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

I’ve now seen a few people suggest that the way I’ve framed my posts comes across as dismissive or exclusionary. To be clear: I’ve made structural comparisons between game systems, not moral judgments about the people who enjoy them.

If pointing out procedural differences between, say, a Living World sandbox and a narrative-forward game like Blades in the Dark reads to you as condescension, that says more about how tightly you’re tying identity to playstyle than it does about my intent.

There is nothing inherently superior or inferior in preferring one approach over another. But if I can't describe how my campaigns work without being accused of dismissing others, then we’ve reached a point where even neutral analysis gets framed as an attack.

I’m not going to apologize for drawing contrasts. I’m not going to qualify every sentence just to avoid imagined slights. I’ve taken pains to be precise in my language and to define my terms. If you disagree with the structure or claims, respond to those. But if the problem is that analysis itself makes you uncomfortable, that’s not something I’m going to fix for you.
 

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I certainly couldn't do it. Superhero settings just crumble under any examination, I struggle to maintain the correct mindset. There's just never enough there, when you've got the whole palette of gameable interactions instead of consuming media that's already been cleaned up to fit the right shape.

High convention genres would probably all be like that for you, if I had to guess.
 

My base group is folks I know well, but I play with folks I'm not familiar with several times a year, and don't see this problem.
I had run several long-term game store campaigns in the past, and run about a half dozen convention sessions a year with people I am not familiar with.

The last time I had any issue with any of the players was before the pandemic, when I ran a variant of my Scourge of the Demon Wolf as an Adventure in Middle Earth adventure. Unfortunately as it was my first time running it, I underestimated the time it would complete the adventure and one player got pissed and complained. A lot. Despite going around at the 5-minute mark and asking the table what they wanted to do. The vote was to continue. Although the other players felt I did nothing wrong, in the future if this happens again, I will ask about any time commitments and if there are. Make it clear that they are free to leave and that it will be OK.
 


Who decides that something is at stake? The GM or the player(s)?
Both.

If the GM inclines to say "yes", the player is at liberty to explain why a roll should be made. If the GM is calling for a roll, the player is at liberty to seek clarification over what the GM thinks is at stake. Generally it's pretty clear to everyone, because the GM will have presented a situation that speaks to some or other player-determined priority.

Responsibility for pacing ultimately lies with the GM. But it's not ungoverned by rules (more on this below).

Seriously. In this scene, did a player say "I think whatshisname should have to roll to see if he can find a cup because that's really important"? If this is the case, then this is ripe for abuse, particularly in a game where the PCs are not a tightly-knit party with a single goal. If Player 2 didn't want Player 1 to succeed at something, like giving the naga blood, then this would be a great way to stop him. It would be terribly meta and antagonistic, but it would be acceptable by RAW and RAI.
As I just posted, it is generally clear.

But there is nothing antagonistic about other players following the play, and noting what is at stake and hanging on the dice rolls. And the fact that another player is invested in a given player's PC failing is, in itself, typically going to be sufficient to show that something is at stake.

Upthread I posted that "it seems that you are not really recognising the reason why rolls are called for in Burning Wheel." I still have that feeling.

Having to make a test is not some sort of fail-state. It's the core of play. As the rules say (p 11), " The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book."

In the particular example of play I described, the problem based on the player's priority for his PC is You need the blood of this mage as a sacrifice for your dark master; but he's just been decapitated, and his blood is flowing out of his body into the floor. The player declares how his PC is going to overcome this obstacle: "I look around for a vessel!" The dice are rolled, and the results interpreted - in this case, the test is a success and so the PC achieves what the player wanted for him, that is, he finds a suitable vessel.

Suppose that I, as GM, had narrated a vessel in the room. Then the player's action declaration probably would have been different - say, "I grab the jug to catch the blood". In that case the test would probably be on Agility rather than Perception. That wouldn't be a problem: the game is not intended to ensure any sort of strict correlation between events in the fiction and the rolling of tests at the table - as the rules say (p 72), "Unless there is something at stake in the story you have created, don’t bother with the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice."

Once the player has spotted the vessel, is there any need for further tests to successfully catch the blood? Or has the matter that was at stake been resolved, so that now we "don’t bother with the dice. Keep moving, keep describing, keep roleplaying"? There is no abstract answer to this question: it's a matter of participant judgement in the moment of play.

The rules have something to say about it, though (pp 30, 32, 44):

Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. . . .

One of the most important aspects of ability tests in game play in Burning Wheel is the Let It Ride rule: A player shall test once against an obstacle and shall not roll again until conditions legitimately and drastically change. Neither GM nor player can call for a retest unless those conditions change. Successes from the initial roll count for all applicable situations in play.

A GM cannot call for multiple rolls of the same ability to accomplish a player’s stated intent. Nor can a player retest a failed roll simply because he failed. Tests must be distilled down to as few rolls as possible. The successes of those rolls ride across the entire situation, scene or session. . . .

Soliciting Tests (Test Mongering)
Tests are very important to the game, but badgering the GM for them is very bad form. Can I test? Can I? Sometimes, a player will wish to have his character roll dice for something at an inappropriate juncture in play. It is the GM’s role to pace events and keep play flowing evenly. Therefore, he can have a player hold off on making a test until the appropriate time or have him stay his hand entirely.

Test mongering also involves pestering the GM for a particular test. “I need a routine. Can I make a routine test?” “Dude, it’s a dragon. I don’t think there are going to be any routine tests.” The GM’s job here is to say flat out: “No.” Let the difficulty of the tests arise organically, not at the player’s request so his character can advance. It makes for a much more interesting game.​

Torchbearer 2e states similar rules (Scholar's Guide, pp 35, 216-7):

Fun Once
Don’t make the same tests for the same obstacle twice. Either the players have bypassed the original obstacle or it stands but they have to find another way - testing another ability or skill
against another obstacle. . . .

Bypass the minutiae; focus on what’s important. Highlight exciting actions. . . . In this game, skills are very broad and the condition rules are punishing. If you focus too closely on the fine-grained details, you’ll crush the players.​

In both games, players want to test, because this is how they advance their PCs. The GM is expected to manage pacing, and framing, in accordance with the core principles that I've set out.

In the case of Tru-Leigh spotting the vessel to catch the blood, that is that - his intent, to be able to save the blood from being lost on the floor of the sick-room, is achieved. He has no other Belief (say, about his deftness with vessels) that creates a reason to think that more is at stake in the scene than what has been resolved. So "say 'yes' or roll the dice" and "let it ride" apply.

then it's up to the GM to decide. Which means that the GM chooses to call for a roll. They just have say that something is at stake. They decided to not say "yes" to the question of "is there a cup"

If I were the GM in this instance, and I know that the most important thing is getting the blood back to the naga, and I also know that the PC is in a room that is more than likely to have a vessel in it (since it's a room for someone to recover in, meaning cups and bowls of water for drinking, washing wounds, and wetting dressings, plus containers that store meds, herbs, and bandages, plus a chamber pot, plus any number of other things), then what makes it high stakes to roll to see a cup? What makes it wrong or against BW principles for me to say "there's a cup on the bedside table"? What about that makes it low-stakes or low-tension or non-dramatic or whatever, when there's plenty of other uncertainty in the scene?
I feel I've already answered this question, multiple times. But here it is again.

The character has a Belief - I will bring Joachim's blood to my master. I, as GM, have presented a situation in which that Belief is put under pressure - Joachim has been decapitated, and his blood is flowing away. The player of the character declares an action in response - "I look around to see if there's a vessel in which to catch the blood!" It is the fact that the action declaration is an attempt to overcome the challenge the situation poses to the Belief that means that something is at stake and thus a roll is called for. (As the rules say, what ability is to be tested depends on the task being undertaken. Here, the task is looking around. Hence, it is Perception that is tested.)

when you're saying that this is the One True Way, that the GM has to do it this way because otherwise it's wrong somehow--that's when I call shenanigans.
I have no idea what you mean by the One True Way. I'm talking about what is involved in playing Burning Wheel.

I determined the priorities for my PC when I played AD&D 2e, and again when I played D&D 3e, and yet again when I play D&D 5e. I also determined the priorities for my PC when I played GURPS, Fate, Call of Cthulhu, Star Wars d6, Mage: the Ascension, Werewolf: the Apocalypse, In Nomine, Masks, and every other system I've ever played. Yeah, in many of those games, particularly the ones I played in the 90s, there was a push to keep the group together, but I've almost never had GMs who wouldn't let me at least attempt accomplish my own goals.

<snip>

OK, so do us a favor and tell us what you mean when you say "the players determine priorities." And when I say "tell us" I mean tell us. Do not quote from your play notes or the book. Use your own words.
I've given many examples: Beliefs, Instincts, Traits (primarily character traits; also some die traits), Relationships, Affiliations, Reputations are the main ones in Burning Wheel.

I don't think BW is especially unique in having players create priorities; although it systematises it more than many RPGs do. What I have pointed out, which contrasts BW with many RPGs (including many approaches to D&D) is that the GM's principal role is to "present[] the players with problems based on the players’ priorities."

So the GM chooses! And in this case, went against the PC's priorities because their Beliefs and Instincts indicated that Aedhros would have no problem with cold-blooded murder.
The scene presented the player - me - with a problem based on the priorities that I had authored for Aedhros. Namely he had the opportunity to fully repay hurt with hurt in the context of never admitting that I am wrong, by murdering the innkeeper. I declared an action for my character, namely, that Aedhros stabs the innkeeper with his black-steel blade Heartseeker. This is cold-blooded murder. And so, as the rules tell the GM to do (given the task, the intent, and the stakes), the GM called for a Steel test.

This is a particular operationalisation of the rule, quoted above, that "The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book." My roll of the Steel test failed, and so Aedhros did not succeed at his attempt at cold-blooded murder.

This:


...makes it look like it was resolved by a Duel of Wits. That is, by some die rolls.
Yes. I've posted multiple times upthread, including in reply to you, that there was a Duel of Wits between Thurgon and Aramina. I scripted for Thurgon; the GM scripted for Aramina.

Did the player explain, in-character, why Alicia should mend the armor, and really roleplay the scene out before making some die rolls? Or did the player just say "I want Alicia to mend my armor first" and then make some die rolls?

If it's the latter, then the scene had no weight to it. It's just rolling dice.
I already quoted the relevant rule for DoW, in the post to which you're replying; and also posted about the scene, in reply to you, what I have reposted below:
I am not going to post the full rules for Duel of Wits. It used to be available as a free download, but that seems no longer to be the case. It broadly resembles other scene-oriented complex resolution systems (such as are found in HeroWars/Quest, Maelstrom Storytelling, 4e D&D skill challenges, Prince Valiant, etc). Actions are declared and resolved by those who are part of the argument, and this progresses towards victory for one or the other party. There is also a mechanism for generating compromise (if the loser has nevertheless made some progress towards victory).

Because the core resolution framework of BW is (as I have posted upthread already, and as is set out the free download) is intent and task, the player has to say what their PC is doing - that is, identify the task and make clear the intent. In the case of Duel of Wits, this is called "speaking the part" (p 103 of Revised):

When scripting these maneuvers, players must speak their parts. Spitting out moves in a robotic fashion is not a viable use of these mechanics. The arguments must be made. Of course, no one expects us all to be eloquent, so just the main thrust or a simple retort usually suffices (but a little embellishment is nice).

Keep it simple and to the point. Say what you need to in order to roll the dice. A multipoint statement should be broken down into multiple actions across the exchange.​

The back and forth of the argument is also key to establishing the content of compromises.
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.
I think this provides the answer to your question.
 

@robertsconley Baker recently posted about revisiting Narrativism (which is distinct from whatever a "narrative RPG" is and good god it's all very easy to get backwards and confused isn't it), which I think somebody else shared in this thread but, in his words this is narrativism as a play style/dynamic:



It sounds like the way you construct your sandboxes and do the up front work, if your players do 1 & 2 you're quite possibly playing a game in the narrativist dynamic per 4. It sounds like your factions in the world have goals that they're pursuing the PCs may run up against, the PCs have drives and interests in the world, and you're not planning ways things turn out. This may not be your intention or goal, and maybe your players are a little less doing 1&2, but while games like BITD or AW or whatever may be designed from the get go to essentially force narrativist play dynamics that's just some creative intention.
Thanks for sharing Baker’s post. Here’s a detailed breakdown of how his narrativist dynamic compares to my Living World sandbox approach:


1. “The PCs have vision, self-interests, best interests, passion, an ideological commitment: something they want and care about.”

Narrativism:

The players are expected to create characters who are emotionally charged and driven. Their goals aren’t just “get gold” or “explore”, they want something meaningful, personal, and often moral or ideological.

Living World Sandbox:
Players are free to create whatever kind of character they want. Some have passionate goals. Others are wandering adventurers, mercenaries, or opportunists. The system doesn’t assume or require emotional depth, it leaves that up to the players.

Differences:
Narrativism expects passion.
Living World allows it, but doesn’t require it.

2. “Their passions put them in conflict with others — other PCs or other NPCs.”
Narrativism:

The game is built so that passionate goals naturally create drama and conflict. That conflict is central to play—escalating situations, hard choices, and consequences.

Living World Sandbox:
Conflict arises from how the world works and what different NPCs or factions want. Players may enter into conflict, but it’s not required. A party might avoid conflict for several sessions, explore ruins, negotiate, or travel. There’s no “theme pressure.”

Differences:
Narrativism drives players into personal conflict.
Living World lets conflict happen if it makes sense.

3. “Both sides are fit — they have the ability to pursue their goals.”

Narrativism:

The game ensures that characters and their opponents are ready for the conflict; emotionally, physically, and narratively. It’s about dramatic momentum.

Living World Sandbox:
Characters and factions are as “fit” as makes sense in-world. Some might be outmatched. Others may have no chance. The world isn’t balanced to produce interesting drama, it’s balanced to be a logical, persistent place.

Differences:
Narrativism adjusts the world to support the story.
Living World lets the world stand on its own.

4. “Nobody pre-plans how it turns out. Play to find out what happens.”
Narrativism:

The players and GM don’t plan an ending. Instead, they follow the passions and conflicts of the characters to create a meaningful, dramatic result.

Living World Sandbox:
Same here, no pre-planned outcomes. But instead of following character drama, the game follows world events and logical consequences. Players do what they want; the world reacts accordingly. The focus isn’t on “what kind of person are you,” but “what happens because of what you did.”

Similarities:
Both avoid pre-scripting outcomes.

Differences:
But Narrativism centers on character drama,
while Living World centers on world simulation.

Wrapping it up
Some might say, “Intent doesn’t matter if the outcome looks narrativist.”
But that’s a category error, confusing correlation with creative goals.
I’ve consistently pointed out the difference in structure and intent, even when the outcomes may superficially resemble each other. Just because similar events can happen doesn’t mean they come from the same design philosophy or play dynamic.
 

Well I specifically wouldn't say that. Or rather, without context it makes no sense to say that because we're talking about techniques. I have no idea whether there are any techniques that could 'improve' your play, assuming you even found it desirable.

The most common way of getting Narrativism in trad play is to front load the contrivance in prep and then have no contrivance at all during play. In fact there are arguments that certain types of contrivance in play would be destructive to the whole endeavour.

'Living world techniques' are very similar to how you'd prep but you're making sure that the initial situation is tense in such a way that no matter what happens, it has some kind of pay off. Even if a character says 'screw this I'm off to start a stray dog sanctuary', then the character is constructed in such a way that this is a meaningful decision.
A lot of this post seems to me to be pointless quibbling over the definition of contrivance, things that come across as "Technically, you could call this contrivance, so why are you OK with that?" I'm OK with it because it's not the type of contrivance that bothers me, or I don't think of it as contrivance. And it's certainly not any kind of reason for me to accept other forms of contrivance.

So in this regard. The Narrativist critique is 'hey I notice you're prepping a lot of tense geopolitical events rather than say, the types of fish found in the various rivers and their migration patterns.' Almost as if you're prepping for 'adventure stuff' rather than 'fishing stuff.'

I don't get the point of this as a critique. It's a true observation, but it's not illuminating or providing any kind of opportunity for useful self reflection. Yes, I want the game to be interesting. Yes, I pay more attention to the things I think are more likely to come up in play. Yes, I have an understanding that there are some things my players are more likely to be interested in than others. Yes, when I am creating the world, there are all sorts of things that could be termed contrivances that are part of my process. Who knows, I might even have let my players know in advance that there will be opportunities for geopolitical intrigue, before I started designing.

The contrivance I'm trying to avoid is that which occurs in actual play, once the PCs are interacting with the world, if we pretend that the imaginary world does in fact exist as it has been envisaged. (Never mind the fact that for some world builders, the level of simulation you're talking about with here fish migration is actually something they do, albeit I suspect more often because they enjoy the process than because it's strictly necessary.)

Also if I make a character that has the background:

I want vengeance on my brother (the current King, rules in a climate of peace), he killed our warmonger father (the last King). I do actually want peace though and my anger issues mean I'm bad at leading people.


Then can I do that within a 'living world'. If I can, then aren't we at the breaking point for contrivance?

If I can't and must make an 'adventurer' who doesn't fit into the created geo-political landscape because the GM already has the world all prepared. Then isn't that itself a contrivance?

I'm not saying, it's all contrivance so throw away this living world nonsense and create a Sophies choice scenario each scene.

I am saying that to the extent that you must alter the world (during prep) to accommodate a character with drives, ambition and capacity, then that's the extent to which you've already stepped over the Narrativist threshold.

It seems to me that you're essentially saying that a requirement for characters to fit into the world without feeling contrived is itself a contrivance. And, for certain definitions of the word contrived, you might even be right. But I would hope it's quite clear that this is not the way the word is being used by those saying they are seeking to avoid contrivances.

Even if I were to allow that, yes, that's a contrivance, it seems self-evident to me that the contrivance, "characters must fit into the world without feeling contrived" is orders of magnitude less contrived than, "this character's existence doesn't make any sense in the context of the world." As such, instead of throwing my hands in the air, giving up, and deciding if I can't utterly defeat all contrivance, I will embrace it, I decide, "I will accept this tiny contrivance prior to play and, in so doing, avoid the huge contrivance that would destroy my sense of immersion in a real world throughout the coming years of play".

It was not an accident that, in my last post, I included the part in the brackets:

"... when I run games and think that the contrivance isn't a thing (or has been reduced to an acceptable level)".

At the end of the day, it almost feels like your point is, "Depending on how we broadly define certain words, the things you're saying could be taken to mean something else than what you really mean." Which is another true statement, but I'm not sure it's of any value, it just feels like an attempt at cheap gotchas.
 



To be clear, the response about players being “constrained” by things like distance or money misses the point entirely. It relies on a shift in meaning, what I referred to as constraint, was narrative constraint: the idea that the referee directs the story or limits player options through imposed plot structure. Reframing that to mean logistical or in-world limitations is an equivocation. Of course, players can't teleport across the map or bypass in-setting costs; that’s not what was being debated.

By substituting in-world realism for narrative structure, the reply effectively dodges the actual issue. It’s a soft strawman, replacing my point about player-driven choice within a reactive world with a much weaker claim I never made. It also assumes a false equivalence between all types of “constraints,” erasing the procedural difference between a Living World and other types of structure. Agreeing with a diluted version of my point about in-world barriers while sidestepping the structural claim is not clarification, it’s misdirection.
Here are three different ways to resolve a journey from A to B, in a RPG. I don't claim that they cover all the possibilities (eg Marvel Heroic RP has a way of doing this which is none of the below), but they do illustrated a variety of approaches. Each approach assumes that the PCs begin in A, and that the players explain their PCs' intention to make the journey, perhaps say a bit about their prep, and then declare "OK, we set off!"

* The GM describes the PCs arriving in B, perhaps adding a bit of colourful narration about the journey, perhaps even calling for a saving throw or similar to see if a PC is tired or injured when they arrive at B.

* The GM calls for a roll - perhaps a WIS (Survival) check, in 5e D&D - against an appropriate DC, and then adjudicates success or failure in the typical way: on a success, the PCs arrive at B; on a failure, something goes wrong (which may include arriving at B but having suffered some sort of setback - this will depend on the details of the resolution system).

* The GM refers to their hex map that shows A, B and the terrain in between, and begins applying the overland travel procedure found in classic D&D (it's roughly the same procedure found in the original books, in Gygax's DMG, and in Cook/Marsh Expert) - tracking travel in terms of hexes per day, making encounter rolls and rolls for getting lost, expecting the players to make a map of their PC's journey that will also assist them in working out if their PCs have become lost, etc.​

Now, I don't know if @hawkeyefan has these different possibilities in mind when making his post to which you replied. But they occurred to me straight away upon reading your reply. And to me they completely undercut the idea that in-world realism is an alternative to some sort of game-play structure (be that "narrative" or something else). Each approach is quite consistent with in-world realism. None of them involves players or PCs "teleporting across the map". But each involves a pretty different relationship between (i) the "logistical and in-world limitations" of travel and distance, and (ii) the play of the game, and what counts as a limit to, constraint on, or obstacle to, the players achieving their declared action of their PCs journeying from A to B.
 

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