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

Ok, here's the thing.

Two groups start in the exact same space in the setting. Both groups play identical characters. Both groups make identical choices.

According to you, if the setting has internal logic, then both campaigns should end up in exactly the same place because the results of those choices are from the "internal logic" of the setting and not sourced from the DM.

I reject that. The two groups would result in completely diverging campaigns virturally from the first choice because the DM would choose different results based on their personal preferences which have very little to do with the "internal logic" of the setting. @robertsconley admits as much by saying he ran the same campaign (more or less) with different groups. Within very short order, those groups would radically diverge. Even if both groups had made the same decisions initially, the campaigns would still diverge. Because you cannot separate setting from DM. It simply cannot be done.

Two groups go to see the same Lord of the Castle. Both groups use exactly the same approach. One group talks to the Lord of the Castle and forges an alliance. The other group is turned away. Why? Because the DM has decided what is "plausible" in the setting. It is virtually impossible to have groups, even groups that do the exact same thing, to get the same results because you simply cannot remove the DM from the equation.
What I do in my campaigns, structuring the world to respond to the players' choices, updating NPC agendas, tracking regional dynamics, mixing in die rolls and judgment calls, isn’t just about realism or immersion. It’s about creating a chaotic system in the technical sense.

I didn’t bring this up earlier because, frankly, it’s one of those “Rob things”, a result of how my background shaped the way I think about games. I’ve worked with motion control systems, so I’m familiar with chaos theory, and it’s shaped how I view dynamic systems like campaign worlds. But I usually don’t frame it that way because it’s obscure and not the point. What matters is the practical method I developed from it, and I’ve focused on explaining that directly.

Chaos theory teaches that even deterministic systems can become unpredictable when they’re sensitive to initial conditions. That’s what happens in my Living World campaigns. The rules of the world are consistent, but the players’ actions act as inputs. Combined with dice and judgment calls when needed, those inputs feed into a system that evolves with complexity, sometimes in unexpected ways.

That’s by design. I want players to feel like they’re inhabiting a world that moves on its own, indifferent to their plans, but responsive to their actions. The unpredictability isn’t from whim or authorial invention, it’s because the world is chaotically structured. That’s what makes it feel alive.

And here’s another “Rob thing”: my experience tuning motion control systems also taught me how to fine-tune the exact mix of resolution tools I use, random rolls, judgment calls, prepped material, and tables. Just like tuning a physical system, I build a feedback loop with my players. I pay attention to how they respond: what engages them, what feels off, when pacing breaks down or the world feels too rigid. Based on that, I adjust the balance of tools I use to keep the experience feeling like a living world.

It’s not about removing the referee from the equation, it’s about making sure the referee is tuning the system, not directing a show.

So yes, different groups will produce different outcomes. But that’s not because I “change things.” It’s because they’re feeding different inputs into a responsive system that behaves according to internal logic, one that they can affect, but not control.
 

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Just a little OT quibble, but...
That 99.7% number applies to the certainty that astronomers have detected a particular pair of molecules in that world's atmosphere, not that life exists there. Where those molecules come from* is an open question not addressed by that research.


* Life is a fair guess right now, but only because on our little rocky Earth those gases are biological in origin. Planet K2-18b is completely different (maybe a huge water world), and we have no idea how planetary chemistry works under such conditions.
That's not what the articles say. What have you seen that says differently?

"Their research leads them to believe there is a 99.7% chance that the molecules they see could lead to there being life." 99.7% chance that those molecules mean life.
 

I see no reason to disbelieve robertsconly's experience or that he's being a neutral referee. If two groups made the same choices, same approach, succeeded or failed the same checks then they would have the same results.
Technically that is true, but like the weather, no two starting points are ever the same with the players.

That's not what's happening, that's not what happens when I run my games. I don't have Robert's level of experience but I have introduced two groups to the same setting scenario and starting point, hoping they would follow roughly the same path and save me some work. Instead group A got really into a presentation of an NPC and group B pretty much ignored them. Group A chose left when group B went right. The reason group A had went to the metaphorical castle and group B didn't was because group B didn't give a crap about the alliance.
Appreciate the compliment. So you know your experience mirrors mine.

I do not care what choices the players make. I am not guiding them to any destination. If they both approach the lord under the same circumstances they will get the same results. The only consistency is the starting setting, NPCs and factions. After that? Things change.
So is it fair to say....

You were willing to let them trash your setting? ;)
 

Yeah, I think it's really impossible to know. I assume your feelings on the matter are based on extensive personal experiences so it's natural that you'll form an opinion that something you rarely see is probably an outlier. But then my extensive experience tells me the exact opposite thing.

Personal over the decades and a lot of third-party reports.

My conclusion (as I mentioned earlier) is that the hobby is very diverse and very insular and it's nearly impossible to draw meaningful conclusion about what's genuinely popular or common, beyond in very specific, limited contexts (who is talking about what on EnWorld, how many games on Roll20 are tagged with specific rulesets, etc).

It took me a long time to strongly arrive at the conclusion, including both my personal experiences, discussion at conventions, discussion on mailing lists and fora, and back in the dim times, discussion in APAs.

Which doesn't require anyone to find my conclusions sound, but I think I have about as good a data set as its probably possible to have, so...

Even that data is often murky -- on the couple of occasions I used Roll20, I didn't load a formal ruleset or display the game publicly, so no one would know what I was using it for. And, obviously, on certain topics on EnWorld opinions are drawn up into camps with contradictory experiences.

Well, as I've noted earlier I'm primarily a trad player/GM, but with an appreciation of some tools from more modern designs, so I don't think I'm in one of the frequent warring groups here, outside my opinions about RNR. (of course not being a big D&D fan may put me automatically in that to some people, but then, I'm not a big PbtA or associated games fan, either).
 

For what it is worth, I think the only real crossover I have in game taste with @Thomas Shey is that we both like Pathfinder Second Edition more than 5e.

I certainly like games that have strong GM authority more. I just like different sets of authority and responsibilities than are conventional, for the most part.
 

That's not what the articles say. What have you seen that says differently?

"Their research leads them to believe there is a 99.7% chance that the molecules they see could lead to there being life." 99.7% chance that those molecules mean life.
My advice is assume that anything you see in mainstream reporting of science is embellished, taken out of context and the conclusions being drawn by the author based in their own dreams and hopes (or a desire to feed on the hopes and dreams of the reader).

Quanta Magazine, I think, is one of the rare sources that does a good job of walking the line between "accessible to the layman" and "avoids sensationalism".

Note that I say all this as a layman myself, not any sort of expert.
 

Well, as I've noted earlier I'm primarily a trad player/GM, but with an appreciation of some tools from more modern designs, so I don't think I'm in one of the frequent warring groups here, outside my opinions about RNR. (of course not being a big D&D fan may put me automatically in that to some people, but then, I'm not a big PbtA or associated games fan, either).
To be clear, I wasn't trying to assert that you're a member of any particular group, simply that anyone drawing on EnWorld (or any other similar online source, there's nothing unique about this site in that respect) conversations as a source of data is necessarily drawing a reasonable amount of it from people with strong, but not necessarily representative, opinions.
 

I’ve been reflecting on your recent reply, especially in light of a moderator’s post in another thread regarding your rhetorical style.

Looking at it again, I see a familiar pattern:
  • You open with a framing that subtly misrepresents my point.
  • You follow it with a personal anecdote, watching my video, reading my posts, and use that to suggest there's no real difference between our games, which quietly dismisses everything I’ve laid out without engaging it directly. To compound this I created a detailed analysis where you offer none of your own.
  • You hedge, so that if challenged, you can retreat into “just my perspective,” as noted in Umbran’s warning about slippery argumentation.
I’m not here to “win” a debate. I’m here to clearly explain how I run my campaigns so that others can evaluate, use, or ignore my approach as they see fit. I’ve been transparent about what I do, what its limitations are, and how it compares to other styles. That will speak for itself over time.

You can keep using rhetorical tactics to diminish and deflect, or you can engage in good faith discussion. That’s your choice. But I’ll be continuing to explain and document my methods for the benefit of those genuinely interested.
Mod Note:

Publicly commenting on moderation is a no-no here. Quoting moderator comments in order to confront another poster is NOT an exception to the rule.

Going forward, don’t confront and escalate. Instead, if you have issues with another poster, report the behavior or posts you find problematic. If it’s an ongoing problem you suspect may be personal or otherwise find particularly irksome, perhaps placing the other poster on your account’s Ignore list.
 

Long time lurker, first time poster.
I realise I'm coming into this late, but a few of the more recent posts have hit on thoughts I had a week ago, so hopefully my contribution is still pertinent.

There's several threads in discussion that are getting tangled possibly contributing to confusion/disagreement.

On simulationism (vs narrativism) and immersion
I figure it's probably best to start with this, since it seems to me that this is the lens through which all other threads are being viewed.

It's telling that everyone on the trad/sim side of the debate have all expressed the same sentiment: a preference for mechanics that model the fictional world and a focus on "realism"/verisimilitude because it facilitates immersion. There is also a tendency towards first-person roleplaying and character/actor stance for the same reason. This is not a coincidence.
Meanwhile, I've noticed elsewhere, that narrativists tend toward director/author stance, and aren't as concerned with immersion - indeed many state that don't experience it (for example, I remember an interview in which BitD author, John Harper, expressed as much). Anecdotally, the (admittedly single digit) narrativist players who have mentioned immersion outside of this board, when elaborating, seem to actually be talking about engagement - the way one might be engrossed in a TV show - rather than immersion the way simulationists mean.

I'm sure all of us, on some level, acknowledge that this is all make-believe and, as such, requires suspension of disbelief, but I suspect that those who lean toward simulationism have a higher sensitivity for suspending disbelief leading to immersion (and a greater sensitivity still can result in bleed), but that also means that suspension of disbelief is more easily broken, and by extension, immersion. The preferences expressed by simulationist leaning folk, then, are effectively - due to whatever quirk of psychology is shared - a layer of illusionism that acts to strengthen that suspension of disbelief. In contrast, for simulationists, narrativist style mechanics and practices are akin to holding up a neon sign that says "This is all pretend!" - it may be true, but it's an intrusive distraction.

On agency
A few posters view a distinction between what @robertsconley termed "character agency" and "meta agency", with @hawkeyefan notably considering them both subsets of a broader player agency. The distinction makes sense from a simulationist viewpoint. To use an analogy: player agency as hawkeyefan views it is like white light, simulationism is a prism that refracts it into spectral components.

With regards to mechanics like Burning Wheel's Steel test vs D&D's various supernatural effects, or traps forcing a saving throw, etc. I'd argue that they are all - each and every one - a reduction in or constraint on player agency. The question is simply a case of which ones an individual is willing to accept, and that is likely going to come down to both playstyle preferences and expectations.

As an example, I once played in a convention game of Vampire: The Masquerade V5, run by one of Onyx Path Publishing's freelance writers, in which our coterie was tracking down a renegade vampire (to prevent a masquerade breach, if I recall) and when we finally caught up to her, we were at the site of a murder, a pool of blood congealing on the ground. As a result of a flubbed roll, the GM described how the other members of the coterie watched incredulously as my character (a former male model Toreador) got on their hands and knees and lapped up the gelatinous blood. It was objectively a loss of agency for both player and character, but I thoroughly enjoyed the moment because I implicitly signed up for such knowing the conceits of V:TM and the mechanics of V5. But there is no way I'd countenance such a loss of control in D&D outside of enchantment spells or similar magical effects.

On sandbox
This is one of the threads of discussion that is causing the most confusion/frustration. A part of that seems to be a due to some people conflating @robertsconley 's "Living World Sandbox" with all sandboxes, when it's simply one form it can take. I'd argue that the "living world" protocols Robert uses could be applied to a railroad just as readily. Sandbox, also, does not "foreground location and journeying" as @pemerton put it. A hexploration focused campaign likely would, but that's not required for a sandbox. My V:TM sandbox doesn't give a monkey's about location and journeying - they can take a car or train. Nor does @Bedrockgames wuxia sandbox, as best I can tell, except insofar as a player character is at point A and their (player-driven) goal is at point B. At it's core, sandbox play can be distilled to the broader use of "play to find out". Since it has been brought up already, I'll quote Blades in the Dark: Don’t steer the game toward certain outcomes or events. That's it. That's the heart of sandbox play in contrast to a railroad. You allow the players to go wherever they like (within the confines of the sandbox - you need a box to contain the sand, after all) and do (well, attempt) whatever they like. No pre-planned plot, no GM menu of options, no getting precious about your GM toys. Everything else is system and playstyle dependent.

As an aside, and not to muddy the waters further, but the "GM menu of options" is a separate style called a theme/amusement park (11min video explaining it).

I'd say that any given campaign will be more or less sandbox-y, or more or less railroad-y, than another depending on how much GM-driven content vs player-driven content there is. I know @robertsconley doesn't view it as a spectrum, and when using a simplistic linear spectrum like temperature as a comparison, I can understand why, however, I'd argue it is indeed a spectrum, but it's a more complex one like colour, comprised of:
  • Hue - what most people think of with the word "colour".
  • Brightness - how light or dark a hue is. In traditional media this is split into tint (hue mixed with white) and shade (hue mixed with black)
  • Saturation - how vibrant or dull a hue is. In traditional media this is covered by tone (hue mixed with pure grey - a 50/50 mix of white and black)
The inclusion of GM-driven content doesn't automatically prevent something being a sandbox, but the more there is, the less sandbox-y it is until it's no longer recognisable as sandbox. To use colour as an analogy - one person may view teal as being more green while another views it as more blue, but there comes a point along the spectrum where a given shade of green is clearly distinguishable from a given shade of blue.

On GM goals/priorities
This is the other thread of discussion causing confusion/frustration and I think part of that is the use of the terms "goals" and "priorities" having a certain connotation of proactive pursuit. For the trad/sim side, I think this is better thought of as a more passive "considerations".
I expect all GMs are weighing up multiple things when considering how to adjudicate, but the difference is in how much weight is given to each one.
For example, if we have:
  • Player agency - the player's ability to think and act as they so choose
  • "Realism" or verisimilitude - the ways in which the setting adheres to real world logic and laws of physics, cause and effect (as best the GM understands them)
  • Setting conceits - the ways in which the setting differs from the real world (magic/supernatural, superpowers, advanced tech, etc.)
  • Genre conventions - tropes, themes, character archetypes, etc. related to a given genre
  • Fun/interestingness - rule of cool
(This is not meant to be an exhaustive list, merely some of the most common.)

A GM running a railroad is still going to consider player agency (within the confines of the plot/adventure), but a GM running a sandbox is going to give vastly more weight to it. Similarly, a narrativist GM is still going to consider verisimilitude, but a simulationist GM will give it more weight (this will also typically see the simulationist GM defer to someone more knowledgeable on a given subject, or even look something up, when GMed without ego). Each consideration will have more or less weight, with lesser considerations being factored in if there are multiple options to chose from and the higher consideration is equal between them.

From what I understand of @Bedrockgames wuxia sandboxes (correct me if I'm wrong), it seems player agency would be the foremost consideration (albeit through the lens of simulationism, so "character agency"), then - assuming all else is equal - either verisimilitude or setting conceits, followed by the other, then - assuming all else is equal - wuxia genre conventions, then - assuming all else is equal - fun/interestingness. (And possibly other considerations not mentioned.)
This differs from @robertsconley , who seems to weight verisimilitude on par with player (character) agency, and gives no concern to genre conventions whatsoever.

But this is largely academic, and likely completely imperceptible in actual play. Between how imagination is sparked by inputs, the speed of thought, the need to maintain pacing, etc., it's not going to be anywhere near so procedural or formulaic. And it's likely going to have inconsistency between any given points of adjudication just because it's a human brain doing it.
 

That is such a low bar that it's meaningless. All plausible means is that it is believably possible. In a fantasy world, there's pretty much nothing that isn't plausible. And, why would you think that every Dm/GM out there isn't setting the same bar? Do you think that people who play pass the story stick games are running things that aren't plausible? Of course not. Plausible is the lowest common denominator of any RPG play.
It's not meaningless. 1) While rare, I have seen unplausible things. 2) In a fantasy world there's a lot that isn't plausible. You can't just say "magic" and something becomes plausible. The players generally know the game and will call shenanigans if you try to pull something like that. If they care about plausibility anyway. A lot of folks don't.
 

Into the Woods

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