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

It's not against the spirit of the rules to carry a waterskin. But I was asked why the character didn't have one, and answered.

As for the other things, they are answered, And I've posted the answers in this thread, multiple times. Including most recently in post 7506.

In English, "agree to" and "agree with" are not synonyms. The latter means something like to share, or to come to share, the belief/opinion of another. The former means something like to undertake to perform a task at the behest of another. A Duel of Wits can generate the latter outcome. But does not generate the former - that's up to the participant controlling the character.

For instance, when Aramina was persuaded to repair Thurgon's armour, that doesn't change how she feels about him. But it does mean that she has agreed to do the task that he has requested of her.

This is why there is heading that says "not Mind Control".

Where are you positing that he says this?

If you are putting a lot of weight on "winner takes all" then there is a degree of truth to what you say, because of the compromise rules - although it is possible to lose a Duel of Wits without inflicting any loss on the opponent's body of argument (that has happened to me playing Thurgon), in which case the winner does take all.

But the rules absolutely are for arguments between PCs. That's obvious, and has been obvious to me since I first read them. Upthread I posted the text from The Codex where Luke Crane talks about the effect the rules have had on play at his table. And here is a bit form p 104 of Revised:

Two players are arguing because one player wants to have his character take some rash, adventure-ending action. The player arguing against taking the rash action loses the duel. However, he punched significant holes in his friend's argument. The rash-acting character still won the duel, so he can proceed as planned, but he must compromise a bit: He agrees to enact his plan later.​

If the game participant controlling the losing character (player vis-a-vis PC; GM vis-a-vis NPC) could just ignore the outcome, then there would be no point having the system and using it to generate an outcome!

But if a character is arguing in a Duel of Wits and decides to abandon their argument, then there is no conflict. They can just agree with what the other person is saying. If you want to frame this in mechanical terms, they hesitate, permitting the other person's Points to go through unopposed. (And mechanically, they would be bound, as a loser of the DoW.) This is analogous to a character, in combat, choosing to take no action, permitting their opponent to run them through.

I actually think we do know. We have the rules, which are pretty clear, supplemented by the commentary.

And as I posted already in reply to you, we also have the example of how Torchbearer breaks the DoW down into three different conflict types (which matters, in TB2e, because it changes the relevant skills and also how the conflict interacts with TB2e's Precedence mechanic): convince crowd, negotiate and convince. In BW terms, convince crowd is a Duel of Wits using Oratory to win over a crowd, such as the attempt to convince the prince; negotiate is a DoW using Haggling to get a good deal; and convince is a DoW using Persuasion or Interrogation to get someone to agree to do something or tell you something. (The two other "Duelling Skills" mentioned are Rhetoric and Stentorious debate. The latter is a Dwarven skill the can be used as Oratory, Haggling or Persuasion. The former is a specialised skill that is not easy to get, and that can be used in any DoW but only in a DoW.)

A general principle of interpretation, which works as well for rules as anything else, is that if one candidate interpretation makes the rule a nonsense and another doesn't, the other is to be preferred.

But in this case I don't think we even need to deploy that principle. The rules are clear, and they have been elaborated via the commentary in The Adventure Burner that was reprinted in The Codex. The commentary both in the rulebooks and in the later works is pretty opinionated an unambiguous.

And so I am pretty confident that I grasp Luke Crane's design and its logic. And there are three further bits of evidence that make me confident of this:

*When I play Burning Wheel, it works out exactly as his rulebook tells me it will;​
*I had to make a decision about how to mechanically operationalise the Force of Will spell, and I decided that it changed one Belief of the target - in a later version of the rules (Gold Revised) the spell was updated in exactly this way;​
*Luke Crane called out one of my Torchbearer actual play reports on his own discussion forum, in pretty favourable terms.​

If you don't care for the game, then don't play it. That's pretty straightforward! But it's not a game that is confusing or confused about how it is to be played, how it works, and what sort of experience it will deliver.

I think, for those who are not familiar with BW, that a gloss on this can help: what makes something a "big deal" is not any objective property of it (eg war and peace; life and death; wealth or poverty; etc) but how it relates to a player's priorities for their PC.

So resolving a disagreement that no one cares about but the two people involved - eg Thurgon and Aramina, over whether she should repair his armour - is not a misuse of the rules. It's a core intended use case.

I think a gloss on this can help too. As the rules say (Revised p 98),

[Walking away] is a valid method of preserving the sanctity of one's pride and one's argument, but it may allow your opponent to reign unchecked and control the outcome of the situation. Noe, though, if a player chooses to walk away, he must shut up. No more talking about it with him!​

That passage is written in Luke Crane's characteristic style, moving between the "in fiction" perspective and the "at the table" perspective. Nevertheless it is pretty clear, to me at least. Walking away means surrendering whatever was at stake. As a participant in the game, your character is not party to it, but you've given up control over it. It's a BW analogue to what in AW and similar games would be described as ignoring a soft move and thus handing the GM a golden opportunity on a plate.

I would add: and they're bound by the outcome. If they lose the Haggling duel, and so agree to pay (say) 3 cash dice for the <whatever it is they're haggling over>, then they have to hand over the cash. They're not precluded from trying to steal their cash back, though.

This requires players to be honest rather than cheaters, just like any other game. When the PCs in my TB2e game were persuaded by Lareth to help persuade the pirates to tithe to him, in the course of persuading him to acknowledge Fea-bella as his half-sister, they couldn't just ignore their promise. They had to follow up on it. (And, given that it is now a player priority, naturally I framed scenes that spoke to it - in reasonably short order the PCs found themselves embroiled in the machinations of the river pirates in Nulb.)
I think at this point we can pretty clearly see that the DoW rules do indeed restrict the actions of the losing character, PC or NPC. That's fine if that's what you want.

That's really all there is as far as I can tell.
 

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Well, it's clearly not objective enough for you.

It is objective enough for us, though.
This is the thing. The straw man keeps coming up and people keep saying that isn’t what they are looking for. I mean the problems of counterfactual histories have been raised. Yes, history isn’t something you can put in a lab, so the idea that we would be able to have anything except different plausible arguments, is of course the case (you can’t prove difinitely what actions would have averted WWII). Yet people still like alt history, and they expect plausibility to be the priority in a counterfactual. You can cone up with the most exciting counterfactual if you want, but that will not be the most likely
 

I care. Because processes with non-unique outcomes are apt to generate unknowable outcomes - though that may depend on the nature of the variation of the outcomes (eg contrast variation within a knowable range, to the unknowable variations that can come out of @thefutilist's situation of the ruler whose daughter is inadvertently killed in the botched assassination attempt).

And the knowability, or not, of outcomes significantly affect the capacity of the players to make non-blind action declarations. And that is something that I care about.

EDITed because otherwise there will be misunderstanding:

I don't care because I'm thinking about anyone else's game. I care in the context of thinking about my game, and the sorts of processes that I wish to use.
How many digits of pi do you need? We can calculate millions, but only 15 or 16 get used for interplanetary navigation and I think for the most precise earthly engineering tasks 5 or 6 is more than sufficient. More precision is simply not necessary for most tasks. Similarly, GMs don't need to provide perfect predictability, they just need to provide results within acceptable margins of error.

My players are comfortable making informed decisions because they're comfortable that my rulings are within a margin of error where the difference just doesn't matter. No one expects me to be a bot outputting purely objective results where there is a clear accounting of information in being processed according to strict and inviolable rules that result in 100% predictable output.

As @Bedrockgames has said, for many of us, the fact that the GM is not bound to set of such rules is perhaps the biggest strength of the whole experience.

@thefutilist's situation of the ruler whose daughter is inadvertently killed in the botched assassination attempt).
Huh, I missed that assassination stuff. I had a duke's daughter who died in botched assassination attempt not all that long ago. Completely irrelevant to the conversation at hand, just interesting.
 

You're right, this has nothing to do with the players.

This is about how the DM decides what is "plausible" and how the DM chooses. Like you say straight up, you will do your best to make those choices interesting and engaging. All good DM's will do that.

But, that's contrary to the idea that the world runs on its own logic and results from events should follow from what is most plausible. You are choosing results and events because they make a fun game. Fantastic. That's just being a good DM. But, @robertsconley is very insistent that his decision making process is completely divorced from what he thinks would make an "interesting" event. That everything that happens is based on the logic of the setting.

Which, to me, is just not accurately describing how a DM will make a decision.

Making things interesting and following a logical sequence of events are not mutually exclusive. I don't claim to be 100% objective. It's something I try to keep in mind when deciding what happens as a result of character actions, that while I want there to be new opportunities and obstacles I also want to do what is the most likely for the NPC or faction. But that's been explained time and again. At this point you can accept it or not, just repeating what was said before isn't going to make much of a difference.

I try to think about responses from the perspective of NPCs and factions, both those directly and peripherally impacted. How are they going to react to the actions of the characters? So one last example from something close to what happened in one of my games.

I have the Yellow Tooth gang run by Squealer the wererat and devout follower of Squerrik the wererat god. Squealer is ambitious, cunning, egotistic with grand goals but also has a strong sense of self-preservation. The characters manage to weaken and expose the Yellow Tooth gang through clever play and luck more than I had anticipated. Squealer manages to get away because he made a lucky roll but his group is not only been weakened but also exposed. How are other factions going to try to take advantage of that? I'm having fun with the Yellow Tooth gang but what are the odds that another organization simply takes them out now that they've been weakened? Will Squealer be killed off-screen? So I look at my notes, think about other organizations that might take advantage of the Yellow Tooth gang being weakened. Not just gangs have a vested interest in wiping out the Yellow Tooth, a powerful trading conglomerate that doesn't want it known that they were using them to cause problems with competing trade groups also wants them gone. If they are taken out, how would that affect the balance of power with other factions? Sometimes I'll just choose what I think is most likely, sometimes I'll roll dice.

I'm still choosing of course since it's still all fiction in my head or notes with some details shared and established and therefore more established. But it's not based on what I think will be most fun. I was having a blast with the Yellow Tooth gang and the characters hated them. I had outlined some possibilities early on about Squealer could gain power beyond what wererats normally gain if they hadn't been exposed by those darned kids. A wererat as powerful politicians is something I dreamt up in the middle of the night, it could be a really fun story arc. But now based on what happened I try to make an objective call. A rat king would be a lot of fun and I could choose to rebuild the Yellow Tooth. Watching Squealer rise to power later on but being unable to stop him because he's politically connected would be fun. But that's not going to happen because I don't see an option Squealer to reassert control of his gang even if any are alive. His reputation as leader was trashed when he saved himself leaving others to die. His value as a secret operative ended when he was exposed.

But sometimes when a door is closed a window opens. Squealer doesn't have a gang any more and the Yellow Tooth is wiped out but maybe he's able to convince everyone he's dead but survived (something I may or may not roll for). He blew his chance at political power so now he's vowed vengeance from the shadows and becomes an unseen thorn in the side of the characters. Just little things at first. A gnawed rope, an unexpected trap, an enemy warned they were coming. He's going to leave little hints behind because he also has a huge ego and wants the characters to know he's wreaking vengeance. If they never figure out he's behind it he will eventually reveal himself because of his ego. Completely different story for Squealer and one that I hadn't anticipated.

On the other hand if Squealer hadn't survived that fight with the characters in all likelihood the Yellow Tooth gang just gets wiped out and I just toss my notes on a fun NPC and group while I figure out who fills the void.
 


Because there are different degrees and types of fun, and most adults understand that instant gratification isn't always the best option.

Eating all the cookie dough right now might be fun, but it will also result in you feeling sick, and you will miss out on baked cookies later. Feeling that the world is responding realistically is a type of ongoing fun that might be considered more important than instant moments of fun that ruin the ongoing fun. Having high intensity fun might be more enjoyable when those moments are spread out, rather than constant. Feeling that the situation is bad, and getting worse, and that the world is out to get you, might be frustrating now, but make victory all the sweeter if you achieve it. The striving, in and of itself, might be fun. The list goes on.
This is where you get phrases like The Tyranny of Fun. Also some of this gets back to things like it is a game and the outcomes being not what you expect, but simply what they are, and now you have to deal with them, is what leads to the fun for a lot of folks. I think when you shift to the GM emphasizing stuff like plausibility, that is one of the things being aimed for. The GM may not be rolling dice in that moment, they may just be deciding something based on what they think would happen. But you are looking for a let the dice fall where they may feel
 

It does seem odd to advocate against choosing fun when playing a game.

I know that’s not exactly what anyone has said, but there’s an element here of “why would you not choose the fun thing?”
Well, I certainly find fun in a plausibly designed fantasy setting. Building such a world for me is the most fun I get out of the hobby (that and coming up with mechanics to model my favorite fiction). When given a choice between plausible options that don't retcon the existing setting history, however, I do tend to err on the side I think my players will.most enjoy.
 

In other words, you are not doing anything specifically different from what any good DM does.

The key distinction isn’t that I sometimes choose an outcome that’s interesting. It’s that I only choose from outcomes that are consistent with what’s already been established in the setting, character motivations, and current world state. I’m not inventing scenes to escalate drama or to test a character's belief, I’m extrapolating forward from what the NPC would reasonably do.

The world moves whether the players are looking or not.

That’s where my Living World sandbox differs from most games built around dramatic pacing or player spotlights. The procedure I use is about “what happens next in the world, based on everything we know?” Not about recreating the feel of a genre-specific TV episode, putting character beliefs under fire, or returning to a specific gameplay loop like dungeon exploration.

If that sometimes leads to something interesting, great. But the interesting result has to follow from the plausible ones, not override them. If it’s not interesting, or results in negative consequences like character deaths, that’s a result of player choices and how the setting is unfolding. That may not appeal to your preferences, but for my players, it’s part of what makes the setting feel real and an engaging challenge to play.

And as I’ve said before, the players are free to question how things unfold. When they do, we walk through the decisions and discuss the plausibility. There have been several times over the years where I was challenged over an adverse result (not just character deaths), and I showed my “homework.”

To me, you are making a separation here that is meaningless. People who are choosing drama aren't doing so at the expense of logic or established situations. That would ruin everyone's fun.

Every system cited in this thread illustrates different creative priorities. Something always has the focus, then other elements fall into place. In Blades in the Dark, that focus is the crew’s development and score structure. In Burning Wheel, it’s testing beliefs and traits. In PbtA games, it’s building drama and narrative based on moves. None of these emphasize consistency with an external setting first. For example, Burning Wheel can start with minimal prep, something Luke Crane has pointed out as a strength. That means internal logic and established situations often get built on the fly.

My campaigns use a setting, The Majestic Wilderlands, that has been developed across four decades. When I run Traveller, I use the Third Imperium, which also has decades of detail behind it. This doesn’t make my way better, it just shows that the creative priorities are different. And that means we’re dealing with distinct procedures and expectations. My approach is not just “good DMing.” It’s a style with different underlying structure, just like BW, BitD, or PbtA games have theirs.

Yes, there are systems like BiTD that deal with long-established settings as well. But how they deal with their setting is different from how I deal with mine. Although we share many techniques and creative goals in that regard.

What kind of reaction would you expect if someone told a PbtA GM, “You’re just doing what any good BitD GM would do”? You’d get pushback. That’s what’s happening here, when you say what I do is just “good DMing,” you’re flattening out distinctions that are meaningful in practice.

You've spent a lot of time talking about how you play in first person. In your experience, is this unusual? I haven't not played in first person since I was just starting out. Playing in first person isn't an achievement. It's the base of play for any group I've ever played with.

No, playing in first person isn’t unusual. But the degree to which I emphasize first-person roleplay and use it as the primary driver of the campaign is not typical. Many systems use structured mechanics or narrative beats to drive scenes forward. In my games, most of that emerges from player speech and in-character choices. The procedures and consequences flow from what the characters say and do, not from predefined story structure or GM scene framing.

I guess, at the end of the day, while I am very impressed with your game and I can certainly see that you're passionate about it and I am sure your players are very lucky to have you, I also don't think what you are doing is any different than what any good DM does. Nothing about what you wrote above says anything about how a sandbox is particularly different from any other well-run game.

I appreciate the compliment, and I understand your strong opinions. One challenge with explaining my Living World sandbox is that while I’ve been able to articulate parts of it clearly, like in my How to Make a Fantasy Sandbox guide, an overall explanation has eluded me until recently. This thread has helped, and I’m starting to tie together the broader picture of what I actually do.

But here’s the crux: the point of what I do is to create the experience that players have actually lived in the setting through their characters. Even if I wrote the perfect book explaining every facet of my approach, I expect someone unfamiliar with it might still say, “Rob’s just making this more complicated than it is.” But once they play in it, they usually see the difference.

My Living World sandbox is special, just like other play styles are special. Like Burning Wheel, RAW AD&D 1e, PbtA, BitD, The One Ring, 2d20, and others. It’s not the way or the best way, it’s just a way, with its own internal logic and structure.
 

Oh, then I fall back to my bracketed closing statement: who cares?

Arriving at a singular, unique outcome which was always the only possible result, was never the intent.

This line of argument just a rehashing of the, "If you're not 100% objective, 100% realistic, 100% perfect, why do you even bother?" argument that I thought we were done with a couple thousand posts ago.
The 100% realism straw man returns! Back by popular demand!
 

Into the Woods

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