The words "Dungeons and Dragons" are right there on the covers.You don’t get to make that determination for them.
The words "Dungeons and Dragons" are right there on the covers.You don’t get to make that determination for them.
Yes and so obviously that’s not what they mean by ‘real d&d’The words "Dungeons and Dragons" are right there on the covers.
It's not complicated.Yes and so obviously that’s not what they mean by ‘real d&d’
Tuovinen describes that separation this way in the blog post linked above; I find their description compelling but that's just my personal opinion.
Whereas I'd say you're telling a story as you go along with any of those games. You don't need to look back to see what the story "was about" because it's not (necessarily) a story with a plot. It's a slice-of-life. Just usually with more violence than is typical in a slice of life.To my mind, “telling a story” is how I’d describe the orientation of a session of Fiasco, or playing through a metaplot-heavy module of Vampire or other old-school White Wolf. There’s a focus on playing through a series of scenes to get a desired “narrative endpoint”.
What something like BW or AW or Stonetop shares with classic/trad D&D is the idea that we’re playing to see how one interaction flows into the next, and we can only really “reconstruct” a story by relaying the events after they’re finished. Both type of games emphasize not starting with the ending in mind.
I don't have any specific RPG in mind. However it seem like any system with fail with consequences and poor GM guidance would be susceptible.Then I'm back to not knowing what RPG you have in mind as using "weird entanglement".
In order for weird entanglement to be present and a problem the following 2 premises seem to have to be in place:The screaming cook doesn't exhibit "weird entanglement". Setting aside many of the aspects that have been discussed (eg the plausibility of the cook being present, whether the hard move follows deftly from a soft move, etc), the basic structure is straightforward: the player fails their roll, and as a result the GM frames them into an unwanted encounter.
In that example we are not even looking at quantum. The counterfactial was given, and there are no indication the half orc and the thug would't be there in that case. Rather the encounter would have been possible to avoid due to remembering the rumors of the hidden entrance (always there no matter the result) and hence having the possibility to dash for that before the Half-Orc could come out and challenge them. If anything there is some pacing going on here with the DM skipping straight to the assumed interesting action - but pacing devices is a completely different matter entirely?This is even a thing in D&D: for instance, it is the narration of the final failure in the example skill challenge in the 4e Rules Compendium.
This is the snippet you quoted the message before:I've reread you r posts, but haven't worked out what the concerns are that are in conflict. One concern is for the independence of the fiction. What's the other?
So the concerns would have beenMy theory about those with a more narrativistic tendensy is that they prioritise the experience gotten from the fiction resonating with their emotional system, and are as such more accepting to occasionally have to "suspend disbelief" in order to acheive this.
I am so sorry, I do not manage to parse your question, and need to put my children to bed. I will try to get back to this and make a new attempt at parsing it if you have not clarified in the meantimeAnyway, consider this example:
What makes the fiction feel independent to the player? That it is not under their control - eg it is the GM who tells the player that someone is coming; and then, when the player has their PC enter the storeroom, that Pattycakes is a separate being, whose responses are not under the player's control.
Sure, but the article does tease them apart as being distinct techniques. They simply both fall under the umbrella of Simulationism, which has a host of various techniques under it, just as Gamism and Narrativism do.The problem with that is his statement could be reframed as "Anything can be a hammer if you hit things with it." Genre emulation is not only not the same thing as world simulation, in some respects they're actively hostile to each other (which doesn't mean someone dedicated can't possibly pull the two pieces of rope together, but it requires active work).
Yea, I have a very different view, such as I don't think there's an obvious compromise. A game oriented around delivering a planned final outcome (like an AP) is very distinct from a "play to see what happens" type of game.Whereas I'd say you're telling a story as you go along with any of those games. You don't need to look back to see what the story "was about" because it's not (necessarily) a story with a plot. It's a slice-of-life. Just usually with more violence than is typical in a slice of life.
This is a fair question to ask.
I would need to know more context about that Secret Door. i.e. did the party know or heavily suspect it was there and that is why they kept searching for an entire day? Because if not, then that is just a trash idea IMO and not at all immersive or makes sense narrative wise.
Like would a party sit and look for a door a whole day when they do not know it exists.
If
(i) they did know; and
(i) they need to find this door for the adventure to continue; and
(ii) they're racing against time, have them take 10 (+10 minutes) and add a further complication or cost of the success.
But a full day? No thank you.
Having a timer is one thing, but for me (and probably my table) there are far more interesting stakes than having to keep going back to time and RE. Do not get me wrong, I use time as a constraint, but it would feel repetitive to continuously use that. Fail Forward allows one to mix it up.
And like you said there are many variations of Fail Forward/Success at a Cost.
@EzekielRaiden's example upthread was also pretty neat.
You have to keep in mind my table is also high level, so 5 minutes here and there is pointless tracking for high level characters.
Most of the time they just should auto succeed at their tasks, but the times they roll and fail, I would imagine, it would be due to dumb luck and that works well with Success at a Cost.
EDIT: I tend to lean Fail Forward for homebrew/impromptu content (character driven) to keep the adventure/story flowing in those areas and then for the sections in our campaign that are AP driven I tend to have player facing mechanics to limit my bias.
I feel the bold is very understated.
We have already hashed that debate here with no, IMO, honest look at how much just the setting IS the story or at the very least a major part of the story.
Well. I can't say I come to the table with them.Who are these people, exactly, and why you are assuming they're sitting at a table with @FrogReaver while he participates in this game, and being subjected to this horrible experience?
Because I strongly suspect they exist only in your imagination, and there is no need for you to protect them from the depredations of @FrogReaver's playstyle.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.