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

I haven't played a PbtA game, but I have heard games recounted by people who have, and it sounds like they tend to degenerate into the wildly fantastical and surreal. Like the movies Yellow Submarine or Head.
None that I've ever played or run. I'm sure it is possible, but our 1e AD&D campaign degenerated into a mishmash of 1e, Boot Hill, Fight in the Skies, Gamma World, and just plain weirdness. The Kzinti Fighter PC became fused with a beholder after the room they were both in got fried with a couple hundred dice of spell damage. The cleric cast a res on the goopy mess...

A giant mutated Sequoia tree gated in from Gamma World and laid waste to the whole East Coast of the Flaenesse until a few PCs with black hole rifles flew over in Folker triplanes.

Then we discovered how to make neutronium and built an indestructible tank. We drove it into Mountain of the Beholders, a city full of beholders. They used disintegration to trap it in a pit.

Oh, the finale? Francis McGillicuddy (FM get it) fired a black hole gun into a nilbog, creating a singularity which swallowed Oerth. The end.

I could go on and on. Weirdness has nothing to do with system!
 
Last edited:

log in or register to remove this ad

You don't have to praise a mechanic to not have a problem with it. I see no reason why you can't have simple failure. It happens in the real world all the time.

You also don't have to throw a fit to have a problem with it. In this case its less the mechanic than the results it produces that sometimes causes people to roll their eyes, and that's sometimes a consequence of the variety of things "failure" ends up producing.
 
Last edited:

I think there's a weird thing that happens in how D&D play interacts with what we are acculturated to expect as "appropriate fiction."

EG: in 5e you fail on a lock pick roll. What's the downside? There's a lot of digital ink spilled on "should the players just be able to try again and again? do we bring back the 'take 10' to represent that? do I make a wandering monster roll? something else?"

However, you fail a Persuasion roll to convince somebody that you really should be here Mr. Guard, and my experience is that people tend to start going "welp, time to roll initiative I guess, haha."

That's kind of what I meant in my post to Micah about what "failure" means. Sometimes it doesn't mean much; sometimes it eats some resource (including time in that); sometimes it dead-ends something; sometimes it leads to a catastrophic result.

What I've seen in the 5e culture space show up pretty hard over the last few years is an idea that "if there's a failed roll, evolve the situation so that something interesting happens." That's certainly how I ran a lot of my 5e before I had any language for this stuff, because I kept struggling with those questions I had above; and watching the players look at each other with a "well what do we do now" sort of expression on a failed task.

I think there's some legitimacy to tests that dead-end things as a signal to take another approach; the problem occurs when that happens too many times or alternate approaches are less than obvious, when it can just be demoralizing. But then, as I've noted, sometimes "something interesting happens" is even less welcome than a dead end.
 

An argument for play you find boring, is what I'm sure you intended :p

No, I think that an argument that you can't have highs without lows is inherently an argument that for there to be excitement or interesting play there has to be periods of boredom or uninteresting play.

What any given person may find interesting or boring will vary, but I think the general idea that you need "lows" means that there needs to be some kind of low interest play... and that's not something I can support.

Some posters pretty clearly state that their way is better. It doesn't apply to all of the people posting on this thread. But I also don't see how it contributes to a discussion on a D&D sub-forum, D&D General thread when it doesn't have any application to D&D or related games.

Well, people are stating what works for them, so they're going to position it as better because for them it is. Now, sure, not everything is objective... we should accept that what people say is generally going to be their opinion.

As for how it relates to D&D... I mean, it seems pretty clear at this point. Yes, this thread is in the D&D subforum, but it's about how D&D may change... so it's pretty relevant.

There are many other threads that are not about this topic!
 


Ok. Do you agree with their general point that everyone's game should be played with the priorities they espouse?
I find it difficult, with my experience, to believe that most people aren't after a bit more exciting vs less exciting, slower paced, game. But I don't think that people always want the game to go at breakneck speed constantly.

So, I don't think everyone wants to play 1000 Arrows all the time (IME a game with a relentless pace built in). OTOH could a slow paced BW game that, say, focused on some kind of elaborate Machiavellian milieu, satisfy a lot of desire for slower paced deliberate play be satisfying to many in the other direction while also being Narrativist in play style? Why not? Trad has no monopoly on any of this and attempts to argue it is the only way to get certain play are mostly not super convincing.
 

No, I think that an argument that you can't have highs without lows is inherently an argument that for there to be excitement or interesting play there has to be periods of boredom or uninteresting play.

What any given person may find interesting or boring will vary, but I think the general idea that you need "lows" means that there needs to be some kind of low interest play... and that's not something I can support.



Well, people are stating what works for them, so they're going to position it as better because for them it is. Now, sure, not everything is objective... we should accept that what people say is generally going to be their opinion.

As for how it relates to D&D... I mean, it seems pretty clear at this point. Yes, this thread is in the D&D subforum, but it's about how D&D may change... so it's pretty relevant.

There are many other threads that are not about this topic!

I've never told people they should not post, although of course I have explained why certain ideas wouldn't work for me. But when someone tells me that I should try something because I might like if only I wasn't so conservative, it gets pushback.
 


Exactly. I don't base any reaction, any result of character actions on narrative reasons for moving the story forward. I base them on what logically follows the fiction of the world. Now, I sure hope that the fiction of the world is exciting and interesting overall but saying "You failed therefore something must happen" feels artificial to me. Which is one of the reasons I don't find an attraction to narrative games.

I think this provides some clarity to me.

In an earlier post, I mentioned being perplexed by some of the pushback I received. I had assumed my position was nearly universal. But this post helped me realize a flaw in that thinking.

I view TTRPGs as games first, and I interact with them accordingly.

What I now see more clearly is that a subset of players—how large doesn’t really matter—prioritize something else. For them, verisimilitude matters more than the “game” part of the game. It’s not about constructing a streamlined or engaging gameplay experience; it’s about preserving a strict internal logic for the world, even if that means accepting, what I would think of as, slow, inconsequential, or repetitive outcomes.

That reframes my earlier assumption that “failure should always have consequences” as a universal principle. That principle only holds if one shares my view of the hobby as a game first. If someone is instead focused on realism or believability, then of course they’re comfortable with failure that changes nothing. For them, that is the key to making the game fun.

What’s fascinating is that this isn’t a narrative vs. traditional divide, like much of this thread. It’s about whether you prioritize the game experience in a vacuum or the fictional logic of the world. In the latter case there is, obviously, a different priority.

This gives me a view of the hobby that maybe I was blind to prior to this. Having seen the term "simulationist" in posts by the wonderful @Micah Sweet but never really grasping it's full meaning.

Back to my cave so I can reflect on this.
 

You think wrong.

Things going badly for the characters is what makes things interesting for the players.

Winning all the time? That’s boring!

Nothing you're saying has anything to do with what I was talking about.

"Lows" and "highs" in the context of this part of the discussion is now about failures and successes. It's about exciting play only being possible (highs) when there are bits of unexciting play (lows) to which we can compare.

I don't agree with that at all. I think that we should be trying to make play as interesting as we can at all times. This doesn't mean that it has to be non-stop action... it means that whatever we're doing, the GM should be pushing the players to make interesting decisions.

I've never told people they should not post, although of course I have explained why certain ideas wouldn't work for me. But when someone tells me that I should try something because I might like if only I wasn't so conservative, it gets pushback.

All I said was that you should give it a try. I said nothing about whether you'd like it or why you might or might not. Just... give it a try and decide for yourself.

I mean, this is like one of the most basic bits of advice anyone could give.
 

Remove ads

Top