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

Because I play in and run such games and they’re just as verisimilitudinous as anything else.

“I can do what you do, but better — and without sacrificing what matters to me.”

Interesting way to frame a friendly discussion about play styles.


Edit: I explain the error of this post in post #10,351
 
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I do find what Lancer with its narrative expansion & ICON are doing fascinating attempts at having your cake and eating it too here. "Oh, here's your mega tactical grid-based combat, but also your free flowing fiction-first storytelling mode."

Ugh, I really want to get DH to the table though - so much promise to fuse both things together without separate game modes.

From what I saw reading Lancer, it'd probably make me profoundly uncomfortable how loosey-goosey it is once you step out of a mech, honestly. I agree its an interesting design choice, but not one for me, I think.
 

It is about your interests, your own words make that clear:

I already addressed this in this Prior Post.


You didn’t say one player, or an isolated moment. You described the entire table, players plural, doing what they wanted. And you made it clear that if their choices didn’t meet your threshold for stakes or pathos, you’d step in and redirect play.

That’s not a group decision. That’s a referee judgment call.

Maybe it’s a call grounded in experience, and maybe it often improves the session, but it’s still your decision to override what the players are doing in service of what you think the campaign should be. That’s not collaboration. That’s the use of the authority the rules give you.


And I agree: your campaigns, from everything you've described, are player-focused. The systems you favor support that well.

But that’s not the issue.

What I’m pointing out is that your critique of traditional play, and the authority its referees exercise, is hollow when you're doing the same thing under a different procedure. The only difference is how the system frames the referee's intervention, not whether it happens. You still have the authority to say “this isn’t working” and shift the focus based on your judgment.

That’s fine. But calling it player-focused when you override the players’ current choices is a distinction without a difference.

I think there’s a significant difference at play.

As you’ve described it, what your games are about is the material that you’ve prepared. Yeah, the players will select what they want to engage with… based on what’s available based on the events of play… and then based on what the players do, you extrapolate to make decisions about the outcome.

So you’re setting everything up, the players interact with some things as their characters, and then you determine what happens. You’ve described your desired experience for the players is that they feel like they visited another world. Your world.

The type of authority I’m talking about exercising is more about keeping play focused. You’re saying it’s all about what I want, but as I’ve already explained… and to be honest, as you should already know by this point… the players and I will have discussed the goals of play ahead of time, and then continually during play. So as a GM, I’m gonna always be pushing things toward those goals.

If something stalls out, if a player is unsure what to do and is therefore spinning their wheels, then I’m going to work to get things going again. I’m not making major decisions about the outcomes of play… I’m keeping it focused on what the group wants play to be focused on.

The characters remain the focus of play. The players’ input constantly matters. That I don’t roleplay out a shopping scene or every other interaction with an NPC doesn’t change that.

As I said in one of my prior comments to you, it’s not a matter of there being GM authority… it’s simply when and how it’s applied.

If you don’t see the difference, I don’t know what to tell you.
 

From what I saw reading Lancer, it'd probably make me profoundly uncomfortable how loosey-goosey it is once you step out of a mech, honestly. I agree its an interesting design choice, but not one for me, I think.

The Trade Baronies expansion adds in what are functionally tweaked Blades in the Dark style playbooks to facilitate narrative play with more meat on the bones. ICON takes this a lot further up front, in that there's an entire FITD narrative play side that you could run on its own; and the tactical combat side (it's meant to be that only in tactical play can your characters actually die, very progression fantasy/shonen anime vibe feel); both with separate playbooks/classes. So your wise old-sage narrative side can actually be a totally kick-ass martial artist when you unveil your full power.

Some cool ideas there.
 

“I can do what you do, but better — and without sacrificing what matters to me.”

Interesting way to frame a friendly discussion about play styles.

This thread has hundreds of posts of people implying that if you arent doing some sort of pure sim / traditional D&D / something else style of play, it just "won't have verisimilitude." I definitely accept that like for @Micah Sweet he wouldn't find Blades in the dark or whatever to feel "real" for his brain that wants heavier simulation to hit right; but there's a lot of phrasing that suggests that anything but "living world" or "non-scene paced D&D" or whatever is fundamentally incapable of this sort of thing.

So you get replies like @hawkeyefan 's or mine or others throughout this where we point out that for ourselves and others at our tables, we routinely get feedback or the impression that our games are among the most "in the world" feeling experienced.
 

“I can do what you do, but better — and without sacrificing what matters to me.”

Interesting way to frame a friendly discussion about play styles.

I don’t think that’s a very accurate interpretation of the exchange.

It started with this:
To me, a game that's all highlights makes no sense to me as a verisimilitudinous setting. And that's what I want.

That doesn’t sound to you like @Micah Sweet saying that what I’ve just described as my game makes no sense as a verisimilitudinous setting?

My comment was me defending what I described against his criticism.
 

Thanks for the reply, but it’s worth pointing out that you didn’t actually refute the argument I made. Instead, you shifted the conversation, reframing my position and softening your own, without addressing the core contradiction I raised.

Let’s break it down:

You Avoid Refuting My Point by Shifting the Frame​

Rather than address my claim that your authority functions the same as a traditional referee’s, you pivot to tone and presentation:

As you’ve described it, what your games are about is the material that you’ve prepared… You’ve described your desired experience for the players is that they feel like they visited another world. Your world.

You emphasize phrases like “what you’ve prepared” and “your world,” while minimizing player agency with “yeah, the players will select…” The implication is that my campaigns are rigid, GM-driven experiences where players are just along for the ride.

This framing avoids the actual issue: the presence and use of referee authority. You’re focusing on aesthetics and tone, how things feel, rather than engaging with what’s structurally occurring at the table.

You Recast Your Authority as Benevolent, But Don’t Deny It​

You then present your intervention as neutral facilitation:

“If something stalls out, if a player is unsure what to do and is therefore spinning their wheels, then I’m going to work to get things going again.”

That’s a judgment call, your call, about whether something counts as play worth continuing. That’s fine. I do the same thing. But let’s not pretend that isn’t GM authority in action. It’s the exact kind of discretion that traditional referees exercise, just framed more gently.

And to show I’m not simply defending “my way,” here’s a quote from my own Majestic Fantasy Basic Rules:

“Be prepared to coach the players from time to time, particularly if your campaign has a lot of setting details that are important. Otherwise, the players may become uncomfortable as they don’t understand how you are going to rule when they try something as their characters.”

Just like you, I work to keep players engaged and supported when they hit decision fatigue or uncertainty. I just use different procedures to do it.

Player Input Matters in Both Our Games

You write:
“The characters remain the focus of play. The players’ input constantly matters. That I don’t roleplay out a shopping scene or every other interaction with an NPC doesn’t change that.”

And again, no disagreement. I’ve said as much myself. Here’s another passage from my Basic Rules:

The key thing to remember is that you can’t assume your players know what you know. It works out best if you are prepared to explain your reasoning and willing to listen to your players’ opinions on what factors are important for what the player wants to do.

The difference lies not in values, we both want players to matter, but in the structure we build around those values.

You Concede the Core Point But Call It Something Else

You write:
It’s not a matter of there being GM authority… it’s simply when and how it’s applied.

And that’s exactly what I said. The when and how may differ, but the existence of that authority is not in dispute. We both intervene, frame, pace, and redirect when we feel it’s needed. You call it “keeping play focused”; I call it adjudication within a living world. Same function, different terminology.

Where We Truly Differ​

If there’s a meaningful difference, it’s this:

You’re willing to override the direction players take when you judge it to be “aimless” or lacking stakes. You use your authority to shape focus and momentum based on your sense of what matters.

In contrast, I let the players trash my setting if that’s what they want to do. I don’t intervene to shift tone or reframe focus unless it breaks the internal consistency of the setting or what character can do in the setting.

My authority is focused on three things:
  • Determining plausible consequences.
  • Roleplaying NPCs according to their goals and personalities.
  • Adjudicating specific actions of the players as their characters in context.
And all of that is open to player questions, negotiation, and discussion. That’s my idea of creative collaboration: players interacting with a consistent world.

Two Paths​

You have two options now:
  • You can keep trying to reframe the debate, selecting quotes to paint me as a controlling old-school referee, while presenting yourself as the enlightened facilitator of a player-focused 21st-century table, supported by modern systems that guide the group toward creative synergy.
  • Or you can recognize that we’re not so far apart.
Yes, our structures and procedures differ. But our goals, engagement, shared fun, and meaningful player choice, techniques, and depth of play, overlap far more than you’ve acknowledged.

And when you strip away terminology, our referee roles are structurally similar. What varies is emphasis, not authority.

Wrapping it Up​

This will probably be my last post on the topic for now. The ball’s in your court. Only you can decide what you want to take away from this conversation.

But I hope, at the very least, that it’s clear the line between “traditional referee” and “modern facilitator” isn’t as sharp as it first appeared.
 

“I can do what you do, but better — and without sacrificing what matters to me.”

Interesting way to frame a friendly discussion about play styles.
Verisimilitude and feeling real are not what exploration-oriented play does better. Puzzle solving and digging into details are what it does better. Focusing more on the fun of exploration that sandboxes offer and less on claims of comparative realism would do a much better job of explaining what makes something like Worlds Without Number so fun to play and run (and would elicit far less ire).
 
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So, I think the core of the issue for me is what is rewarded most (and expected most at the table) - exploring the fiction, basically investigating and poking at the setting in a conflict neutral way, or aggressing the fiction, making bold moves that result in meaningful change in the setting. By rewarded I'm talking about social rewards (which is more appreciated by the other players), character advancement if that is a thing and what is a more fruitful path to success.

For me personally, I generally want the game to be constituted such that aggressing the fiction - making direct action - is going to be rewarded more than exploration. I want the best way to find out about the world to be taking direct action and I want direct action to be the expectation.

I can and do sometimes, enjoy, the sort of gameplay where finding out about the world first is rewarded more, but that sort of play does feel less directed by me on a visceral level as I feel compelled to gather information before I act. And as a GM I do feel like I have more impact when exploration is more focused on. These are just how I feel though.

But I'm also assuming that we're playing something we're all bought into (hence the social reward component).
 
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That doesn’t sound to you like @Micah Sweet saying that what I’ve just described as my game makes no sense as a verisimilitudinous setting?

My comment was me defending what I described against his criticism.
Maybe, but @Micah Sweet did say: "...makes no sense to me..." They are clearly framing it from their perspective not a universal statement. And what is or is not verisimilitudinous is subjective of course. I don't think we need to defend our personal perspectives on this subject.
 
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