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

I think you are missing a step in this particular example...the PC should be afforded the opportunity to attempt to pick the lock again.
In the same way I can attempt to hit a creature again during combat.

It's an option but I don't think it's a "should" as an absolute - many RPG systems has locking picking as a "you can't attempt this again until X happens, it is beyond your current ability".
If you could just keep rerolling until you succeed with no consequence to failing why call for a roll in the first place?
 

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Starting with our working definition
If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players. Every new situation should be a step upward in that conflict, toward a climax and resolution. Your rules need to provoke the players, collaboratively, into escalating the conflict, until it can't escalate no more.

I'm not sure that all do. For instance, some "cozy" RPGs seem to emphasise tea parties and the like.
I don't know what a cozy RPG is, but I'm not sold on the suggestion that a tea party cannot have rising conflict simply by virtue of it being a tea party. It obviously won't be the same kind of content rising conflict i'm accustomed to, but there's nothing inherent about tea parties that seem to preclude it?

Some dungeon crawls, also, don't really have any sustained rising conflict. Eg White Plume Mountain is more like a series of puzzles. There are very local moments of rising conflict - eg you take of your amour to get through the heat induction tunnel trap, and then get beaten up by the ghouls - but it's not sustained in any way. (And it does not cross a moral line.)
So the requirement isn't rules to create rising conflict, as you readily agree that white plume mountain has moments of rising conflict, but instead the requirement is that the rules to create sustained rising conflict. (leaving aside for the moment the question on whether the DM as opposed to the rules can generate this sustained rising conflict).

I'm not sure the extent of sustained in this context. Does it mean conflict must at all moments keep rising? Because if that's the requirement I struggle to see how even narrativist games maintain that. But if it's not, then that line between what counts as sustained for narrativist play and non-narrativist play starts to seem very arbitrary.

But the key to narrativist RPGing is rising conflict, or if you prefer rising action, across a moral line.

To requote,

If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players​

There is plenty of RPGing that has rising conflict across a moral line, but not according the authorship of the players. The DL modules, played as written, are an example. So is the Planescape module Dead Gods. In these modules, played as written, it is the GM ("channelling" the module author) who establishes the conflict and what would count as its resolution: eg there is a right thing for Tanis to do.
I'm still not sure whether it's the rising conflict or something else that's supposed to be authored by the players? Maybe the conclusion is that the players author the themes of the rising conflict, while the GM authors specific details around it? I'm not sure. I'm confident saying the players aren't authoring all the bits of the rising conflict. But maybe the authoring you have in mind is over something else? I'm not sure.

The example of GM-adjudicated alignment also illustrates the point.

This is why Edwards says that

There cannot be any "the story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s)​
I'm not sure how to square the notion of no-pre agreed theme with what I plainly see in the settings and character traits like Beliefs (etc) driving if not outright creating the theme. It's almost like theme again means something super technical and jargony here. Which again, I'm willing to learn what you mean by it, but it will need explained.

To put it another way: RPGing where the players are expected to identify what they should have their PCs do - either because the system tells them, say by awarding points for doing good things and taking them away for doing bad things; or because the GM tells them, say by revealing information to the PCs via play as to what is the right thing to do, or via a direct channel like enforcing alignment - is not narrativist play.
This helps I think. Though it does leave open the question, what if explicit player principles tell them things they should or should not have their PC's do? Why doesn't that have the same effect?

Also, most of these games have character advancement XP tracks, so it's not clear how that isn't just another way of telling players what they should do. I mean yea, they are free to ignore those things, but that's also the case in say D&D.

Rather, it is play where "the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda".
Then setting up a world with internal logic that is going to provide an intrusive agenda would seem to arrive at narrativist play, unless the whole point is to lean into the no-internal logic part.

Whereas in narrativist play the whole point is for the players to inject their judgement, via the play of their characters. That is the "intrusive agenda".
I feel like players inject their judgement into my normal D&D play all the time, so I think that needs elaborated on as well. Now maybe I wouldn't say the point in D&D is for that. But I want to first understand what you mean via 'inject their judgement'.

So here is what Baker says, following on from the passage I just re-quoted, about designing a RPG to support narrativist play:

Every new situation should be a step upward in that conflict, toward a climax and resolution.​

Here is some RPGing that doesn't examplify this: I'm playing a FRPG, and the situation is that we're back in town healing and re-equpping, and an hour of table time is spent working out the details of recovery, inventory, purchases, etc. Spell points or spell slots are kept track of, gold piece balances are adjusted, time records are maintained, etc.
Why not? If that's treated as part of either the resolution of the conflict or the initial stage it's set on, why would doing this implicitly mean the definition isn't being met?

I've done plenty of that in AD&D play, and an absolute ton of it in Rolemaster play. That is not a situation that is a step upward in a conflict across a moral line, towards climax and resolution.
Considering I'm trying to figure out what precisely you mean by those terms, I'm not sure jumping straight to a conclusion based on the definition is helpful.

When I ran a session of White Plume Mountain a few years ago, the players came to the frictionless floor room. They thought about it for a while, and then came up with a rope-and-pitons solution. That was not a situation that was a step upward in conflict, towards a climax and resolution.
Them defeating the room wasn't resolving the conflict of the frictionless room? Now maybe there wasn't a moral line here. But I need a bit more detail around what counts and what doesn't to work that out solely based on the definition myself.

It's quite a while now since I've rune the Slaver modules. But while they, overall, have the potential for rising action across a moral line, the modules are full of plenty of situations that are just there to be there: like in A2, where there is a room (I think a kitchen?) with wereboars in it, who throw their axes at any intruders. As presented, hat's not a step upward in conflict towards climax and resolution: it's just a fight.
That depends entirely on what you count as the conflict though? If it's just that room then sure. If that room is just one obstacle in a larger conflict then facing it certainly is a step upward in that conflict. It's not clear to me that your definition nails down the scope of 'conflict' we should be looking at. It feels at this stage like it's not nailed down such that for any example you can just identify one of the many descriptions of conflict as something that fits your definition or doesn't depending on external to the definition factors. Now maybe my initial feels are off. Maybe it's really rigidly intended and that's just not been conveyed yet. Language is hard! I'm not faulting you for struggling to communicate complex concepts, just trying to point out where I think we need more clear definitions or to more clearly define intermediate terms in the definition.

There is plenty of this sort of thing in 4e modules too. I don't know any 5e AP except by reputation, but I'd be surprised if they don't have this sort of thing also.

It's very common for a module to present a situation that involves rising action across a moral line, and then to go on to present another situation that only makes sense if a particular choice was made in the earlier situation. I've posted about this often, in recent years, in relation to Mark Rein*Hagen's Prince Valiant scenario "A Prodigal Son - in Chains". See, eg, these posts:
In this thread I explain how I adapted the D&D 3E module Maiden Voyage to Burning Wheel. In that thread, I explain how I compressed two encounters with the ghost ship into one; in these posts from another thread I elaborate on why I made that decision: it preserved player authorship of the conflict across the moral line.


By setting up some appropriate fictional background and context.

Some games will bring this with them: Dogs in the Vineyard, for instance; or 4e D&D without very much work. The original OA does as well.

Now if you wanted to say that "moral line" is a bit narrow, I'd agree. As I already posted upthread, the RPGing involving Aedhros is really more about an ethical line than a moral line. And as I've often posted over the past 15 years, The Dying Earth (Robin Laws's version), which Edwards correctly identifies as supporting narrativist play, pushes that idea of an "ethical line" even further: as Edwards says, " its Situations are loaded with the requirement for satirical, judgmental input on the part of the players."

But starting with the idea of a moral line is not bad, is not going to mislead, and some people don't really think the moral/ethical distinction is that important anyway.


Well, I don't know what you define as a moral line. I've given a couple of examples upthread. So has @thefutilist. And the blog about the cook gives an example too, as I've indicated.


As I've posted upthread, the characters had been tasked by their village elders to find out the meaning of some ominous portents. They were travelling north looking for answers, which is how they had ended up in the dungeon.

The player of the scout character, as his character, chose expedience over duty. (Or, as he might put it, over purported duty.) First he identified a way out, so that he was no longer lost in the dungeon. And then, when the PCs descended into the Vault of the Drow, he abandoned his fellows to steal the Dark Elves' gold while the others were slogging it out with the powerful Drow sorcerers and warriors.

When you say "how was the conflict established?", if you're asking how were scenes framed, I did that as GM. If you're asking where did the idea of ominous portents and the like came from, that was agreed by the group as part of the set-up of play:

I posted the "front" of the Scout PC sheet upthread. Here are the Milestones for that character, which I'd written up as part of prep:

Animal at Heart
1 XP when you use a SKINCHANGER power in human company.​
3 XP when you follow your instincts even though it places a team member in serious risk.​
10 XP when you either seek out help to control your animal nature, or abandon the trappings of humanity to fully embrace your animal heritage.​
Wanderer
1 XP when you compare your current situation to some past event or place you have seen.​
3 XP when you use a Transition Scene to prepare a strategy that draws upon your past experience.​
10 XP when you either abandon the quest to resume your wanderings, or you are persuaded to cease your wanderings and settle down.​

I can't recall enough of the details of the Runes scene to recall which milestones it might have triggered, but the decision to steal the gold probably hit the 3 XP for Animal at Heart and then the 10 XP for Wanderer.

So first, I did not say that setting/situation-oriented play must hinge on rising action across a moral line. I said that it can.

There is a tendency to associate narrativist play with character-driven play. But it need not be. Character is only one possible source of rising action across a moral line. (Eg what depths will Aedhros sink to, to ensure that Alicia is able to recover in Thoth's workshop; what means will he resort to, to free himself and Alicia from the curse of Thoth; what might he sacrifice, to regain his position in the eyes of the other Elves, especially his father-in-law Thurandril?)

HeroWars is an example of a setting that establishes rising action across a moral line (the coming of the HeroWars, which will upend human communities: what role will the PCs play?). So is 4e D&D (the conflict between the Gods and the Primordials, which is apt to bring a Dusk War, and/or the perfection of the Lattice of Heaven: core law vs chaos stuff, again posing the question of what role the PCs will play).

Prince Valiant defaults to situation as a source of the rising action across a moral line. Here's a little scenario I wrote, that I hope illustrates the point:
In the simple version of the scenario, the moral line is correspondingly simple: will the PCs fight the dogs (or perhaps deal with them some other way?) to help a dying knight? In the more complicated version, the moral line is correspondingly more complicated, raising questions of duty, honour, honesty and the like.


1st level D&D characters, in most versions of the game, lack the capacity to meaningfully and deliberately impact the situations they find themselves in. Play is too close to being a lottery.

If you think that's not the case, fine. I have played 1st level narrativist AD&D, but (i) the PCs were a Duergar and a Svirfneblin from the original UA, and so had abilities above the typical 1st level AD&D PC, and (ii) were multi-classed thieves, and so had racial bonuses to thief abilities that made some of those abilities usable, and (iii) we were using a variant proficiency/skill system from the old magazine Australian Realms, which gave the PCs further capabilities that typical 1st level PC lack, and (iv) the game was an urban thief game, and so the combat mechanics were not invoked a great deal. I can't remember now how we did XP and levelling.

Back then, I wasn't really familiar with the idea of just starting at 3rd level, but that is probably what I would do these days. (And now that I'm typing this, maybe we started at 2nd level. It's nearly 30 years ago, so my memory is hazy.)

The idea of being "fit" characters can go the other way too. Obviously After the Battle is not a suitable scenario for narrativist play if the PCs are equivalent to (say) 10th level AD&D characters, as in that case the characters don't have to make a choice across a moral line: with no risk to themselves they can charm or tame or subdue or whatever the dogs, instantly heal the dying knight to full health, etc.


Neither I nor Eero Tuovinen rule out any techniques. I talk about some focuses that are not ideal.

I am not posting a priori dogma. I'm posting analysis and conjecture based on experience (mine and others). Relevant to that is this review of The Riddle of Steel:

The Riddle of Steel includes multiple text pieces regarding the thematic drive of the game, which I have paraphrased to the Premise: "What is worth killing for?" It also includes a tremendously detailed, in-game-causal combat system. My call is that we are looking at Narrativist-Simulationist hybrid design, with the latter in a distinctly subordinate/supportive role. This is a scary and difficult thing to do.​
The first game to try it was RuneQuest. Realism, so-called, was supposed to be the foundation for heroic, mythic tale-creation. However, without metagame mechanics or any other mechanisms regarding protagonism, the realism-Sim took over, and RuneQuest became, essentially, a wargame at the individual level. The BRP (RuneQuest) system is right up there with AD&D and Champions in terms of its historical influence on other games, and no game design attempted to "power Narrativism with Simulationist combat" from the ground up again. I can even see dating the false dichotomy of "roll vs. role playing" back to this very moment in RPG history.​
One functional solution to the problem, as illustrated for just about every Narrativist game out there, is to move combat mechanics very far into the metagame realm: Sorcerer, Castle Falkenstein, The Dying Earth, Zero, Orkworld, Hero Wars, and The Pool take that road to various distances, and it works. Until recently, I would have said these and similar designs presented the only functional solution from a Narrativism-first perspective.​
However, The Riddle of Steel is like a guy waving his hand in the back of the room -"Scuse me, scuse me, what about that first road? I'm not ready to jettison that idea yet." It's as if someone stepped into The Chaosium in 1977, and said, "Hey, you know, if you don't put some kind of player-modulated personality mechanic in there, this game is going to be all about killing monsters and collecting Clacks." This didn't happen in 1977, and that's why RuneQuest play was often indeed all about those things. But it's happened now ...​

So (for instance) if you think you can make a narrativist game work that centres logistics, go for it! The two closest examples I can think of (based on my experience) are Torchbearer 2e (but its logistical elements can tend to pull it away from narrativist play) and Prince Valiant (if you lean into the mass combat rules, which my play of it has) - but the logistics in Prince Valiant are pretty abstract! Even a casual wargamer is not going to find them satisfactory from a wargame perspective, and they (deliberately) centre the actions of the individual PCs.


This is not correct. I think that you are missing basic difference, which Tuovinen is getting at in the passage you're referring to, and which Edwards is getting at when he says that

In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements [Character, Setting, and Situation] tie together . . . are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. . . . the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda.​

Crucial to "simulationist" play is a type of fidelity to a prior conception. The "point" is already settled Whereas narrativist play is about leaving the "point" open.

GM-adjudicated alignment in traditional D&D is a pretty clear, if perhaps rather crude, illustration. As I've already posted, Pendragon is another.

The relationship between rules and principles that govern framing, rules and principles that govern action declaration, and rules and principles that determine the consequences that flow from the resolution of declared actions, are going to vary from game to game. Different RPGs, including different RPGs intended to support narrativist play, will have different ways of organising these.

Compare, for instance, Apocalypse World's "moves snowball" with the "closed scene resolution" of a 4e D&D skill challenge.

And if the resolution of a declared action brings all the conflicts to an end, then we are done, in the sense that that conflict is spent and there will be no more rising action in respect of it. Whether that brings the game to an end, or whether we go on to a new scenario with new conflict, will depend on the details of the game and the preferences of the players. But just as one example, Prince Valiant is oriented toward episodic play in a way that (at least as I've played it) Burning Wheel is not.

The quote is from a bit of advice about game design. It is giving some advice to designers who want to design RPGs that will support narrativist play. Of course those designers will want their rules to support, and prompt, narrativist PRGing.

If you want to use a RPG to play narrativist, but it wasn't designed for that (eg AD&D; Fate; Pendragon; Rolemaster, etc, etc, etc), then you are going to have to look for ways to establish rising action across a moral line according to the authorship of the players. In this and other threads, I've posted a fair bit about how this can be done.
Will try to go back and edit a response for the rest later. This is a very long post!
 
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I do not care about cause and effect in real life, although I think many instances of cause and effect are far more complex than you give it credit. For example you may have had many reasons for not going on that date because you failed your drivers license test, but the failure of the test was only one. You still had multiple options to go to the dance and chose not to take them, those other reasons are just as important. But I realize now that answering that is pointless because you've decided on a singular cause and while that could be an interesting philosophical debate it has nothing to do with D&D. I'm answering because you keep trying to twist my statements around and injecting real world scenarios to prove ... well I don't know what.

I only care about how cause and effect is handled in game when discussing it on this forum.

Maybe you have someone on ignore, maybe you missed posts in this insanely long thread, but as per Hawkeye's point at the top of the post you replied to, the tangent about relating to real world scenarios was in direct response to OTHER PEOPLE who they are replying to explicitly talking about "realism" and how abstract game mechanics match up vs how the "real world works" - that you don't care about it is irrelevent because as Hawkeye tried to say, initially he wasn't talking to you?
 

Maybe you have someone on ignore, maybe you missed posts in this insanely long thread, but as per Hawkeye's point at the top of the post you replied to, the tangent about relating to real world scenarios was in direct response to OTHER PEOPLE who they are replying to explicitly talking about "realism" and how abstract game mechanics match up vs how the "real world works" - that you don't care about it is irrelevent because as Hawkeye tried to say, initially he wasn't talking to you?
I assume that at this point anyone that has been in this thread a while is not seeing well over half the posts ;) Some combination of ignoring and ignored.
 


I mean, you are asking him to coin new jargon here rather than using well understood terms from outside of the hobby - given the general tenor against academic terms and desire for casual communication, that seems counterproductive.
When the initial jargon shows extreme bias (like a certain style of RPGing always being referred to by the names of Children's games, while others are not) academics tend to apply a different more neutral term for the same concept.
 

Maybe you have someone on ignore, maybe you missed posts in this insanely long thread, but as per Hawkeye's point at the top of the post you replied to, the tangent about relating to real world scenarios was in direct response to OTHER PEOPLE who they are replying to explicitly talking about "realism" and how abstract game mechanics match up vs how the "real world works" - that you don't care about it is irrelevent because as Hawkeye tried to say, initially he wasn't talking to you?

The conversation had veered into real life and responsibility for your actions. I should have never engaged with that whole thing because it doesn't really matter to me, I think in many cases we create stories of "I didn't because <fill in the blank>" but it's frequently far more complicate than that. Meanwhile there's silly strawmen arguments that conflate responsibility for a chain of events and "Har-dee-har-har the bullet killed them not the guy who pulled the trigger". Technically the bullet did kill the guy, that does not mean the shooter is not responsible for the chain of events that lead to the death. But there have also been cases where the person that provided the gun was also determined to have been responsible. Sometimes it's just not that simple because real life and cause-and-effect is messy.

So I am now simply no longer addressing anything not related to gaming because this is not the forum to debate the philosophical underpinnings of responsibility and causation.

As a GM when judging the result of an action I only care about the direct effect of the action. So in the case of picking a lock, do you open that lock? It's usually a pretty straightforward yes and no. There could, of course be other things that happen like a trap being set off because the lock is now undone or similar.

But this all grew out of the argument that "nothing happens <the door remains locked> is boring" so something should happen. So a guard should happen by, a neighbor should notice you futzing with the door, something should happen because you failed your lockpick check. I don't care for that because as GM I see my job as doing my best to simulate a world, I'm not telling a story I'm just acting as referee and respond to what the characters do or say.

There may be multiple events happening while a character is picking a lock or nothing at all. If an ogre is chasing the group and they find themselves standing in front of a locked door it may be time to roll initiative. But the fight was not caused by the failure to open the lock, the locked door simply remains an obstacle to their escape. Some people would say that the fight was caused by the failure to open the door but from a GM referee perspective, it was just an independent event that I had to resolve based on where the characters are in relation to the ogre. But if there was no ogre? No guard that was going to pass by a few seconds after the lockpicking attempt? Nothing happens is the likely result.

Meanwhile if someone were trying to break into a house the failure to open a lock does not end anything, it just means they need to look at other opportunities. There will always be more in my game. Other approaches are of course completely legitimate, they just aren't my preferred option.
 


He says it right there that it's not disparaging, so I guess you just aren't reading the posts you're quoting. Can you explain what part you find to be disparaging, if you don't have hangups over it being described with traditionally feminine terms?
Ahh, so if someone uses racial slurs in an article, but says that it's not disparaging, it isn't? I don't think so. He made the claim, but still used derogatory terminology when he didn't have to. The words used don't cease to be disparaging just because he says that.

And it would be the same if he called it Prince Play.
 

Ahh, so if someone uses racial slurs in an article, but says that it's not disparaging, it isn't? I don't think so. He made the claim, but still used derogatory terminology when he didn't have to. The words used don't cease to be disparaging just because he says that.

And it would be the same if he called it Prince Play.

How is it disparaging?
 

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