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


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There are people in this discussion literally stating that if I want to run game type A and there is someone in the world who wants to play game type B, it is not acceptable for me to explain to that person that currently game type A is all I'm interesting in running, I must seek a compromise solution with this hypothetical random person who has different interest, and anything else is unreasonable and unfair and should not be considered an acceptable outcome.

So, there are people who say that.
Therefore, you treat everyone as if they are saying that? That's gonna make things better?
At that point, it is probably time to close the thread. Shall I do that? It is like two clicks. We can end everyone's frustration sooo easily.
 

So, there are people who say that.
Therefore, you treat everyone as if they are saying that? That's gonna make things better?

You left out the bit at the end where I already addressed this exact point.

To be fair, my current feelings about this whole discussion are probably heavily coloured by the position held by a single poster, and it may be I am unfairly projecting that poster's arguments on others who are presenting more nuanced perspectives.

At that point, it is probably time to close the thread. Shall I do that? It is like two clicks. We can end everyone's frustration sooo easily.

As to closing the thread, that would be fine by me. As far as I can see, the discussion had already run its course a long time ago and no one (including me) has added anything of substance for quite some time.
 

So, there are people who say that.
Therefore, you treat everyone as if they are saying that? That's gonna make things better?
At that point, it is probably time to close the thread. Shall I do that? It is like two clicks. We can end everyone's frustration sooo easily.

We hit 10k! Probably time to close it down :P
 

You left out the bit at the end where I already addressed this exact point.

To be fair, my current feelings about this whole discussion are probably heavily coloured by the position held by a single poster, and it may be I am unfairly projecting that poster's arguments on others who are presenting more nuanced perspectives.

Yeah, I don't know if that actually addresses/answers my question, but arguing it wont make things better, so I'll back off.
 

Yeah, I don't know if that actually addresses/answers my question, but arguing it wont make things better, so I'll back off.
I assumed the question was rhetorical.

If you need a direct answer: Treating everyone as if they said a thing someone else said will not typically make anything better, especially if the "thing" is being treated as a negative.
 


I think you're not quite understanding what I'm talking about.

Most rolls in most games can, and probably with at least some of its output, move the narrative forward.

in PbtA games it absolutely will. Very rarely is a roll allowed to simply say the status quo hasn't changed.

Let me give an example.

In many traditional games, if you attempt to pick a lock, a variety of different results can happen. I'm going to generically say there are four of them, depending on the system. You might get a crit, that picks the locks the lock and provides some extra benefit in the process of doing so (say, does so very quickly therefor not using up time that may matter for other reason); you might get a success, that picks the lock; you might get a failure, that uses up time but otherwise doesn't change matters (and that time loss may or may not be particularly relevant depending on other elements of the situation); and you could get a fumble which both fails and makes the situation worse in some fashion (say, making noise that attracts attention you may not want). Some otherwise traditional games with a bit of a leg in a narrative camp might have one or two other cases: success that has a cost besides the time expenditures (takes extra time, say) or failure that still gets you somewhere (makes a successive attempt more likely to work).

PbtA will very rarely leave things at the status quo (I want to say never, but I seem to recall one or two Moves in MotW that might have had a failure without other cost, usually because simply attempting the Move would move things just by trying). In addition, the greatest likelyhood with most Moves is that there will be some sort of complication from attempting the Move, whether successful or not (you can push up your area of heaviest focus where unmixed success may be the likeliest case, but the others will still be fairly common).

This sort of pattern is not routinely the case with most trad games; in most trad games complications added to the situation if viewed as a failure state, just potentially a mixed one if the game is nuanced more. With PbtA games its the expected result, success or not, and that's very much offputting to many people.

I think this is a case where the devil is in the details. What "failure" and "success" means matters, and the frequency matters. To a large extent, structurally PbtA doesn't much care whether you succeed or fail, just that something happens (and to the degree it does, it actually considers at least some degree of failure a virtue) and I'm going to suggest that's miles away from what most trad games do and what many, probably most players want.

I want to make sure I understand your point clearly; and would appreciate any further clarification.

You’re absolutely right that PbtA games, structurally, push for narrative motion on every roll. That’s baked into the move design, and it’s part of what makes them tick.

Even in more traditional systems, a GM prioritizing pacing and player engagement can, and should, approach rolls the same way. Given how human attention works, every GM really should aim to prioritize these factors.

We can look at the examples that pemerton spoke about in their reply (#10,103) to my post, together with what you brought up about lockpicking. We read;

Classic dungeon-crawling D&D allows for rolls that don't "move the narrative forward". For instance, the players are allowed to declare that their PCs look for secret doors, or look for traps; those declared actions are often resolved by rolling dice; and the answer is very commonly "You don't find anything" or "Nothing happens".

In all of these examples, success is obvious. You get a reward. No issues there. Failure is more interesting, though.

If you roll and "nothing happens" you have a textbook case of stalling the game without consequence. The players are gambling for progress: they roll, hoping for a yes. If they fail? They either try again or move on. This is exactly what FrozenNorth's PF2 example (Post 10,080) was about. We read;

In PF2, you can make a Medicine roll which takes 10 minutes, to heal damage. You can also make a Crafting roll, which takes 10 minutes, to repair damage to your shield. In both cases, you can spam the rolls until you heal/repair your gear completely. Even on a critical failure, you do minor damage that can be fixed by rolling again.

There are game structures that disincentivize hand waving the rolls (specific feats that allow you to « take 10 » on the roll and feats that reduce the cooldown on the roll).

The effect is that unless there is a pressing reason NOT to take the time to heal up between fights (non-existent in the modules I’ve seen), after ever fight pacing grinds to a halt while the PC trained in Medicine rolls to heal up all the characters and PCs roll to repair their equipment.

Rolls such as these are not a decision anymore, it’s just rolling dice until the numbers say you win. Without a real consequence, like loss of time that matters, noise attracting danger, or the lock becoming jammed, there’s no real reason for the roll to happen at all. Give the success and avoid the issue.

If you want the chance of failure, have it mean something. Prevent a retry. Give a clue or distraction. Do something besides just saying; "nothing happens." PbtA enforces this by design, but traditional games are better when they include it. And they are better because they waste less time.

I think this is a case where the devil is in the details. What "failure" and "success" means matters, and the frequency matters. To a large extent, structurally PbtA doesn't much care whether you succeed or fail, just that something happens (and to the degree it does, it actually considers at least some degree of failure a virtue) and I'm going to suggest that's miles away from what most trad games do and what many, probably most players want.

Finally, I have issues with the bold part. It makes a leap I’m not sure is supported. I think players generally want meaningful outcomes, which PbtA delivers structurally. Failure that changes nothing, however, feels anticlimactic and frustrating.

We can demonstrate this with a thought experiment. Think about playing in a game where you have no interest in the outcome of the rolls you make.

That sounds absurd, but if you’re rolling dice and the result doesn’t matter, nothing changes, that quickly becomes disengaging. It’s not about whether the system is narrative or traditional; it’s about whether rolls carry narrative or mechanical weight. Most players want to feel like their choices matter and their failures mean something.

PbtA builds that in structurally, sure — but the desire it addresses is near-universal. That desire is to stop wasting player's time.

TLDR: GM advice: Stop wasting time. Give players a reason to care, or skip the roll.
 

Why? Maybe because you don't have enough like-minded people around to run the game exactly how you want to do it? Or maybe you really want to play with your BFF, but the fullness of your preference isn't quite their bag?

Or are we all absolutists around here, unwilling to make any compromise or adjustments for anything around our games?

I admit, I'm a service-oriented GM - my fun comes from the players having fun. Players >> playstyle dogma, to me.
Whereas I feel there's nothing wrong with a GM whose fun in the hobby comes from something more than doing whatever my players want. I'm happy that works well for you, but to me that sounds more like being an employee than I am comfortable with in a leisure activity.
 

Yeah, I absolutely tweak what’s happening at the table based on feedback & what works and what doesn’t. So long as I’m enjoying the play, maximizing how it feels for everybody only enhances the experience.
Sure, as long as you're enjoying the play. GMs get to have fun too, and they shouldn't IMO have to get that exclusively from fulfilling the wants of others.
 

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