Faolyn
(she/her)
I'm well aware of that. But whatever the bard's interests are, is it reasonable that the dragon shares them?
I'm well aware of that. But whatever the bard's interests are, is it reasonable that the dragon shares them?
Bunch of things here. First off, there ain't any dragon-blooded sorcerers. Second off, and far more relevant, is that if this prospective new player rolls in looking to play a Dragonborn (or equivalent) and nothing else, then that's already telling the rest of us that they're maybe not as "generally a good fit" into the game as we'd been led to believe.Consider: You have a world where there have never been any dragonborn (or tieflings, or firbolgs, or whatever "non-Tolkien but widely-played race" option you'd prefer I used), though there are dragons and things like dragon-blooded sorcerers. You--for the sake of this argument--don't have any strong feelings one way or the other about dragonborn, but you know that they have never previously been mentioned within the world you run. You have just had a vacancy open up at your table, because a long-time player is moving away (as I know you basically only play in-person). A prospective new player has been recommended to you by a friend. They're generally a good fit (their overall system preferences are similar to yours, your friend has never had an issue with them, they're willing to work with their GMs to come to mutually-satisfying results, etc.)--but they'd really, really like to play a dragonborn, or at least something reasonably approximating one.
Until you're actually in the game that'd be not-player agency, which takes a distant second priority to the agency of those already in the game.If you run a homebrew world where it is simply, flatly not possible to ever include any mechanical nor aesthetic novelties--where it is simply not possible for new interests to get integreated into that world--then you have cut off a meaningful part of player agency. It is not player-as-character agency, but it is still player agency nonetheless.
In other, blunter, words: you want me-as-DM to leave blank areas on the map (which by itself is great advice) so you-as-player can lobby to slide in things that wouldn't otherwise be in the game. That's...something not good.If, instead, you run a homebrew world where there is always the external terra incognita, then you can collaborate with this new player to find a result which doesn't do anything you have a problem with, but does achieve the few minimum things they're seeking. Perhaps you don't think it makes sense for there to be a true "species" of dragon-like humanoids in this world, but you're okay with a one-off. Or, if there are dragonborn, since they've never been heard of, you want them to be from somewhere far away--so perhaps the character's parents crash-landed in a ship from across the sea, dying only just after begging the character's adoptive parents to look after their child. Or maybe you're fine with the mechanical features, it's the aesthetic ones, so something that doesn't physically look dragon-like would be fine. Or...etc., etc., etc.
Point being, by having the freedom to dip into the "beyond the horizon" unknowns, you can support the player's agency in playing what most excites their sincere, genuine enthusiasm.
The setting as it is works just fine for the rest of us, why should it suddenly have to change just to support one player?I don't understand why. This is one of the most powerful, and most useful, applications of this concept. Why is it so offensive to you to take time to consider what a player feels excited to play? To investigate how their enthusiasm can be supported, rather than rejected?
And you still would have been factually incorrect because you weren't running the game the way it was meant to be run.I used lock picking because that was what we were discussing at the time. We could recast it as something else. It wouldn't change the important elements.
And notice here that the results (and those of the second example) directly affect the only PC who made the roll, not the scene or the people around the PC. The PC wanted to know if they could run all the way there. Yes, but. The PC was facing a monster; here's the possibilities that will occur.This is the only part of this post that gets at the core issue. And I don't think the main claim--that you don't consider success or failure until it happens--is true. When we set stakes for the roll by figuring out what the PC is doing, what that looks like in the fiction, what the position is, what the effect is, we are discussing what that looks like.
For example, consider the GM principle: "Tell them the consequences and ask". The book's example:
"Yeah, you can run the whole way but you might be exhausted when you get there. Want to roll for it and take the risk, or go slower?" explicitly sets out what success and failure entail.
Read the entire sentence: The consequence(s) you inflict on a 1-3 or 4/5 roll will usually be obvious, since the action has already been established. You deal with the consequences afterwards, not before or during. After.Or again, in the GM Bad habits section: "The consequences you inflict on a 1-3 or 4/5 roll will usually be obvious". Maybe you are not considering it actively, but if it is that obvious...we know what would have happened on those results.
I'm well aware of that. But whatever the bard's interests are, is it reasonable that the dragon shares them?
The first is an action declaration.So...
Imagine two action declarations:
1) I want to quietly pick the lock, by using my lockpicks.
2) I want to enter the kitchen unnoticed, by quietly picking the lock.
My take is that to get parity we need to split the second one out into two discrete parts. If nothing else, it allows for the IME common scenario where one character picks the lock then stands back while someone else goes in the door.Absent a specific rules system, both of these are cogent enough action declarations. Both have goal and approach, understandable cause and effect.
The cook is said to be nonsensical for the first declaration. But it isn't for the second.
But also, technically, the first doesn't actually get you in the kitchen. It gets you an unlocked door. It must be followed by opening the door to get in the building.
To get parity for the two cases, ewe need to include the step of entering the kitchen to the first case. At which point, we'd say that the cook is a rational "bad luck" result on entering, instead of lockpicking.
Fail forward - the player will be told what the runes say anyway and then some complication will happen...What I want to know is what happens if a PC has been told that there are runes of importance to him in the ruined castle, but he keeps failing the rolls. Do more and more runes keep showing up until he eventually succeeds and finds the ones that say what he hopes they will say?
IMO, never.So, there are two different things that could happen here.
1) Disallowing the action -the PC cannot even attempt it.
2) Allowing the PC to attempt the action, but noting that the DC (or mechanical equvalent) is so high that the PC cannot succeed.
Note that the resulting narrative is different between these. One has no attempt made, the other has an attempt that fails. That means the resulting fictional position is different.
In what cases should the GM choose 1 instead of 2?
It's passive aggressive to say there is no one true way?
Answer: "Because had you rolled a 2 you'd have failed without realizing what you were attempting was beyond your skill".But then they roll a 20, have expertise and a high mod and get over a 30. When I tell them it still doesn't work I get the "Then why did you have me roll?"

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