GM fiat - an illustration

you have invoked videos of his sessions
You and he linked to videos of actual plays, in some thread a few years ago, to illustrate your points.

And @robertsconley frequently points to his other writings/postings.

I assume that this is all because he thinks that they show stuff about his RPGing. I point to my actual play posts because I think they show stuff about my RPGing.

Those are pretty aggressive moves.
When someone invites you to look at their stuff, I don't think it's aggressive to look at their stuff.
 

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You and he linked to videos of actual plays, in some thread a few years ago, to illustrate your points.

And @robertsconley frequently points to his other writings/postings.

I assume that this is all because he thinks that they show stuff about his RPGing. I point to my actual play posts because I think they show stuff about my RPGing.

When someone invites you to look at their stuff, I don't think it's aggressive to look at their stuff.

I don't think it is an open invitation for all threads though. I mean look, he is probably fine with it. But I am just saying this kind of stuff, when combined with an aggressive posting style like yours, can sometimes be taken the wrong way
 

The notion that a Robin Hood-type background is a trap option - if it were true - would be a sad indictment of a relatively conventional mediaeval FRPG.

Why? Not all options in d&d get implemented well. The notion of a mechanically enabled Robin Hood type playstyle is cool. The specific implementation here, not so much.

It seems obvious, though, that the background can work perfectly feasibly exactly as written, and that it is only and exactly the sort of GM behind-the scenes decision-making described by @Manbearcat that undercuts its utility.

As written the background ability specifically tells you it won’t work in either of those circumstances. I’m not sure why anyone would assume that it either does or that the DM should refrain from narrating any of those circumstances where it does not work. That’s just weird to me.
 
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Why? Not all options in d&d get implemented well. The notion of a mechanically enabled Robin Hood type playstyle is cool. The specific implementation here, not so much.



As written the background ability specifically tells you it won’t work in either of those circumstances. I’m not sure why anyone would assume that it either does or that the DM should refrain from narrating any of those circumstances where it does not work. That’s just weird to me.
From DnD Beyond:

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.​

You appear to be arguing that anyone who is hiding from the law is (i) a danger to anyone who shields them, and thus (ii) would put the life of anyone shielding them at risk, on the grounds that
the kind of fictional people that the PC's would typically be hiding out from in most campaigns wouldn't hesitate to use violence against those hiding them.
So here are two possibilities:

(1) The authors of the ability have contradicted themselves, or otherwise created an incoherent ability, by specifying as limitations conditions that will be near-universally satisfied;

(2) The notions of danger and risking life are not to be interpreted as you are suggesting. For instance, the commoners will hide the PC, provided (i) the PC doesn't hurt or threaten them, and (ii) the pursuers are not actually threatening them.​

I know which possibility I think makes more sense of the ability.
 

From DnD Beyond:

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.​

You appear to be arguing that anyone who is hiding from the law is (i) a danger to anyone who shields them, and thus (ii) would put the life of anyone shielding them at risk, on the grounds that
So here are two possibilities:

(1) The authors of the ability have contradicted themselves, or otherwise created an incoherent ability, by specifying as limitations conditions that will be near-universally satisfied;​
(2) The notions of danger and risking life are not to be interpreted as you are suggesting. For instance, the commoners will hide the PC, provided (i) the PC doesn't hurt or threaten them, and (ii) the pursuers are not actually threatening them.​

I know which possibility I think makes more sense of the ability.

Exactly right. Interpreting it that way renders the ability entirely useless. Therefore, it must be the second interpretation.

And again… the barest shred of agency granted to a player, and folks will perform all kinds of logistical wizardry to deny it… while at the same time pointing out that they’re pro-player agency.
 

I know which possibility I think makes more sense of the ability.

It's an interesting example as it relates to this thread because it's the exact type of move where I'd expect different groups to have localised standards, set by the GM most probably and kind of fuzzy and unreliable in application. I don't see that as a problematic at all and is in fact a sign of functional group dynamics. The main issue with D&D is that it has about 6,000 of these exception based abilities and coming to a local standard is tedious for the DM.

I got into this a bit with @Manbearcat but the central question is how comfortable the group is with unreliable currency, where it's placed and what the group actually considers reliable or not. Further complicated by how the GM is framing scenes and how the currency plays into their decision criteria and this of course travels all the way back up to what we're actually doing with our play and all of that stuff.
 

It's an interesting example as it relates to this thread because it's the exact type of move where I'd expect different groups to have localised standards, set by the GM most probably and kind of fuzzy and unreliable in application. I don't see that as a problematic at all and is in fact a sign of functional group dynamics. The main issue with D&D is that it has about 6,000 of these exception based abilities and coming to a local standard is tedious for the DM.

I got into this a bit with @Manbearcat but the central question is how comfortable the group is with unreliable currency, where it's placed and what the group actually considers reliable or not. Further complicated by how the GM is framing scenes and how the currency plays into their decision criteria and this of course travels all the way back up to what we're actually doing with our play and all of that stuff.
Your post took me back to these two Vincent Baker blogs:



In the second one, Baker says the following:

give the moment of judgment to a player who's strongly invested in getting it right, not in one character or another coming out on top.

Player 1 wants the game to have a reliable-but-interesting internal consistency, but STRONGLY wants Bobnar to have the high-ground advantage.

Player 2 wants the game to have a reliable-but-interesting internal consistency, but STRONGLY wants Bobnar to NOT have the high-ground advantage.

Player 3 STRONGLY wants the game to have a reliable-but-interesting internal consistency, and doesn't care a bit whether Bobnar has the high-ground advantage.

Which player should get to judge Bobnar's position? (Hint: Player 3 should.) . . .

for some groups, the GM solution works great. I strongly hold that it's because those groups carefully arrange their responsibilities and self-interests, and coordinate mechanical benefits with non-mechanical (but nevertheless entirely real) costs and risks - techniques, I'm talking about, that are available to game designers - not because those groups are magic.​

In the actual play where @hawkeyefan's use of Rustic Hospitality was hosed by the GM, the GM was not like Player 3. Rather, the GM had a scene he wanted to frame - and so was an instance of Player 2, and then used his power as GM to hose the power.

From a game design perspective, this can be linked to certain features of D&D 5e: it tends to rely heavily on the GM introducing prepped situations/encounters in order for game to progress interestingly - or, to put it another way, it doesn't foreground alternative reliable means of achieving interesting situations and interesting play. (Not to say that 5e D&D must be like this. I'm identifying a tendency, not a cast-iron necessity.)

The previous paragraph describes the third of @hawkeyefan's possibilities in post 2701:
I think it takes one of three things.

Not realizing that overriding the ability has rendered a player decision moot, especially one that, outside of spells, grants the player a shred of authority over what happens in the game world. I think this is likely the most common reason.

Anger and or frustration at having to cede authority to anything but magic. That any rule in the game would simply just work without the GM's approval without the lampshade of "but it's magic" is simply unacceptable to a certain set of GMs.

Willful negation of the ability to further an agenda of some sort... some preferred outcome, some setting aesthetic, some predetermined element that is perturbed by the ability.
The second of those possibilities is also a departure from the Player 3 position, and is another tendency in some mainstream D&D play: the GM has an interest in maintaining control in general - an interest that may be to a degree self-proclaimed, but that is also, to some extent, encouraged by the game rulebooks - and hence declines to allow the player to exercise control by deploying their ability.

Furthermore, to me, it certainly seems pointless to include unreliable currency in the game if a GM has already prejudged - as @FrogReaver appears to have - that the conditions that enliven it are typically never available. I mean, it would be pretty odd to interpret a typical FRPG "higher ground" rule to require being hundreds of feet above the battle field - as opposed to, say on a table, or a tree stump, or fighting downwards on a slope, as per Baker's example which clearly contemplate melee combat.

So likewise, deciding in advance that a D&D PC being pursued ipso facto means they are a danger to the common folk, and hence that hiding them is ipso facto a risk to life, seems to make inclusion of the ability equally pointless.

It seems to me that, if Rustic Hospitality is an agreed component of a PC's build, the central moment of judgement is whether or not there are any common folk about (eg does the lizardfolk village, or the underground Drow city, count?). Once that has been established, the default surely is that the ability does what it says on the tin, unless and until the player declares an action that generates the risks and dangers the ability talks about.

Maybe trying to hide from Asmodeus, or a powerful dragon, also pushes things too far in terms of risk or danger. But given the way the ability is described, and the obvious trope that it draws on ("Folk Hero"), the evil vizier or sheriff's soldiers and spies clearly can't be ruled out from the start.
 

From DnD Beyond:

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.​

You appear to be arguing that anyone who is hiding from the law is (i) a danger to anyone who shields them, and thus (ii) would put the life of anyone shielding them at risk, on the grounds that

No. I’m arguing that it depends on what ‘law enforcement’ is capable of in the preestablished setting (or others searching n for the PCs). Some settings the law enforcement might behave goodly even when searching for someone. Others they will behave more badly.

In my experience if a group is after the PCs it isn’t because the group is overwhelmingly good. It’s usually because they want to kill them.

Again there can be differences in settings, but if the players at all know about who is after them to hide they should also be able to extrapolate similarly.

So here are two possibilities:

(1) The authors of the ability have contradicted themselves, or otherwise created an incoherent ability, by specifying as limitations conditions that will be near-universally satisfied;​


I don’t think something has to be contradicted or incoherent to be bad (of limited use). Limiting conditions don’t imply incoherence or contradiction IMO.

(2) The notions of danger and risking life are not to be interpreted as you are suggesting. For instance, the commoners will hide the PC, provided (i) the PC doesn't hurt or threaten them, and (ii) the pursuers are not actually threatening them.
I know which possibility I think makes more sense of the ability.

I agree with (ii), except the part of it that says ‘not as I’m suggesting’. I’d add that It’s your position that seems to call the ability incoherent because anytime the GM invokes the restrictions you agree to here, you pushback and say he shouldn’t. To me that’s the true incoherence here.

Or heck, maybe you agree the dm can invoke those limitations based of setting extrapolation and just don’t agree that the typical setting and circumstances where the PCs are being searched for will normally extrapolate to there. But if this is the case, you are doing an extremely poor job of arguing for that position.
 

I’m arguing that it depends on what ‘law enforcement’ is capable of in the preestablished setting (or others searching n for the PCs). Some settings the law enforcement might behave goodly even when searching for someone. Others they will behave more badly.

In my experience if a group is after the PCs it isn’t because the group is overwhelmingly good. It’s usually because they want to kill them.

Again there can be differences in settings, but if the players at all know about who is after them to hide they should also be able to extrapolate similarly.


<snip>

I’d add that It’s your position that seems to call the ability incoherent because anytime the GM invokes the restrictions you agree to here, you pushback and say he shouldn’t. To me that’s the true incoherence here.

Or heck, maybe you agree the dm can invoke those limitations based of setting extrapolation and just don’t agree that the typical setting and circumstances where the PCs are being searched for will normally extrapolate to there. But if this is the case, you are doing an extremely poor job of arguing for that position
The background is called "Folk Hero". Clearly that evokes Robin Hood, and similar sorts of supporters of the peasantry, of peasant uprisings against evil nobility, etc.

By definition, a hero of the folk opposed "non-goodly" enemies - evil sheriffs, wicked viziers, etc. The point of the ability is not for commoners to hide (say) bank-robbing PCs from noble law enforcers. It's for the commoners to hide the PCs from the soldiers of the Sheriff of Nottingham (or the like). If you assume that the ability, as written, precludes the common folk hiding the PC from these sorts of law enforcers, then you are in effect denying from the outset the very trope that it is meant to evoke.
 

The background is called "Folk Hero". Clearly that evokes Robin Hood, and similar sorts of supporters of the peasantry, of peasant uprisings against evil nobility, etc.

By definition, a hero of the folk opposed "non-goodly" enemies - evil sheriffs, wicked viziers, etc. The point of the ability is not for commoners to hide (say) bank-robbing PCs from noble law enforcers. It's for the commoners to hide the PCs from the soldiers of the Sheriff of Nottingham (or the like). If you assume that the ability, as written, precludes the common folk hiding the PC from these sorts of law enforcers, then you are in effect denying from the outset the very trope that it is meant to evoke.

Different abilities will be more or less useful in different settings. There’s nothing new here. In the typical d&d setting (based on my experience) it will probably be much less useful than you imagine due to the particular limitations it has.
 

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