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

who gets to decide if a thing exists in Burning Wheel? Particularly a thing that the players don't know exist.

If the game says that the GM makes that decision, meaning that the GM can say there's a secret illegal kobold fighting ring in the basement there for the players to discover if they want to snoop around, then having the GM come up with a schedule inside of a guardhouse isn't "GM-driven" play that is inappropriate for a BW game. Especially since, in this example, the players have said that they want to go look for the guard schedule so they know what guard to avoid/bribe/kill/whatever in order to get over the border.

If the game says that the players make that decision (or can make that decision along with the GM), then that means the players can go into the guardhouse to get the schedule of their own volition, making it player-driven play that is appropriate for a BW game.

If nobody is allowed to make that decision, meaning that there shouldn't be secrets or mysteries in the game at all because all things need to be established first, well, that sounds pretty darn boring to me. I don't think it's this one though.
Content authority in Burning Wheel is distributed. For players, it is mediated via tests - typically Circles tests (to have one's PC meet a helpful NPC), Wises tests (to recall some useful bit of information about a place, thing, person, etc), or other knowledge/perception type tests. Here's an example of the latter (I've posted two accounts of it, because each highlights some slightly different features of the context and play:
a PC shaman was dominated by a dark naga, with instructions to bring the mage Joachim to the naga so that his blood could be spilled as a sacrifice to the spirits. Joachim had been badly hurt and was recuperating in a room in another mage's tower; the PC was rushing to that place to try and get there before an assassin who was determined to kill Joachim. The assassin got there first, and as the PC rushed in he saw Joachim being decapitated. At about this point in play, we switched adjudication from a somewhat abstracted time scale (which had finished with the PC failing the opposed Speed check to beat the assassin to Joachim's room) to the melee combat resolution framework. The player of the PC's first action declaration was "I look around the room for something to catch the blood in, lilke a chamber pot." The player spent the appropriate resources within the action economy, succeeded on the check (which was set at a fairly low difficulty given the likelihood of there being some sort of vessel in a bedroom in the tower of a well-to-do mage) and was able to grab the chamber pot and start catching blood.

I look around the room for a vessel to catch the blood was enough to establish adjudicable fiction.
one of the PCs is dominated by a dark naga, and has been commanded to bring the naga Joachim the mage (a NPC, and the brother of one of the PCs) so that Joachim's blood can be spilled as tribute to the spirits. Unfortunately, just as the PC in question finally found Joachim (lying badly injured in a bed chamber in another mage's tower), an assassin cut Joachim's head off. (This was the result of the two PCs trying to find Joachim failing in their Speed checks to arrive their first.)

The player's action declaration was "I look around for a vessel - a jug or a chamber pot - to catch the blood in!" I set a difficulty for the check - I can't remember what it was, but not too hard as the likelihood of spotting a vessel like that in the bed chamber of a recuperating mage is quite high. The player made the check, and was successful - hence his PC was able to grab a jug and catch (some of) Joachim's blood in it.

Had the check failed, a range of options would be open to me as GM - from "You look around but there are no vessels" (which would require the player to think up some other way of trying to get the mage's blood) to "You see a jug, but the fleeing assassin knocks it to the ground before you can grab it, and it smashes into pieces" (which eg allows for the use of mending magic to try and get the jug back) to who-knows-what.

This is an example of what I mean by letting the action declaration be resolved without having recourse to the GM's pre-authored notes/setting.

The setting is being established by reference to the player's action declaration - it is because the player's action declaration succeeded that it has been established that there is a jug in the bed chamber - but the player did not have a power of fiat narration. He had to make the check.

I also want to say that there are other ways that I perhaps could have resolved that situation: eg I could have just "said 'yes'" to the question "Is there a jug?" and framed the real obstacle as a physical check to catch the blood. (Last time I posted about this example, some posters suggested that atlernative framing.)

The reason I did it the way I did was because, as best I could judge sitting there in the moment talking to the player, what he really wanted was that there be a vessel in the room. And after we resolved that, I didn't call for any check to actually catch the blood in it. That would have been anti-climactic.

Here's an example of a GM making a decision, which involves the invention of a NPC and the framing of a scene where the NPC confronts Aedhros; you can also see, as GMing duties shift when the action moves from Aedhros to Alicia, me as GM deciding that there is a key to be taken:
Our last session ended with Alicia and Aedhros sitting out-of-the-way on the docks, Aedhros quietly singing Elven lays. I had set as homework for my friend to determine what trouble might result from this, to be the start of our next session of this game. It turned out that, despite having over 20 months to do his homework, he hadn't!

(I had done some homework of my own, writing up the Elven Ambassador to Hardby, and the Ship's Master from last session, as NPCs. But we didn't end up needing them.)

After a bit of prompting, he decided that a petty harbour official came up to Aedhros, telling him to move on and stop begging. (The singing being treated as busking, and hence a type of begging.)

Aedhros's response was to sing a short verse of the Rhyme of Unravelling, breaking the official's belt with the result that his pants fell down. I decided that Aedhros kept singing, sufficiently to give me a test to cause the official intense sorrow (this is the Dark Elf version of Wonderment from spell songs). The official - Will B3, we agreed - fell to his knees weeping bitterly, in remorse for all his pointless past actions (including his harassment of Aedhros). An attempt to further grind him down with Ugly Truth (untrained on Perception, and suffering a +2 Ob penalty from the Deceptive trait) failed.

My friend decided that this was about the time that Alicia awoke - she has an instinct If it shines in the dark, steal it, and he wondered if there was anything shiny revealed by the falling down of the official's trousers. I suggested a key. Alicia wanted to steal it as he wept. She called on the spirits of the coastal sea to help, and a mist rose up on the harbour. The successful Spirit Binding gave a helping die for a beginner's luck Inconspicuous test, lifting the key from the helpless, weeping man.

One of Aedhros's Beliefs was that Only because Alicia seems poor and broken can I endure her company. To keep her poor and broken, he pick-pocketed the key from her - an easy success for B4 Sleight of Hand with Stealthy and Inconspicuous FoRKs against untrained Observation.

Alicia, unaware of what Aedhros had done, wanted to know what the key opened. She Persuaded the official to tell her (an easy success against Will 3). I (exercising GMing powers, not playing Aedhros) decided that it opened the strongroom in the harbour office, where records and the like are kept. Alicia and Aedhros agreed to break into it, to find information that might help Alicia pursue her Belief that I will one day be rich enough to BUY a ship, and/or help get revenge on the master of the ship the two of us had sailed on.

Aedhros confirmed with Alicia that she can read; he reads and writes only Elvish.
I think this gives some example of what it means to frame a scene having regard to player-determined priorities: Aedhros has the Instincts Always repay hurt with hurt and When my mind is elsewhere, quietly sing the Elven lays, and the Belief I will never admit that I am wrong: the narration of the petty official turning up to berate him speaks to all of those. And the key to the strongroom speaks to Alicia's Instinct, as well as her Belief that I will one day be rich enough to BUY a ship.

So, returning to the secret Kobold fighting ring - does it speak to player-determined priorities? In which case, GM, knock yourself out. If not, then why are you talking about it?

The BW rulebook has a page setting out the role of the GM, and another setting out "the sacred and most holy role of the players (Revised p 269; the text in Gold is the same), which includes the following:

Players in Burning Wheel must use their characters to drive the story forward - to resolve conflicts and create new ones. . . Use the mechanics! Players are expected to call for a Duel of Wits or a Circles test or to demand the Range and Cover rules in a shooting match with a Dark Elf assassin. Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving! . . . If the story doesn't interest you, it's your job to create interesting situations and involve yourself.​

If the GM starts talking about kobold fighting rings, and those are not speaking to my conception of my PC's interests and priorities, then I will use the mechanics to move the game in a more interesting direction. Here are some examples from actual play:
* First, I build the PCs - Thurgon, a knight of a holy military order (the Knights of the Iron Tower), and his sorcerer sidekick Aramina. The GM tells me that we're starting play on the Pomarj-Ulek border - that's a bit warmer than I had expected (in my initial conception Thurgon is rather Germanic) but I roll with it. The backstory I've written for Thurgon includes that "Thurgon left the Iron Tower only weeks ago. The Knight Commander of the order sent him forth into the wilderness. He does not know why." And also that Thurgon has not set foot there in Auxol, his ancestral estate, for over 5 years, since he left to take service with the Iron Tower.

* Now there are some ambiguities in Thurgon's background as represented by some build elements: there is an Affiliation with the Order of the Iron Tower; and also a reputation as The Last Knight of the Iron Tower. So it's not clear if the Tower has fallen, or is falling. The GM doesn't push for certainty in that respect. Instead, he starts fairly low-key and as one might expect: we (that is, Aramina and Thurgon) are travelling along the river frontier (between the settled lands of Ulek and the wilder lands of the forest and the Pomarj), where there are old forts of the order (now abandoned) and also abandoned settlements.

* At one of the homestead, I declared a couple of checks: a Homestead-wise check (untrained) to learn more about the circumstances of abandonment of this particular ruined homestead, which succeeded, and hence (in this case) extracted some more narration of backstory from the GM; and then a Scavenging check, looking for the gold that the homesteaders would have left behind in their panic and which the orcs would have been too lazy to find. Unfortunately this second check failed, which meant that Orcs from a raiding party had virtually infiltrated the homestead before I noticed them. Here we have an attempt at a player-authored plot moment, but the failure tilts the balance of narrational and hence situational authority back to the GM. The fight with the Orcs engaged Beliefs and Instincts, so there were local moments that expressed Thurgon's character in this bigger GM-established context.

* The Orcs (as the GM narrated things) were part of a larger raiding party, with mumakil. I think the GM was hoping I might chase the mumakil, but I have no animal handling, animal lore etc and so the mumakil remained nothing but mere colour. The larger raiding party was chased off by a force of Elves, again narrated by the GM. I wasn't surprised that Elves should show up - my GM loves Elves! I tried an untrained Heraldry check to recognise the Elves' arms, and failed - so the Elven leader was not too taken by me! In this there was cross-narration by me and the GM, but it ran in the same direction: as I was saying (in character) that I don't recognise the Elven leader's arms and wondered who he was, he (spoken by the GM) was telling me that he didn't like my somewhat discourteous look. I don't know what, if anything, the GM had in mind for the Elves, but one of Thurgon's Beliefs was (at that time) that fame and infamy shall no longer befall my ancestral estate. So I invited the Elf to travel with his soldiers south to Auxol, where we might host them. The GM had the Elf try and blow me off, but I was serious about this and so called for a Duel of Wits. Unfortunately my dice pool was very weak compared to the Elf's (6 Will dice being used for untrained Persuasion, so slightly weaker than 3 Persuasion dice vs 7 Will dice and 6 Persuasion dice) and so despite my attempt as a player to do some clever scripting I was rebuffed by the Elf without getting even a compromise. Here we have a player-authored plot moment. Although it ended in failure for the PC, it was all about what I as a player had brought into the situation. I'm pretty sure the GM hadn't anticipated this. So I don't know what he anticipated for the Elves' departure, but in the game it followed my failure to persuade them to join me.

* In the course of discussion the Elf did mention that one Orc - who may or may not have fallen in battle, he wasn't sure - was wearing a shield bearing the crest of the Iron Tower. I think the GM was expecting me to pursue this Orc, but I didn't, for two reasons: (i) having been rebuffed by the elven leader, I wanted to head off in a different direction, and (ii) I was a bit worried that Aramina is too squishy for hunting Orcs!, and Thurgon's pretty vulnerable too to being swarmed. So Thurgon and Aramina rode off to the northwest, following the river.

* The GM wanted to skip a few days, but I insisted on playing out the first evening, as Thurgon and Aramina debated what to do. Aramina - being learned in Great Masters-wise, believed that the abandoned tower of Evard the Black lay somewhere in the forest on the north side of the river (a successful check, initiated by me as her player), and wanted to check it out (and find spellbooks!). Thurgon persuaded her that they could not do such a thing unless (i) she fixed his breastplate, and (ii) they found some information in the abandoned fortresses of his order which would indicate that the tower was, at least, superficially safe to seek out (eg not an orc fortress a la Angmar/Dol Guldur). My notes are a little incomplete here, but I think we resolved this as a Duel of Wits with me scripting for Thurgon and the GM for Aramina. This was a player-authored plot moment.
Friedrich took them as far as the next tributary's inflow - at that point the river turns north-east, and the two character's wanted to continue more-or-less due east on the other side of both streams. This was heading into the neighbourhood of Auxol, and so Thurgon kept his eye out for friends and family. The Circles check (base 3 dice +1 for an Affiliation with the nobility and another +1 for an Affiliation with his family) succeeded again, and the two characters came upon Thurgon's older brother Rufus driving a horse and cart. (Thurgon has a Rationship with his mother Xanthippe but no other family members; hence the Circles check to meet his brother.)

There was a reunion between Rufus and Thurgon. But (as described by the GM) it was clear to Thurgon that Rufus was not who he had been, but seemed cowed - as Rufus explained when Thurgon asked after Auxol, he (Rufus) was on his way to collect wine for the master. Rufus mentioned that Thurgon's younger son had married not long ago - a bit of lore (like Rufus hmself) taken from the background I'd prepared for Thurgon as part of PC gen - and had headed south in search of glory (that was something new the GM introduced). I mentioned that Aramina was not meeting Rufus's gaze, and the GM picked up on this - Rufus asked Thurgon who this woman was who wouldn't look at him from beneath the hood of her cloak - was she a witch? Thurgon answered that she travelled with him and mended his armour. Then I switched to Aramina, and she looked Rufus directly in the eye and told him what she thought of him - "Thurgon has trained and is now seeking glory on his errantry, and his younger brother has gone too to seek glory, but your, Rufus . . ." I told the GM that I wanted to check Ugly Truth for Aramina, to cause a Steel check on Rufus's part. The GM decided that Rufus has Will 3, and then we quickly calculated his Steel which also came out at 3. My Ugly Truth check was a success, and the Steel check failed. Rufus looked at Aramina, shamed but unable to respond. Switching back to Thurgon, I tried to break Rufus out of it with a Command check: he should pull himself together and join in restoring Auxol to its former glory. But the check failed, and Rufus, broken, explained that he had to go and get the wine. Switching back to Aramina, I had a last go - she tried for untrained Command, saying that if he wasn't going to join with Thurgon he might at least give us some coin so that we might spend the night at an inn rather than camping. This was Will 5, with an advantage die for having cowed him the first time, against a double obstacle penalty for untrained (ie 6) +1 penalty because Rufus was very set in his way. It failed. and so Rufus rode on and now has animosity towards Aramina. As the GM said, she better not have her back to him while he has a knife ready to hand.
In order:

*I (pemerton, the player) was not very excited by my GM's Elves - so I (Thurgon, the PC) tried to bend their leader to my will, and have him join me to help liberate Auxol. Predictably, I was not successful: but the <X - 15, say?> minutes spent playing that out were focused on my stuff, not the GM's Elf-y stuff.

*I am likewise not very excited by the Orc bait, and so I (Aramina, the PC) draw on my Great Masters-wise to recall something more interesting in the area - Evard's Tower! That is player content-introduction.

*I initiate the argument between Aramina and Thurgon, in which he persuades her to mend his armour (and also to go first to a fortress of his order, to get more information about Evard's Tower).

*I, the player, want an encounter with family - and so make the Circles check. And a very interesting encounter with Rufus results.​

These are practical examples of the player using their characters to drive the story forward, resolving conflicts, creating new ones, using the mechanics (and calling for their use), and creating new situations when the existing ones don't interest me.

<double mega facepalm>

That's... not a discussion about mending armor at all. Not even remotely That's a discussion about personal autonomy. Thurgon wants to control Aramina's movements. Perhaps he has good reason for it because Aramina is being a doofus and wanted to go to Certain Doom Valley. Or perhaps he's just overprotective. Or perhaps he's a sexist jerk who doesn't think a girl should go off on her own. I have no idea. I don't care. Completely not important. But the discussion was not about the armor

<snip>

The characters were having a discussion about Aramina's desire to do something that Thurgon didn't want her to do, particularly without adequate gear.
Did you sneak, ninja-like, into the place where I was playing Burning Wheel in the suburbs of Melbourne? If not, then can you please refrain from making confident assertions about events that contradict the actual eyewitness account you've been given (ie by me).

The argument between Thurgon and Aramina, as I have said, was about whether or not she would mend his armour. Thurgon's armour was damaged (I would guess down a die of protection, though I don't recall the details); Aramina has Mending skill (and Thurgon does not). I've told you the context, and the Beliefs that were in play. As per the notes I found in an earlier post, quoted just above, Thurgon also persuaded Aramina to get some information first.

But it was not an attempt to control movements, nor was it about "personal autonomy". And the discussion was about the mending of the armour. That, more than the other aspect, is what has stuck in my mind for the years since the actual play of the episode.

If you can't recognise how the Belief Aramina will need my protection might prompt Thurgon to request that, before they go to a dangerous place, she should at least mend his armour, that's slightly odd to me, but whatever - it doesn't mean that my recollection and account of what actually happened is wrong. Likewise, if you can't see how the Belief I don't need Thurgon's pity might make Aramina bristle at Thugon's request, given the context that is motivating it, ditto.

And on the broader matter of the way that the intimate can become central to the action in BW, here's a post I made about the session with the armour argument, the same day as the player of the session:
I'm finding that quite small things, of little consequence for the universe (actual or in-game) as a whole, can take on a high degree of importance for me as a player when they matter to my PC, and I know that my own choices are what is bringing them to the fore and shaping them (eg repairing the armour; laying the dead to rest; not fighting the mad skeleton knight of my order). I'm not going to say that it's Vermeer: the RPG, but the stakes don't have to be cosmologically high in order to be personally high - provided that they really are at stake.
And, again, this is what would inform and determine the results of the GM attempting to make the Kobold fighting ring central to play.
 

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Having a standard everyone can understand and learn is extraordinarily important for all sorts of things.

Having to fundamentally re-learn the game--having to play the DM rather than play the game--is a real bummer for a LOT of people.

I'm not saying nobody should ever make judgment calls. But it's quite clear that we are way, way, WAY closer to what you call "the kitbash-happy 1e days" than we are to anything like 3.x, in terms of culture-of-play.
To the bolded, I can only stand and cheer.

"Fundamentally re-learn[ing] the game" and "play[ing] the DM" are not the same in the least. If you jump from someone's 5e or 5e-adjacent game into someone else's 5e or 5e-adjacent game you might still have to re-learn some of the system, not much different than if if you were jumping into a 1e or 2e game instead.

It only enters playing-the-DM territory if-when the DM's kitbashes, rulings, and system tweaks are not presented up-front and clearly. After that, it's both unavoidable and (IMO) uncontroversial that every DM in every edition is going to have to make rulings during play.
 

In this case, grievance appears to be, "I don't like this style of play."
I just...I just don't understand why this style of play is so dismissive of player concerns.

I gave what I thought was a very reasonable, very approachable, invested-in-the-lore, friendly, productive player, trying their hardest to cooperate and get along. Your answer seems to be, "You're a bad fit. Goodbye." How is that in any way productive? I just don't get it. This seems so excessively exclusionary!
 

To the bolded, I can only stand and cheer.
And I can only cry.

Because it means people think rules are stupid bad things that should be destroyed.

"Fundamentally re-learn[ing] the game" and "play[ing] the DM" are not the same in the least. If you jump from someone's 5e or 5e-adjacent game into someone else's 5e or 5e-adjacent game you might still have to re-learn some of the system, not much different than if if you were jumping into a 1e or 2e game instead.
Sure they are. There's literally not a single difference between the two, as you've presented it. The system is meaningless, because anything-and-everything is subject to the DM's continuous rewriting. That's the whole point of rulings-not-rules. There never are rules. Ever. Period. There are only rulings, which can change, because that's explicitly the point. Having a ruling means you don't have a rule.

It only enters playing-the-DM territory if-when the DM's kitbashes, rulings, and system tweaks are not presented up-front and clearly. After that, it's both unavoidable and (IMO) uncontroversial that every DM in every edition is going to have to make rulings during play.
How is it possible for the DM to present every possible ruling in advance? The vast majority WILL be made up on the spot as the game progresses, and good luck even getting a written-down version of it!
 

I just...I just don't understand why this style of play is so dismissive of player concerns.

I gave what I thought was a very reasonable, very approachable, invested-in-the-lore, friendly, productive player, trying their hardest to cooperate and get along. Your answer seems to be, "You're a bad fit. Goodbye." How is that in any way productive? I just don't get it. This seems so excessively exclusionary!
All styles of play are dismissive of concerns that boil down to, "I don't like this style of play".

I edited a bit while you were quoting me, and it might be important to us understanding each other:

I would assume that the style of game has established up front (if not, I believe it certainly should have been -- even in my group where we all know each other very well, I take pains to ensure the players understand what kind of game I plan to run prior to any new campaign so we can discuss and set expectations).

If I'm running a game where it's agreed that we do X, and a player later starts telling me that the fundamental underpinnings of the game style aren't working for them, it is very likely that the solution is that they move on. This isn't specific to just the things we're talking about here. If I'm running Blades in the Dark and a player's concern is that they can't do enough planning prior to a score and that the opening roll has too much impact, I'm not about to start running the game the way I would a B/X megadungeon so that they can do meticulous planning in advance -- if that was the game I wanted, I'd have pitched that in the first place. They either agree to accept Blades for what it is and give it a fair shake, or they stop playing (for now).

My position in these discussion we're having is always predicated on players joining a campaign with their eyes wide open as to the expected style of play. People don't turn up to session one of my campaign eager to find out what it's going to be about -- they know, and we've probably been discussing it on-and-off far at least 3 - 6 months.

If most of my players say, "Hey, this new style of game isn't working for us," I'll probably scratch the campaign and start planning a new one (fortunately, that has never happened). If one player says, "Hey, the current game isn't really working for me," then they will most likely tip out and I'll be sure to let them know when the next game starts so they can join up again (this doesn't happen often, but it has happened).

You seem to be suggesting that if I want to run Game Style A, then I am being harsh and exclusionary to people who don't like Game Style A ... which is true, I guess, but if I want to run Style A, someone who doesn't like that style doesn't get to join my game and then say, "Style A doesn't work for me. Stop running your game like that and do something I like instead, otherwise you're unfairly excluding me." The solution in this instance is quite literally, "If you don't like my game, you're welcome not to play it." Done politely, I firmly believe that this, in fact, is a very healthy attitude.

Similarly, if someone on EnWorld PMs me and asks to join my game, they're going to politely be told I only invite people I know well in real life. I might be open to hanging out and getting to know them, if it's convenient, but most likely it's just going to be a no. You can say I'm being excessively exclusionary, but it is simply not reasonable to expect me to open my home to any random person online who asks to drop in and game with me. [Edit: Just to be clear, no one has PMed me asking to join my game. This is 100% a made-up scenario, I'm not taking a secret dig at anyone.]
 
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That's precisely the point. I was asked what it would look like from the player's perspective, so I answered from the player's perspective. You can hardly fault me for doing precisely what someone asked me to do!
OK, no worries.
Okay, but that's being pretty blatantly dismissive of the player's problem. Which is, as I said, something that makes that problem worse. Having your seemingly 100% legitimate grievances dismissed with "I know better, and you aren't allowed to know better yet" is...I mean, it comes across as basically not caring at all what I think or feel, treating my concerns as a trivial nothing to be dismissed, not a serious problem that needs to be addressed before it begins actually damaging trust.

In the very act of dismissing it this way, you have made the problem worse, not better!
My only other option is to reveal secret information to the player (and as this discussion is happening after the session, likely to only that player), and that is several versions of bad:

--- it impinges on the integrity of play for as long as that information would otherwise have been secret
--- it forces me to abandon any notion of that information remaining secret forever if otherwise undiscovered through play
--- it's unfair to the other players who are not receiving this information
--- it breaks the player knowledge equals character knowledge paradigm that I work hard to maintain.

So no, the player doesn't get told what I have in mind.
Edit: And, to loop this back around to the railroading discussion, how on Earth could a player tell the difference between this and railroading?

Because this was, pretty openly, the DM stonewalling the player without explaining herself. What, functionally, from a player's perspective, is the difference between being stonewalled because there's secret DM information the player isn't allowed to know, and stonewalling because the DM will only accept one or a small handful of pathways and everything else is just a non-starter?
Again, that's something you may well find out as play proceeds. Sure, it's possible the DM is railroading you for whatever reason (and keep in mind not all railroading is bad; it can in moderation be a useful tool in the toolbox, and I say this as a champion of player agency), but it's also possible the information you don't have is tied to some deeper plot she has in mind, the existence of which the unexpected recalcitrance of the guards provides a clue.
 

Are Stanely Cup victors chosen purely by chance, where every team has an innate, unchanging 1% chance to not just lose the season, but have their franchise fold entirely?
Individual players risk their careers every time they step on the ice, and yet they still do it.
And I've always seen it as a game of skill, which incidentally happens to include chance as a way to ensure that it can't be perfectly solved.

I figure, if it weren't a game of skill, we wouldn't use modifiers.
Sure, you can mitigate the odds and skillful players will work to do just that; but it still comes down to chance in the end.
 

And I can only cry.

Because it means people think rules are stupid bad things that should be destroyed.

Sure they are. There's literally not a single difference between the two, as you've presented it. The system is meaningless, because anything-and-everything is subject to the DM's continuous rewriting. That's the whole point of rulings-not-rules. There never are rules. Ever. Period. There are only rulings, which can change, because that's explicitly the point. Having a ruling means you don't have a rule.
I suppose I should remind you that you're talking to someone who has, with others, quite literally taken 1e and rebuilt 95% of it from the ground up, leading over the years to the system we play today. In some areas it probably has more rules than original 1e, in other areas fewer, but they're still rules.

I do my best not to change rules during a campaign, and try to leave the big changes to breaks between campaigns. But sometimes it happens, whether forced by a ruling (usually involving either some weird spell interaction or to close a loophole someone found) or because a better system presents itself that doesn't invalidate what went before.

An example of the latter: while I love the Clerics-turning-undead subsystem in 1e, I've never been entirely happy with the actual table it uses; and so during lockdown I rebuilt that table such that at cost of a bit of extra dice-rolling the odds of turning are slightly lower but there's now a chance of destroying what you turn at much lower levels than before. I ran this out as a trial while running my SO in solo games during lockdown and it worked well enough, so I've adopted it wholesale (and last session I found out that my DM, who plays in my game, has just adopted it as well with minor tweaks*).

* - we sometimes intentionally tweak things (you'll love this!) specifically so we-as-DMs don't always know what to expect when playing in each other's games.
How is it possible for the DM to present every possible ruling in advance? The vast majority WILL be made up on the spot as the game progresses, and good luck even getting a written-down version of it!
At least in my own case, rules changes and rules built on ruling from past campaigns are there to see right from the start. On-the-fly rulings involving spells get written into the online spell write-up; other ruings get written up as well unless it's truly a once-in-a-lifetime thing in which case, being so unusual, we'll all likely remember it anyway.
 

Individual players risk their careers every time they step on the ice, and yet they still do it.
Do they? Because I really don't think they do--that's why we have so many rules about safety, why there's so much safety equipment, why people who get in bad fights get put in the penalty box, etc., etc. Yes, there is always the tiniest theoretical chance of a problem, but there's the tiniest theoretical chance that a meteor will fall on your head the moment you walk out your front door. We don't address irrelevancies like that.

How many players died on the ice, or became so grievously injured they could no longer play, in the last decade? Because I have data for twenty years between 1995 and 2015--and according to that data, there were only 35 such injuries (and no deaths, as far as I can tell). Even if injuries that don't end careers, but do harm them, occur at 100x the rate (so 3500 every 20 years), that's paltry. There are 1312 regular season games per year in the NHL, so 26,240 in 20 years. At 3535 total "serious" injuries, counting both merely harmful ones and outright career-ending ones, that's 3535/26240 = ~13.47% of games cause someone to be injured. There are 12 total players on the ice at any given time, and a further 28 on the bench. So the odds of any specific player getting any kind of meaningful, career-harming (but not necessarily career-ending) injury are only about (3535/26240)/40 = ~0.003368, or about 0.3368%. So even then, you'd be over-estimating the risk of merely significant--not actually career-ending--injury by a factor of three. If we looked only at career-ending injuries, those numbers fall by a factor of 100, to about 0.003368%, or roughly 1 in 30,000 for any given single player.

You specifically gave as an example the 1% chance of outright death. The equivalent for that, at the sports-team level (because each PC in D&D is much more analogous to a whole team in any IRL sport), is that--through absolutely no fault of the team members--their franchise just gets straight-up deleted forever, cannot be reformed, all of them lose their jobs, 1% of the time, every time they hit the ice.

Each individual team would only have a ~44% chance of surviving a single 82-game season, leaving the championship untouched (since the math is stupidly complicated due to the best-of-seven rules--you could have as many as 15x7 = 105 total games if every matchup runs a full seven games, or as few as 60 if every matchup is a four-game sweep.)

Sure, you can mitigate the odds and skillful players will work to do just that; but it still comes down to chance in the end.
Again: fully disagreed. If it were only chance, we wouldn't bother with the skill part. We'd just roll dice and whoever won, won, whoever lost, well, sucks for them. We don't do that. We reward system mastery. We reward players who make wise decisions and show the bad consequences to those who don't.

And that's been true since the very beginning. If it weren't, Gygax would never have bothered with things like ear seekers, which specifically are part of a DM-player arms race, which can only be worthwhile in any way at all if players are meant to succeed when skillful and meant to fail when unskillful.

Skill has--always!--been held to be at bare minimum equally important to chance. D&D is not fundamentally a gambling game.
 

I suppose I should remind you that you're talking to someone who has, with others, quite literally taken 1e and rebuilt 95% of it from the ground up, leading over the years to the system we play today. In some areas it probably has more rules than original 1e, in other areas fewer, but they're still rules.

I do my best not to change rules during a campaign, and try to leave the big changes to breaks between campaigns. But sometimes it happens, whether forced by a ruling (usually involving either some weird spell interaction or to close a loophole someone found) or because a better system presents itself that doesn't invalidate what went before.

An example of the latter: while I love the Clerics-turning-undead subsystem in 1e, I've never been entirely happy with the actual table it uses; and so during lockdown I rebuilt that table such that at cost of a bit of extra dice-rolling the odds of turning are slightly lower but there's now a chance of destroying what you turn at much lower levels than before. I ran this out as a trial while running my SO in solo games during lockdown and it worked well enough, so I've adopted it wholesale (and last session I found out that my DM, who plays in my game, has just adopted it as well with minor tweaks*).

* - we sometimes intentionally tweak things (you'll love this!) specifically so we-as-DMs don't always know what to expect when playing in each other's games.

At least in my own case, rules changes and rules built on ruling from past campaigns are there to see right from the start. On-the-fly rulings involving spells get written into the online spell write-up; other ruings get written up as well unless it's truly a once-in-a-lifetime thing in which case, being so unusual, we'll all likely remember it anyway.
I just don't believe the vast (vast, vast) majority of human beings are that consistent.

And I know--for an absolute fact--that the vast majority of OSR gamers don't ever write down even half of their rulings, let alone all of them.
 

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