Maxperson
Morkus from Orkus
There's been so much arguing about arguing lately that I've forgotten what the original argument was about.
Batman's alignment.

There's been so much arguing about arguing lately that I've forgotten what the original argument was about.
In the abstract, sure.There is a difference in arguments between, "X is true, because Y is an authority" and "X is true, because of X, Y, and Z reasons", even if those reasons are from various authorities. One is a fallacy, and the other is not.
Maxperson, every argument I have ever seen you run is logically invalid. (I have never seen you make an argument in mathematics or logic.) Practally every argument every human being has ever made in the history of humanity is logically invalid. The argument that If you jump off the roof of a bulding, you will fall is logically invalid. That doesn't make it a bad argument; it just means that it is defeasible by contrary emprical evidence.Fallacies are fallacies. Period. If you engage in one it doesn't automatically make you wrong or right, but it does make the argument logically invalid.
Ad hominem attacks are not universally fallacious either (on this point, Wikipedia is just wrong).Not only was it an Appeal to Authority, but his next response was an Ad Hominem attack. If he really is an English teacher, he should know better.
Well, as I understand a RPG it's about pretending to be a different person, often a more adventurious person, in some sort of challenging situation. It's not about suggesting to someone else what story they should tell.Why would you think that a player describing what he wants his PC to do isn't playing the game?
What you describe here appears to be the GM playing with him-/herself. You even have the GM describing what the PC does!Of course they bring about changes in fiction. Those changes just don't officially happen until the DM narrates them. Player decides he wants his PC to grill the barkeep for information about the Frog Lord and describes to the DM what he wants his PC Grabor to do. The DM decides that a charisma check is in order and has the player roll. The player rolls the die and makes the DC.
There are a few ways to narrate that. The DM might narrate the PC going up and asking the questions, then have the player roll, and then narrate some more, splitting what happens in fiction. Or the DM might wait until after the roll and then narrate the PC going up and talking to the NPC, and base the NPC's responses on the roll that happened. At no point, though, does what happens in the fiction happen until after the DM begins to narrate what happens.
Regardless of how the DM chooses to narrate the encounter with the barkeep, the player is the one who is enacting the change in the fiction by his declaration.
And this just reinforces my point.While the DM has liberty to narrate the results of the player's declaration, he can't just decide to narrate anything he wants to narrate and ignore what the player declared. While the DM has the technical power to respond to the player's declaration with, "Grabor instead goes to the barmaid and orders a drink.", that would be a gross violation of the social contract and so it just doesn't happen unless the DM is a bad one.
Well, as I understand a RPG it's about pretending to be a different person, often a more adventurious person, in some sort of challenging situation. It's not about suggesting to someone else what story they should tell.
In other words, I don't play RPGs to describe what I want my PC to do. I play RPGs to (among other things) describe what my PC is doing.
What you describe here appears to be the GM playing with him-/herself. You even have the GM describing what the PC does!
You are positing a "social contract" according to which the GM, in playing the RPG, will take seriously the players' suggestions about the actions of certain characters.
That is not how any of the RPGs I play describe the way the game works. Not even 2nd ed AD&D is quite this bad. For the record, I don't think it is what the 5e rules state either - in my view you are seriously misreading them.
I've boded a few words/phrases in your post that seem relevant to what I'm saying.Just to back up a second [MENTION=42582]pemerton[/MENTION].
In 5e D&D, which is where we'll stay for just the moment, social and combat mechanics are quite different. Social mechanics are very loosey goosey and require a lot of DM and player input in order to work. They are not particularly formulaic in their presentation. How we use skills is left largely up to the table.
Combat, OTOH, is not. It is very formalized, even if the language isn't. You have your 6 second round. Player takes an action, and that action needs to be entirely mechanically resolved, before it can be narrated. You flat out cannot narrate any action in 5e combat any other way. Even movement can't be since you have feats like Sentinel which can cancel movement. And attacks are subject to a shopping list of pre and post modifiers that can completely change the result of any given die roll. Even damage can be modified considerably.
Each "action" in 5e is a discrete unit that must be entirely resolved before you can move on.
Maxpewrson, it would be really helpful if you would sometimes try a bit harder (i) to think clearly about what others are saying, and (ii) think clearly about what you are saying.There's a huge problem with the players getting to dictate the actions in the fiction, and it's one of timing. If they player dictates that his PC jumps the stream, then according to you, that action has already happened in the fiction.
You're missing all the (unbolded) stuff in between, in step 2, which talks about "resolving [the] task" that the PC is undertaking. Even in 5e, action resolution is not just the GM makes it up.5e RAW is explicitly, "The players describe what they want to do." Not, "The players describe what they have done." Followed by, "The DM narrates the results of the adventurers' actions." Not, "The DM sits back and listens to the players' narrations."
How does the GM make that determination? Ie what are the rules and principles that govern step 2? That is what I am talking about.The 5e DMG has this to say on page 5, "A player tells the DM what he or she wants to do, and the DM determines whether it is successful or not..."
Like 5e, AD&D has many rules. When a player delcares (for instance) I cast Knock on the door, the GM is not just at liberty to declare Your spell has no effect because that's the outcome s/he would prefer. And that's not "social contract"; that's rules.This order of things has been consistent since 1e.
I've boded a few words/phrases in your post that seem relevant to what I'm saying.
If certain things cannot or must be done, that implies that outcomes of declared actions are not all at the discretion of the GM.
If certain things are left up to the table, that implies that outcomes of declared actions may not all be at the discretion of the GM.
It's interesting to note that the full statement of Step 2 - including the bits that @Maxperson left out upthread - includes the missing steps I identified, of (i) working out what actions the adventurers take, and (ii) working out what the results of those actions are. We can see this in the examples of opening the east door and perhaps having to deal with locks and traps.
Maxpewrson, it would be really helpful if you would sometimes try a bit harder (i) to think clearly about what others are saying, and (ii) think clearly about what you are saying.
On (ii) - what do you mean by saying that action has already happened in the fiction? Already is an adverb of time. But time in the fiction is not affected by, or part of, time in the real world. So let's just focus on the real world, where the action declaration is happening. Which takes us to (i): it would be helpful for you to pay more care to what I am saying about action declaration and action resolution.
If a player declares I jump across the stream, we are now at step 2(). The player has said what the adventurer wants to do. As per the (unbolded) text of step 2 that I just quoted, we now consider how that declared action resolves. There are rules for jumping - they're found on p 64 of the Basic PDF. One would expect that the GM would use those rules, in conjunction with the rules for actions other than fighting and casting spells found on pp 58-62, to determine the outcome. If there are features of the fictional situation that the GM glossed over at step (1) - that happens from time-to-time - the GM might point those out (eg "The edge of the stream is pretty slippery and a bit steep too, so getting a run-up might be tricky.")
In any event, working through these elements of step (2) will tell us whether or not the PC jumped across the stream. And there is zero reason to think that this is simply something the GM makes up. Eg the jump rules say "Your Strength determines how far you can jump." They don't say "The GM may pay attention to your PC's Strength in determining whether or not you succeed in a jump."
You're missing all the (unbolded) stuff in between, in step 2, which talks about "resolving [the] task" that the PC is undertaking. Even in 5e, action resolution is not just the GM makes it up.
Like 5e, AD&D has many rules. When a player delcares (for instance) I cast Knock on the door, the GM is not just at liberty to declare Your spell has no effect because that's the outcome s/he would prefer. And that's not "social contract"; that's rules.
There's been so much arguing about arguing lately that I've forgotten what the original argument was about.
This entire thread has pretty much been that.
Someone brings up an idea and adds an example to clarify - spend the next several pages ignoring the idea and focusing on deconstructing the example. Thus magic missiles are the issue, not the idea that 5e has numerous rules that allow for rerolls and changing the fiction after the fact. Don't like Shield? Ok, a Great Weapon Fighting Style fighter potentially REROLLS damage AFTER the roll. No magic involved whatsoever. Rolled a 1 on your damage with your greatsword? No problem, reroll and get a 10. Whoohoo, your minimum damage attack now deals maximum damage. But, apparently that's time travel?
Someone brings up an idea and adds an example to clarify - spend the next several pages taking the example to extremes that were obviously not intended. So, now backgrounding a bear companion results in the DM being forced to allow T-Rex's in every town.
Someone suggests that maybe not forcing players to do stuff they don't want? - spend several pages claiming that DM will now be forced to run games they hate.
On and on and on. It would be nice if there was just a smidgeon less bad faith arguing going on here, so we could actually have a discussion without screwing around page after page correcting faulty assumptions and blindingly stupid interpretations.
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Oh, and btw, [MENTION=23751]Maxperson[/MENTION], since someone else has also corrected you on your English usage, it's no longer an appeal to authority since multiple sources have been stated. I didn't bother, because, well, I have been teaching English for about 20 years and feel no real need to provide my bona fides. A more reasonable response on your part would be a reexamination of where you went wrong in your use of the language, rather than, again, ignoring the point, and simply attacking me. But, hey, that's been pretty much par for the course for this entire thread.