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

It worked for D&D just fine. It can be nerve wracking for the players if they are in an area where things are sometimes or often more powerful than they are, but it was their choice to go there.

You keep saying "line up with the level system" as if that's something that happens in this kind of sandbox. It doesn't. You can walk yourself into an area at 3rd level and wander into a beholder. Zap, zap, zap, TPK.

In the kind of sandbox I am referring to, the players have to be cautious when wandering away from town. It gets very dangerous out there. The world does not line up to the D&D level system.
Except, of course, every single one actually does... 🤷
 

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I think that if even the 5e.24 DMG is telling DM's to consider this, it's about as mainstream advice as you can possibly get. To posit otherwise is to grab the thread's statement and hug it close.

Again, the entire OSR play style/culture largely exists to be conservative in a rebellion against whatever they saw as new styles of D&D that didn't fit their desires based on nostalgia/memory/continued play. It's not like this is a new thing, and each edition of the game seems to drag it back out (5e was a conservative edition itself but seems to have wriggled free of that somewhat at least on the surface now).
I am willing to accept that I am a gaming conservative (though I still don't like the nasty implications of the term). I object to it being exhausting, however, as I don't see why people can't be allowed to like what they like; game and let game, to turn a phrase. The whole premise of the OP struck me as a way to call out those who don't share their preferences.
 

That one is pretty extreme, but there are a lot of lesser ones: a group without a lot of outdoor skills loses the trail their map shows (there are numerous ways this can happen, but a pretty common real world one is people leaving a trail to seek shelter from unexpected weather) and can't find it again (again, not an unknown event). At that point, while they theoretically still have options, they aren't set up for most of them to likely work.

It doesn't have to be a case where there's literally no more options, but just where the other options are low enough chance of success to be unlikely. It isn't technically a dead end, but neither will it likely get you anywhere.



That's kind of the point in avoiding single points of failure. All fail-forward is is a method of doing that systematically.
That's a big part of my problem with it. I don't want stuff like that to handled systematically. At least, not like that.
 

I don't know what this is supposed to mean. What RPG(s) do you have in mind?

Don't all games have rules that manage the back-and-forth of "moves?

Like in D&D, if the player says "I listen at the door", the GM either tells them what their PC hears (if anything), or perhaps calls for a roll and then tells them what their PC hears.

Or if the player says "I walk down the corridor and turn the corner", then the GM responds by saying what the PC sees around the corner; or if the GM's notes indicate that there is some as-yet-unrevealed obstacle, like a concealed pit or a tripwire or whatever, the GM draws on those notes to tell the player what happens to their PC.

If there's something more specific that you've got in mind, are you able to say what that is?
MCs in these sorts of games often have a list of very specific moves, often with catchy names.
 

Plenty of people have talked about "the players do a [hard or soft] move so as GM I respond with a [hard or soft based on what the players did] move".

That's different from how I run my game. If a character fails to open a lock, nothing happens because they failed to open the lock, although there may be consequences because of something else happening. Frequently it just means they can't open the door and they need to try something else.

Players don't make hard or soft moves. They just declare actions which invoke basic moves or playbook moves which are just mechanics that trigger on some fictional event. GM Moves are just GM responses to player actions (Monsterhearts actually calls them Reactions). Soft moves are responses that telegraph things that might happen if players do not make an effort to stop them. Hard moves are irrevocable changes to the setting that change the characters' status quo.

Look, I do not dispute that Apocalypse World and an innumerable number of games that change the GM role in some way, are asking you to do things you personally do not want to do as a GM and restricting the things you like to do. But that does not make them restrictive or mechanically bound. Just not a good fit for your playstyle.

What you are not acknowledging is that most roleplaying games from OD&D and onward have asked people who want to frame scenes and make moves to instead build worlds, describe environments and evaluate actions. You are not acknowledging that for some styles of play 5e is just as restrictive as you find Monsterhearts.

Basically, you are making a general statement that only applies if we see the restrictions and structure of conventional play as the norm. You are doing so in the way that implies things about the experiences other people have, denying our creativity, denying the rich tapestry of our play and how free we feel playing it.

I would never say that because it's a poor vessel for Narrativist play that 5e is restrictive. Because it's not meant to enable and support that play. Can I fight against it in the same way some people fight against the playstyles Dungeon World and Masks were designed to support? Sure, but it's not likely to be a positive experience.

Like, I do not understand why we cannot just respect other games for what they offer, even if they are not for us.
 
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That's different from how I run my game. If a character fails to open a lock, nothing happens because they failed to open the lock, although there may be consequences because of something else happening. Frequently it just means they can't open the door and they need to try something else.
On a slightly different point, this comment helped me identify more clearly the problem I have with fail forward in a more grounded game.

Using a typical fail forward type of resolution system, if the PCs are picking a lock, the expected outcomes are likely to be:
  • We get through the door and get closer to our objective. (Success)
  • We get through the door and get closer to our objective but also discover some interesting complication. (Success with complication)
  • We don't get through the door, but something else interesting occurs; or we do get through the door, but something interesting and very bad happens. (Fail forward).
In my mind, I can't help but see that the game world is responding to character decisions with interesting outcomes, which makes it feel like a world that exists to do things the players find interesting. But that's not how the real world works. Making a decision to act doesn't mean something interesting happens. Sometimes, the door just stays locked.

I'm sure it's possible to disassociate those things -- just because the player decision led to a roll that led to something interesting happening doesn't mean that the interesting event is actually tied to the character decision. But it certainly feels that way to me, and that's typically not the feeling I want.

Interestingly, I'm completely OK with the Unusual Event results in Rolemaster, which are basically failure with an interesting complication (and predate AW by 15-odd years) but this is largely because they are rare (literally 1-in-100) outliers, which makes it much easier for me to rationalise them as "unexpected coincidence" rather than business as usual.
 

Players don't make hard or soft moves. They just declare actions which invoke basic moves or playbook moves which are just mechanics that trigger on some fictional event. GM Moves are just GM responses to player actions (Monsterhearts actually calls them Reactions). Soft moves are responses that telegraph things that might happen if players do not make an effort to stop them. Hard moves are irrevocable changes to the setting that change the characters' status quo.

Look, I do not dispute that Apocalypse World and an innumerable number of games that change the GM role in some way, are asking you to do things you personally do not want to do as a GM and restricting the things you like to do. But that does not make them restrictive or mechanically bound. Just not a good fit for your playstyle.

What you are not acknowledging is that most roleplaying games from OD&D and onward have asked people who want to frame scenes and make moves to instead build worlds, describe environments and evaluate actions. You are not acknowledging that for some styles of play 5e is just as restrictive as you find Monsterhearts.

Basically, you are making a general statement that only applies if we see the restrictions and structure of conventional play as the norm. You are doing so in the way that implies things about the experiences other people have, denying our creativity, denying the rich tapestry of our play and how free we feel playing it.

I would never say that because it's a poor vessel for Narrativist play that 5e is restrictive. Because it's not meant to enable and support that play. Can I fight against it in the same way some people fight against the playstyles Dungeon World and Masks were designed to support? Sure, but it's not likely to be a positive experience.

Like, I do not understand why we cannot just respect other games for what they offer, even if they are not for us.
The problem, everyone has to do it, on all sides, or it doesn't work. And even then, if we all respect that all ways we enjoy to play are equal, what do we talk about?
 

if we all respect that all ways we enjoy to play are equal, what do we talk about?
I'd be perfectly happy to see people providing perspectives on why they run and play their games the way they do, or even commenting that they don't understand the appeal of certain playstyles, without also feeling to need to try and prove their preferences are objectively better and should be adopted by all right-thinking gamers.
 

Plenty of people have talked about "the players do a [hard or soft] move so as GM I respond with a [hard or soft based on what the players did] move".

That's different from how I run my game. If a character fails to open a lock, nothing happens because they failed to open the lock, although there may be consequences because of something else happening. Frequently it just means they can't open the door and they need to try something else.

Most games that have innate complications as a potential outcome of their rules probably don’t have you attempting to open a lock for the sake of opening a lock. In Blades, you might be seeking to get the Idol of some demon hidden in a cultist’s sanctum because really wouldn’t it be better in yours?

So we establish the stakes (this room has demonic wards/theres cultists on patrol/that chanting sound sure sounds like a summoning…), we know the goal - and the lock often becomes incidental.

Because we assume the characters are competent at being scoundrels, unless there’s a good reason for being held up by it a normal lock just isn’t a reasonable thing to test (we’ve all seen LockpickingLawyer, right?), a complex “high tier” one might be up to a clock though - with each attempt representing time and chances for danger.

I haven’t done this sort of thing in Stonetop at all, since locked places (that aren’t ancient arcane ruins) just aren’t really a feature of my play - but I’m assuming Dungeon World would be similar to above Blades play.
 

I am willing to accept that I am a gaming conservative (though I still don't like the nasty implications of the term). I object to it being exhausting, however, as I don't see why people can't be allowed to like what they like; game and let game, to turn a phrase. The whole premise of the OP struck me as a way to call out those who don't share their preferences.

Eh, to be fair the OP was more about all the people whinging about the new art and tone and such - “you can stick with what you like without putting the new stuff down because it doesn’t feel like what you’re accustomed to” seems valid when I think it’d safe to say WOTC knew the wide audience they were appealing too. Considering that all the folks I know younger than me who I showed the books to absolutely loved the art and style changes, I think the point there was pretty laser focused.

I’m not entirely sure when or why the thread segued into whatever it’s been for about 800 pages now.
 

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