Faolyn
(she/her)
Magic.How can it work while simultaneously being impossible?
I mean, we are talking D&D, right?
Magic.How can it work while simultaneously being impossible?
Geez, are you seriously taking all that on yourself, they do not manage their own character sheets?
At the end of each session I take notes on characters' hit points etc. for a few reasons:Geez, are you seriously taking all that on yourself, they do not manage their own character sheets?
I said for practical purposes it is possible. It is clear to me that my mind works in ways that are impractical for most people.How can it work while simultaneously being impossible?
Ah, yes, the Abu Salim special.My pet peeve along these lines is the Training downtime action.
Right. I've talked about my techniques. They're not identical in every RPG, because the RPGs I play are different. Talking about just 3 of them:both of you can frame the exact same scenario but how you adjudicate the player's declarations and how that plays out (consequences etc) may reflect the difference in techniques/approaches, but both of you would create a plausible and internally consistent storyline.
The first paragraph here shows how the in-fiction circumstance of being hungry due to bad luck hunting can easily be resolved and expressed in mechanical terms: roll Hunting against an appropriate obstacle, and if it fails take a -1 to Brawn until you eat properly. There is no need for complex systems of tracking days and rations and the like; the focus of play does not get shifted to wargame-esque logistics and resource management. The focus is on the characters and their growling stomachs.The players made checks to see how their PCs' hunting was going (they don't like spending money on provisions!) - and poor rolls lead to the conclusion that they were rather lean and hungry, all three of them suffering a 1-die penalty to Brawn until they could get a good feed.
<snip>
the PCs' trip to Castle Hill gave me the chance to use a different scenario - the Rebellious Peasants in the main rulebook. The PCs were riding through a village surrounded by a low pallisade, having entered from the west, only to find the east gate shut against them and a band of peasants armed with pitchforks and crude spears behind them. Their reputation for favouring wealthy abbots over salt-of-the-earth outlaws had preceded them!
Sir Gerren tried to calm the peasants, but the rolled check failed (his Presence is not that strong and at that point he had not developed any Oratory). So his player decided to cash in his certificate to activate Arouse the Passion of a Crowd: his voice grew stronger and more sure, and he explained to the peasants the importance of mutuality and justice between all the king's subjects, which begins with free travel on the roads. The leader of the peasants acknowledged the truth of what he said, and apologised, explaining that it was their hunger that had driven them to such extremes. The PCs expressed sympathy, supped with them on some gruel, and rode on.
No one is "reducing" anything:it's very silly to reduce playstyle down to a few options like this. People are complex and roleplay in different ways at different times.
And from here: "Stance is very labile during play, with people shifting among the stances frequently and even without deliberation or reflection."I'd say almost every player actually uses each stance
In terms of stance, what happened in my game is identical to what you describe here: the player declares an action (in actor stance, because the PC needs a cup and so looks around for on); and then that action declaration is resolved.As a player, if the GM didn't describe a cup, I would say "is there a cup around?" The GM would likely either say "yes, there's one right there" or "no, you don't see any", and the latter would be because there are literally no visible cups--they're put away in cupboards, underneath discarded clothes or other junk, deliberately hidden away in a secret drawer--(edit) or there are actually no cups at all.
The example you gave is basically, the cup is important to the PC, therefore, the PC rolls to make it exist, which strikes me as Authorial by the definitions you copypasted above.
I don't want to put words into your mouth . . .So, when I play Vampire - The Requiem, Dune 2d20, Monsterhearts, Apocalypse World or Sorcerer because the scenarios and world building come out of who the characters are and breathe life to a particular location I get to just play a character who is going about their life in a world that is not built for adventure. Because the GM and the game are handling the make things exciting and engaging part as a player, I do not have to do it. I don't have to go out and explore a world or seek adventure. I get to play a person who strives, who loves, who has responsibilities, has friends and family they don't have to leave behind. I do not have to tie myself into knots or deal with the sorts of setting level contrivances that drive me crazy in Vampire: The Masquerade and most D&D settings.
I get to just play my character with integrity and not be responsible for making the game go. That to me feels organic as a player.
Don't get me wrong. I like D&D. I like Monster of the Week. But when I play them I kind have to twist myself into knots and engage less with the character I'm playing and kind of glance over some of the setting level stuff that takes me out of it. Something being designed top-down does not make it not contrived.
Likewise at one point during the "Babylonian captivity" - and they were all "popes" simultaneously!There were three popes in two-and-a-half months in 1978. Weird stuff happens.
Because he can't determine was is or is not plausible. He can only say what he thinks is plausible. If my fighter swings a sword at an orc, a plausible result is a hit or a miss. The DM can't say that as a result of my sword swing, the moon explodes and have it be plausible just because he said so.What? How does what's plausible "exist outside the DM"?
Then when the PCs were there, everything would have been packed up and the store closed. There would be signs of the impending move. If any merchandise was still on the shelves, the merchant would be like buy it now, because it will be gone tomorrow because I'm leaving town.I mean... someone moving is perfectly plausible.
What if the GM, as part of their living world process, had already determined that this person would leave town on such and such date? And then the PCs attempted their move after that date?
In the way it happened it does.But that doesn't mean that the NPC leaving town is implausible.
Bwah haha hahahahaha the Forgotten Realms yes, yes a bastion of plausibility!