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

It's not a matter of flexible processes, Micah.

It's a matter of whether you can even talk about your processes at all. Multiple people in this thread have claimed that it is literally not possible for them to discuss their processes beyond terms so vague they communicate literally nothing.

That's not a "flexible process". It only just barely qualifies as "a process" at all.
And yet the explanations provided, flexible and "vague" though they may be, communicate plenty to a lot of folks on this thread. The folks who are presenting as confused and insisting on very specific mechanical processes are the non-traditional fans. My point is, this seems like a break down along party lines rather than a general lack of communication on the part of sandbox and Living World enthusiasts.
 

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I don't agree with this. I think that, granted I've never played BW itself, just TB2e and Mouseguard, it would be a violation of the principles of abiding by the spirit of play. The dice just told you that your character isn't going to do X,
"Hesitates before doing X" and "Not able to do X at all" are very different things; and it's unclear to me which outcome the rules want in this case.

In the murder example, the murder was prevented by someone else's intervention (via a spell, I think) thus we're not told what would or could have happened had that invervention not occurred.
and now you are going to rules lawyer into just going ahead and subverting that? I'd call you on that! What I would do is narrate the outcome in such a way that the opportunity was lost. You took a stab at the other guy, but your heart wasn't in it, he disarmed you and then fled. By the time you recover your weapon, he's gone.
I'd call you on that narration (cue the table argument!): the hesitation occurs before I take a stab, not during; and barring outside intervention once the moment of hesitation passes I should be back to status quo with nothing else having changed. From there, knowing I'd hesitated once, it'd be on me-as-player to decide whether to go through with it anyway or not.

This does, though, point to something else I dislike about some of these systems: you just squashed about six different detailed actions into one brief mostly-fiat narration without giving any opportunity for reaction or granular resolution:

--- I took a stab at my target. Did I wound him? Kill him anyway? Miss completely? UNRESOLVED
--- the target disarmed me. Did he, really, or could I (try to) fend off the attempt? UNRESOLVED
--- if the disarm succeeds, you declare by fiat I can't get my weapon back in time to do anything e.g. throw it at his fleeing back.
--- if the disarm fails, are we now in combat? Do I get to (try to) stab at him again only this time with him fully able to defend? Does he get to (try to) clock me one and leave me sprawled on the ground? UNRESOLVED
--- the target flees. Am I able to react in time to tackle him or get in his way? UNRESOLVED
--- the target is gone. If I can't stop him, am I able to see which way he goes? Also, if I inflicted any wounds are they slowing him down and-or is he leaving a trail of blood for me to follow? UNRESOLVED

Where's the detail here?
 

Also I feel the need to point out that this deep questioning approach where you force people to defend their playstyle through a Socratic series of questions isn’t really illuminating anything. It is just forcing people to give answers, answers that are probably not fully thought out, and leading down questionable paths of assumptions. It seems to be the deeper we go here often there is less clarity rather than more at the end of it
 

Because D&D has never, ever had such a thing, ever.

The double standards are so thick you could sell them as double cheeseburgers.
D&D (every edition) has all sorts of broken rules exploits, and these forums are full of examples of a) what they are and b) people's various fixes.

By no means does that make my calling this one out for what it is a double standard.
 

Sure, but how is plausibility of different events compared? Certainly there’d be some obvious answers when two possibilities are compared. But there are also going to be some that are equally plausible, or close to it.

How is a choice made from that point?

The comparison of plausibility is grounded in what makes sense from the perspective of the world and the people in it. I look at what each faction or NPC knows, what resources they have, what their goals are, and how recent events appear from their point of view. From the character’s side, how they act depends on:

  • What they know – A duke may not know the emperor is dead, or might assume someone else already took the throne. He’s acting on what he knows, not what I know.
  • What they want – Is he ambitious? Loyal? Trying to keep order? His motivations shape what makes sense.
  • What’s around them – Are his troops intact? Are rival lords mobilizing? Is there famine or calm? This affects his risk tolerance.
  • What’s normal for them – If succession usually ends in civil war, that leans one way. If past crises led to strong central authority, that leans another.
So say the empire just collapsed. The players want to know what their home province’s duke is going to do. I consider the situation and ask:
  • Is he likely to declare independence?
  • Will he try to join a confederacy?
  • Could he make a claim to the throne?
If none of these stands out as the clear favorite, I’ll assign weights based on what the duke values and how he views the current state of things:
  • Join a confederacy: 3 in 6 (he’s risk-averse and has trusted allies)
  • Go it alone: 2 in 6 (he’s confident in his troops but wary)
  • Claim the throne: 1 in 6 (it’s bold, risky, and out of character)
Then I roll.

But if I think a die roll isn’t enough on its own, especially when the players’ goals, backgrounds, or actions make one outcome more compelling, I may pick. Still, I’m only picking from within the plausible range. I’m not authoring a twist. I’m choosing between outcomes that already make sense, based on what we know about the NPC and the world.

The choice to pick isn’t arbitrary. I weigh:
  • How often I’ve rolled vs. picked lately (so I don’t drift into invisible bias)
  • How each option fits with what the players are invested in right now
Here’s another example:

The party has been working with Lady Merrowyn, a mid-tier noble who’s been quietly backing their expeditions. Word spreads: someone tried to assassinate the Duke, and rumor has it House Durn is involved.

So what does Lady Merrowyn do?

She’s loyal to the Duke, but her sister is married into House Durn. She’s political, risk-averse, and cares more about reputation than wealth. She’s backed the PCs but isn’t close to them personally.

The players may ask what she’ll do, or they may just wait to see if she pulls support or changes direction.

I consider what’s been established and weigh her options:

  • She keeps quiet, asks the PCs to discreetly investigate – 3 in 6
  • She suspends support entirely, avoids entanglement – 2 in 6
  • She tips off House Durn out of family loyalty or fear – 1 in 6
If none of these jumps out, I roll. But again, I might pick, say she chooses to use the PCs as intermediaries to quietly pass word to House Durn, because that’s the most interesting given what the players are trying to do. Still, it has to be consistent with what we know about her. I’m not inventing drama. I’m resolving uncertainty in a way that respects character logic and builds off the established situation.

That’s how I handle even NPCs in the PCs’ immediate circle. It’s not about crafting a better scene. It’s about figuring out what they would actually do, and letting the world move forward from there.
 

Two off-the-cuff thoughts unrelated to much:

1. Is it just me, or does anyone else think of characters dying during Traveller char-gen on seeing BW calls its char-gen process "character burning"?

2. What's the longest thread ever on ENWorld and how close is this one to the record?
 



It's a matter of whether you can even talk about your processes at all. Multiple people in this thread have claimed that it is literally not possible for them to discuss their processes beyond terms so vague they communicate literally nothing.
Then by all please give us your analysis of my actual play post to support your thesis.
 

Into the Woods

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