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

OK, so "encounter" is generally used to mean "combat" so that "bypass the encounter" means "didn't fight but did something else instead".
This is wrong. "Encounter" is generally used to mean, encountered. They are something you come across. That's why you have monster encounters, social encounters, exploration encounters, and so on.

Combat is only one possible result of having an encounter.
 

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I think it starts and stops right here.

The issue with goals is that those goals IME often either directly conflict or try to lead the party in completely different directions, meaning that if the DM wants to tailor something to one character's goal it comes at the expense of either ignoring or even acting against the goals of other characters. Result: the DM has to keep the adventures somewhat goal-neutral and nobody advances toward their personal goals except during downtime one-on-one play.
In my experience, conflicting player goals are usually resolved amongst themselves. "Okay, we will help Grok become the barbarian king, and then you guys will help me locate Heward's Mystical Harmonica, then..." Sometimes one or more goals can be accomplished simultaneously.
 

Which version of D&D is this? It is not Gygax's AD&D. And it is not 4e D&D.

4e D&D doesn't use a notion of "bypassing encounters" in its XP rules.

4e D&D gives XP for combat success; for skill challenge (including failed skill challenges, in the Rules Compendium); for completing quests; and (in the DMG2) for free play that progresses things.

In some of these "bypass the defenders" examples, the resolution would be by way of skill challenge, and that is how XP would be accrued.
3e.

"Mialee and Tordek stand within the treasure chamber, surveying the riches before them. To get there, they slew three trolls, bypassed several devious traps, and solved the riddle of the golden golem to stop it from crushing them. Now they are not only richer, but from their experiences they have grown in knowledge and power.

Experience points are a measure of accomplishment. They represent training and learning by doing, and they illustrate the fact that, in fantasy, the more experienced a character is, the more power he or she possesses. Experience points allow a character to gain levels. Gaining levels heightens the fun and excitement"

And...

"A trap never discovered or never bypassed was not encountered (and hence provides no XP award)."
 


This is subjective. I haven't said one approach is better than the other or not. For me, I think the trad approach gives me more of the kind of agency I want, but it isn't for everyone. I think both approaches have their upsides and downsides, and both are going to click with some people and not with others. It isn't really a competition between the two approaches in my view
....hence why I said, in the bit you cut out...
Yet I find Ironsworn quite fun--and it is, in my opinion at least, even more of a sandbox than the "traditonal GM" approach being discussed here.
If you're going to quote me in order to skewer me on not being subjective enough, it behooves you to not cut out the part where I LITERALLY DID say it was subjective, and not only subjective but specifically in my opinion. As in personal. Just for me, not speaking for anyone else.

Now who's trying to "score points"? But will anyone else call this out or find problem with it?
 

In short, I do not agree with the vision you laid out. It doesn’t reflect how I view this hobby, or why I value it. I disagree with many in this thread. Others may feel differently, but to me, the heart of TTRPGs is collaboration.
Certainly! I have very little (perhaps even negative) interest in play which does not contain collaboration. I've just been told enough times that 110% of the world is GM-work, the players simply take actions within that world and thus consequences ripple out from those actions (consequences which, naturally, are completely under the GM's control--because again, the world is 110% the GM's creation.)

That doesn’t mean every player gets to dictate world lore, or that the GM has to yield authorship of their prep. It means we treat each other with mutual respect. The GM builds a world, but they build it for us. Players make choices, but they do so in a world that deserves care and consistency. The game works because we trust each other to be good stewards of one another’s contributions.
....so...it's not actually collaborative, it's simply a mutual-respect thing. That's...not the same thing? Like I don't know why you would call it "collaborative" when "The GM builds a world", whether or not "they build it for us."

So yes, the table is a shared creative space, where communication and mutual respect are vital.
But what you have described is not a shared creative space. It is a shared participation space, certainly. But the actual creation is entirely on the GM. They build. The players act. Both are contributing. Only one side is creating anything.
 

I am not sure what two procedures you have in mind?
Player Q&A and PoV-centrality. Those are two procedures or processes we can talk about in greater detail.

There has already been mentioned a lot of practices, pitfalls to avoid, guidelines etc previously. For instance "don't prep character reactions, prep character motivations" is non obvious and a realy strong technique to make the world reactive to a wide range of player inputs.
I missed this. How does one go about doing this? Like could you give an example?

If you have in mind about talking with the group in advance as a "procedure"
I do not. But if a process is a functionally-mandatory part of making a style work, yes, I do expect that there should be an explicit discussion about that at the start. If players absolutely, positively NEED to engage in extensive Q&A at effectively all times (when

If you think about my suggestion to keep in mind avoiding introducing unintended effective sequences, that feels a bit like suggesting using knee protection while walking - it might make the process slightly safer, but is quite inconvenient, and far from essential to the core activity.
Whereas for me, it looks like telling someone that wearing a helmet while riding a motorbike is "quite inconvenient and far from essential". Sure, it isn't essential that you wear a helmet, but even if you avoid injury, it's still best-practice for people to wear one.

And when you're telling others about how to do the thing, I should think mention of helmets would be rather relevant. Maybe you don't think this is helmet-like. If you're going to tell (or lecture) about the style to those who don't know it, maybe instead of blithely dismissing a concern, it behooves you to explain why this is "kneepads for walking" rather than "helmets for motorbike races".

So it is really a bit hard to find new things to introduce that is central to the activity at hand. I feel like there are a lot of answers telling you how you put one foot in front of the other, but that you are frustrated in that this doesn't seem to get you any closer to making your robot able to walk.
Wheras for me, it feels like I'm being told "JUST PUMP THE GAS 4HEAD" when I'm trying to figure out how to avoid being thrown off my motorbike when I go over a bump in the road.
 

....so...it's not actually collaborative, it's simply a mutual-respect thing. That's...not the same thing? Like I don't know why you would call it "collaborative" when "The GM builds a world", whether or not "they build it for us."

I think we are using the word "collaboration" in slightly different ways.

To me, collaboration in TTRPGs isn’t about everyone having identical creative authority over every element. It’s about players and GM working together to create an experience; listening to one another, responding to choices, and showing care for each other’s contributions.

A GM might build a world, but ideally they do so in service of the group. Likewise, players might make choices and shape events. But ideally with the same respect and thoughtfulness the GM brought to their prep. Everyone works within an agreed-upon tone, logic, and theme.

The group doesn’t need to flatten all roles into one shared authorship model to collaborate effectively. They can, instead, collaborate through how each person at the table engages with one another contributions. It's less about creative authority and more about mutual responsiveness, respect, and investment.

To me, that’s collaboration. Not because everyone has equal narrative control at all times, but because we’re all participating in a shared creative endeavor with mutual investment.
 

I think this reveals a fundamental difference in how we each manage our campaigns. Earlier in the thread, I explained how influential my experience running LARP events was on my tabletop refereeing. Reading your post clarified what might be a core difference in how we approach player autonomy and information.

While my elements of my living worlds sandbox campaigns include things I learned from wargaming and early D&D, my current approach came together through years of organizing and running live-action events, especially NERO-style boffer LARPs.

At a LARP, you aren’t blindfolded, muffled, or restricted. You see what you see, hear what you hear, and act accordingly. As the event director, I’d set the adventure up, terrain, NPCs, props, then step back. I might have staff playing NPCs enter on a trigger or schedule, but control past that point was non-existent. Crucially, player situational awareness was based on what they observed directly.

In those events, we had Marshals, rule referees independent of the event plot staff. They ensured adjudication was consistent and impartial. When I ran events as director, I had no special authority to override the rules as written in live action.

That experience directly shaped my Living World Sandbox style. I don’t tell players what’s going on, I show them.
That certainly helps--and does mean there is information the players can just see, rather than pretty much only information they get secondhand. I would still argue there is, and indeed must be, a massive quantity of information the players can only get if you choose to speak it aloud. But at the very least, the "shopping at the store" analogy is no longer totally incongruous with the experience. My issue, then, remains with the remaining incongruous portion, and the degree to which that part shapes player choices.

View attachment 407115 View attachment 407118

Everything from faction actions to NPC motivations is driven by showing not telling the players the situation they are in. In-game, I use first-person roleplaying for NPCs and rely heavily on visual representation to communicate their circumstance. This isn't just for flavor, it’s a method to reduce second-hand interpretation and reinforce agency. To use pen, paper, & dice, to give the players the same situational awareness they would have at a LARP event.
I don't understand how the players can see NPC motivation. That depends on several things that can only be known if you tell them: actions other than motion/position (which is...the vast majority of action!), spoken words, facial expressions, etc. Those things still need to be told/described. Likewise, plenty of sight-based information cannot be conveyed by these dioramas, though I certainly need to compliment your ability to rapidly construct such things on the fly.

This is why your metaphor of the blindfolded shopper doesn’t apply to my campaigns. My players aren’t limited to what I choose to narrate; I immerse them visually and interactively. As a result they observe for themselves what their character is experiencing.
I agree they are not completely limited to it. That is correct. I disagree that they aren't still overwhelmingly dependent on it. This definitely helps, no question! But essential information remains that can only be pulled out of the black box by what you choose to express, and whether the players can interpret it correctly.

My players can, and do, track what they were shown against what was in my notes. This creates accountability. They can compare what they were shown, and to what I was suppose to have shown.

I understand my approach will raise additional questions and I will be happy to answer them.
Wait...you actually DO show your GM notes to your players????

Yes, that would be a dramatic--indeed, outright radical--departure from what literally everyone else in this thread has said.

Is this a common practice? Do other GMs share their unredacted GM notes with players? Hell, do they share redacted notes at any point, ever? I am genuinely shocked to hear that this is something anyone does. I was under the impression that functionally nobody ever did this, at all.

Everything is organized to deploy as fast as I could describe it in words:
View attachment 407123
An impressive degree of organization. Speaking as GM rather than player, I'm not sure I would be up to the task for this, so good on you for that!

To sum up: in my campaigns, you’re not shopping blindfolded with earplugs and gloves. You’re walking the aisles with your own eyes, hearing the world around you, and sometimes are even able to actually touch the goods. If you miss something, it’s not because I hid it, it’s because you didn’t take notice of what I laid out before you.
When you say "hearing the world around you", does this mean you involve/invoke sound effects? That would be surprising, but very cool. (I used to use music in my DW game, to help set a tone, but then the Discord bot I used got DMCA'd because playing youtube videos over Discord is THE WORST THING EVER™, and the new "watch together" thing isn't anywhere near as useful as the bot was.)

That said, there's still a lot of information the characters cannot get without asking. If I may modify the analogy--you can now look around, but you aren't allowed to touch anything nor read anything. You have to ask your Guide Merchant to tell you what the ingredients are, or the price of each item, or whether the melons feel ripe, etc.

I hope this reply makes clear that in my sandbox, player situational awareness is structured with a strong bias toward direct presentation rather than mediated fiat, avoiding many of the issues being raised. Because I rely heavily on first-person roleplaying and visual tools to reinforce what the players perceive, this leads to greater player confidence. They’re more willing to take risks and act proactively because they can trust that their understanding of the situation is grounded and reasonable.
It definitely addresses some of the concern, yes. I still think the majority of it remains, but I completely grant that this is a significant improvement. I doubt very many people do what you do, but this is objectively a set of procedures and processes, which you can detail and instruct others in the use of, and which can be improved through identifying best-practices, not just through intuitionist trial-and-error.

And yes, I know I haven’t responded to your earlier post yet. I’m in the middle of writing my reply, but when I saw this exchange, I realized it raises an important point that may help clarify the response I’m drafting. I’ll be revising that reply to reflect this post.
Absolutely no worries. If it's even half the quality of the previous reply, it will be worth at least twice the wait.

Lastly, the way I developed this approach was partially due to circumstance, good luck or bad, depending on how you see it. I have significant partial deafness. While hearing aids help, they’re far from perfect in noisy environments, like a table full of excited kids playing D&D. So when I refereed, I often relied on dry-erase boards, tiles, and minis to let players physically show me what their characters were doing. There were just too many misunderstandings otherwise, and this method resolved the issue over the long term.

Because of that, I learned how to use maps and minis quickly and effectively, what works, what doesn’t. That experience laid the groundwork for applying what I’d learned from running LARP events to the tabletop.
Then my hat is off to you, sir, for doing more or less as the Unbroken Circle of Zerthimon said, specifically, the Nameless One's summary of the Second Circle: "I learned that not knowing something can be a tool, just like flesh and steel, if upon encountering it, you attempt to know its nature and how it came to be." Not a limitation--a motivation.
 

That seems very hyperbolic. Even if the old man does have information, it will rarely be a fatal mistake to not get the information, let alone likely to end up fatal.

The way I run my game is if the players walk into a bar, I will tell them what's there and give some details about everyone they can see. Their characters are looking, so they would notice the shabbily dressed gnome and the old one armed farmer. Most of the time those two would just be patrons who happened to just be there.
It was an example I was given on this very forum. I might be incorrect about which specific monster(s) you were supposed to learn about from the maimed man. But it was definitely an example, and given on this very forum, though I no longer remember who said it.

Thinking back on it, I believe it was in one of those "player skill not character sheet" type threads, a few years back.
 

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