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

I'm not sure what you mean by this.

The "you" you appear to be addressing would seem to be me, @hawkeyefan, @AbdulAlhazred, maybe @EzekielRaiden?

I don't know about the last poster in that list. But I, hawkeyefan and AbdulAlhazred have contributed to this discussion mostly drawing on experience with what could be called "play to find out" or "story now" RPGs - AW, DW, BW and BitD have loomed large, although hawkeyefan has referred to Spire also, which I don't know as well myself.

These are not games that foreground outcomes. As the slogans indicate.
They do, however, appear to foreground specific mechanical processes explicitly designed to produce specific kinds of results.
 

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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.
Sounds like we're back to: different people like different things.
 

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).
You think this thread is long, you see the debate over whether SeeLowe the German invasion of Great Britian, can be successful over on the alt history forums.

Short Story: It has been analyzed to death, and yes, there is an overall consensus, but it still crops up repeatedly. It's bad enough that out of all the possible alt history that could have been talked about, they made a pinned thread about it.
 


Yes. That's the point.

I mean, I've never heard of anyone resolving a D&D combat and then just having all the dead character just dust themselves off and stand up again, as if the resolution didn't mean anything!
I agree in principle, but I think folks feel differently about it based on what is being resolved, and how well it interfaces with what they are comfortable offloading to a mechanical process.
 

I agree in principle, but I think folks feel differently about it based on what is being resolved, and how well it interfaces with what they are comfortable offloading to a mechanical process.
Let me caveat this with that I am not an expert in BW; I own it and have read it, but not played it. This is just my observations, @pemerton and @Old Fezziwig are free to yell at me if I'm way off-base. :)

I agree with you 100% that there is definitely a different feel to BW, and I can understand where it causes some aesthetic discomfort. And that difference is that you, as a player, do not have full ownership of your character. You share your character with the fiction that is created and imposed during play, often by rolls.

If you have a concept of your character as a badass, and subsequent rolls reveal that when pressed, the character is hesitant and fearful, the rolls are right and your concept isn't. The point of play is to adapt your concept of the character and subsequent decision making taking into account these revealed truths.

How you accept this truth is up to the player; maybe the character subsequently dedicate themselves to training so they don't freeze in the next hard situation, maybe they cover their insecurity with bluster, or maybe their one-time weakness becomes a more craven streak. Maybe through the course of play they will eventually prove themselves a brave badass, with the moment of weakness being something to overcome. But you as a player don't get to pick if the character's conception of themselves is true.
 

Just to be clear because it came up, none of are saying sandbox or living world sandbox is a new innovation. The conversations we point to occurred in largely OSR circles where people were looking back to earlier days of the hobby to find solutions to problems they were encountering in more current forms of play. Is it is very much about going back and seeing if there are approaches that were used that might have become less popular or fallen by the wayside but prove useful today. This is why for example when I talk about NPCs as living, I refer back to the description of Strahd in the original Ravenloft module and then to the elaboration of the concept in the Feast of Goblyns adventure (these books are like over 30 and 40 years old)
 

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 wall run game

I think the degree/scale of potential moving pieces within @robertsconley ’s sandbox work is probably fairly distinctive, along with established procedures for evolving the world state while maintaining broad consistency. That’s years of creative vision and effort.

Like, Dolmenwood is a fairly huge sandbox (from a hex/content/detail perspective), but it doesn’t have a lot of set guidelines for putting things “in motion” beyond the random encounter tables and whatever the GM brings.

That’s why I keep returning to the like, actual outcome of play from a “living world” perspective being most analogous to Blades, because the latter is the first broadly used product I’ve seen that sets up and executes a city in motion around the players once the game goes.
 

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

I do wish the 2024 rules didn’t foreground “fun” so much in their guidelines for how to make decisions. Ah well.
 

Let me caveat this with that I am not an expert in BW; I own it and have read it, but not played it. This is just my observations, @pemerton and @Old Fezziwig are free to yell at me if I'm way off-base. :)

I agree with you 100% that there is definitely a different feel to BW, and I can understand where it causes some aesthetic discomfort. And that difference is that you, as a player, do not have full ownership of your character. You share your character with the fiction that is created and imposed during play, often by rolls.

If you have a concept of your character as a badass, and subsequent rolls reveal that when pressed, the character is hesitant and fearful, the rolls are right and your concept isn't. The point of play is to adapt your concept of the character and subsequent decision making taking into account these revealed truths.

How you accept this truth is up to the player; maybe the character subsequently dedicate themselves to training so they don't freeze in the next hard situation, maybe they cover their insecurity with bluster, or maybe their one-time weakness becomes a more craven streak. Maybe through the course of play they will eventually prove themselves a brave badass, with the moment of weakness being something to overcome. But you as a player don't get to pick if the character's conception of themselves is true.
Right, this is in line with my feelings more or less. I'm always approaching it from the stance of You say your little dude believes this. Does he believe it now?

There's something that you suggest in your last paragraph, and I think is worth repeating: the revelations don't necessarily need to be negating; they can just be complicating. if you create a character that's supposed to be tough as nails that freezes in a hard situation, the character can still be tough as nails. But now we've got this thing to deal with and work with and explore.
 

Into the Woods

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