoughts of literally inhuman beings, learning to speak languages that emphatically don't exist--are always going to have a significant, I'd say dramatic layer of abstraction and separation between yourself and your character. We take steps to make that separation seem small, but it never actually is small. It's actually not very easy to come up with situations where your thoughts or actions as a player truly do map fully and neatly to the thoughts or actions of your character. (This, incidentally, is why in a previous thread, I was such an advocate for pre-defined, even if not necessarily pre-authored, mystery-solving, because it's one of the rare places where the player's thinking truly does map quite closely to the character's thinking.)

Thinking as your character almost always has abstraction, even without mechanics, and even without any intrusion of the fantastical or otherworldly. That abstraction is often quite thick, and almost never particularly thin. Much of it is abstraction that folks no longer notice, not because it isn't there, not because it's been actually removed nor reduced in any meaningful way, but because we have become so comfortable with its presence, we no longer pay it heed. Like all those jokes about "you are very aware of your tongue inside your mouth" or "you are now manually breathing" etc. Real, active presences that have faded so far from awareness we no longer observe them, not because they aren't there or don't have any effect, but because we've become desensitized to them.

Now if one is willing to play in a system where social mechanics apply to PCs the same as they do to NPCs and thus can change their mind and-or actions in directions the player doesn't want, that's different. But I suspect if this were to be proposed to the masses as a rule change in, say, a hypothetical D&D 6e the collective "No" would be resounding - one instance where conservatism is the right call.
But isn't it already the case that social/mental mechanics apply to PCs the same as NPCs? Both can lie to one another, using Deception vs Insight. There has been no huge wave of antagonism against this. Similarly with Intimidate; there are frequently mechanical consequences for failing to resist Intimidation, and (for example) a Battle Master Fighter NPC who uses Goading Attack or Menacing Attack on a PC unquestionably affects that PC's actions if the PC fails a Wisdom saving throw, even though all Battle Master maneuvers are perfectly mundane.
 

Also: both you and @Lanefan seem to be taking the stakes of something - high stakes, or low stakes - as an independent quality of some consequence.
For me, I see the degree of stakes as being an independent quality of almost no consequence whatsoever. Consider two all-roleplay and potentially lengthy scenarios:

1 - low-or-no-stakes play such as @Faolyn 's tea party session, unrelated to anyone's stated goals.
2 - high-stakes play such as a complex negotiation whose outcome determines whether a monarch keeps her throne, where someone's stated goal is to overthrow her and someone else's stated goal is to defend her.

To me these can each be just as enjoyable, just as pleasant, and just as much fun to play through. Others here would prefer to skip the first in order to get to the second; it's they, not I, who see the degree of stakes as being of enough consequence that one should be played through and the other should not.
 

What would it take for you to suspect the GM might be inconsistent? Like, what would you expect to notice first if you thought there was such an issue?
The two biggest and easiest-to-see red flags:

Inconsistencies in rulings e.g. when the same situation comes up twice, making a different ruling the second time and ignoring the precedent set by the ruling he made the first time.

Inconsistencies in setting details e.g. this village had a good blacksmith when we were here a week ago but not only is there no blacksmith here now, the villagers claim there's never been one here and they've always had to go over to Dhaskati (another village) for their smithing. Done once, this can sometimes represent an adventure hook or a mystery to solve; done repeatedly it's just an inconsistent DM.
 

What does it matter if it's a low threshold? Is there something inherently superior about setting oneself a more difficult task, when the simpler task is providing the desired outcomes?

<snip>

if the GM is striving to be consistent and the players all feel as if the GM is being consistent, what else could possible matter? What is achieved by saying, "But you can't prove it's consistent"?
I mean that the players are able to make decisions from the perspective of their characters with what feels like the same degree of reliability as those characters would have were those characters and the world they existed in real; and that the outcomes of those decisions feel consistent with the outcomes one would expect were the characters and world real rather than imaginary.

<snip>

Disclaimer: I'm not saying all GMs should apsire to this generally, that this is the correct way to play, etc... I'm talking about they way I, personally, look to run the sorts of games being discussed.
For clarity, in this post I say nothing about your GMing, which I know very little to nothing about. I am responding to what you have posted, that I have quoted.

So, by "low threshold" I mean puts little constraint on the GM. For the reason that, as @hawkeyefan has also pointed out, there are many many things that are consistent with what has happened so far in a game. The GM's secret notes may introduce more constraint than that which arises from what has happened so far, but that is not knowable to the players, and hence not something they can factor into their decision-making.

And "what feels like the same degree of reliability as those characters would have" seems to me permit a rather low degree of player agency, once we move beyond rather small-scale, local physical actions like lifting rocks or climbing trees. I go back to the example given upthread, of the PCs charming a NPC only for that to result in them being part of the cause of the Duke being assassinated. Social, political, large-scale ecological, etc effects are all things that could be rather random in the nature and degree relative to a given "input" of character action.

Consider even a relatively trivial interaction: frustrated with the village blacksmith, my PC berates them. This could result in the blacksmith relenting and giving my PC what they want. Or it could result in the blacksmith bristling, and freezing my PC out. Either is possible. If the GM is at liberty to choose which (or whether some other reaction I haven't thought of in this post) occurs, how is the player to know which will occur?

Even suppose that the player (and their PC) know the blacksmith to be proud (of their skill, of their work, of their status, etc): does this mean that they are more likely to bristle? Or that, if I point out how on this occasion they are falling short of their standards (shoddy work, slow work, whatever it is that is frustrating my PC), then they will step up their effort in order to conform to their self-imposed standards? Either seems possible, and realistic. But if the GM is allowed to choose either, then what sort of control am I, as a player, exercising over the fiction?
 

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