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

So you never, ever make up anything by yourself, is what you're saying?
No, that is not what I'm saying.

Yeah, I'm going to say that really misses most of the point, and fun, of an RPG. And honestly, I cannot imagine how a random die roll makes anything more meaningful than something that actually has had some thought into it. Random tables are just that--random, and therefore are far more likely to produce nonsensical results at the best of times.
Usually the random table will not dictate the result entirely, and the DM will interpret it in context.

I can see the objections now--isn't that just the DM making things up? I'll invoke Aristotle's idea of virtue as a mean between two extremes here--on the one hand, no DM control, and on the other, total DM control. The point is the balance these.

There is essentially, though, absolutely no difference between the DM simply making it up on the fly and using a table that the DM made up on the fly two weeks ago and is using now.
I disagree. This is not my experience when I'm DMing. When I have more time to think I can make the encounters better reflect the world.
 

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Tables systematize the results and make the choices more meaningful.
I cannot imagine how a random die roll makes anything more meaningful than something that actually has had some thought into it.
I am assuming that The Firebird has in mind something like this:

Case 1:​
1. When you want to describe the weather where the characters are, roll. On a success, say what the weather's like there. (On a failure, it's 76°, few clouds, with a pleasant little breeze.)​
2. When your character's taking strenuous action, if it's oppressively hot where your character is, you get -2 to your roll. . . .​
Case 2:​
1. When you want to give another player a die penalty, make a roll. On a success, a) say what's making life hard for their character, and b) give them a -2 to their roll. . . .​
In case 1, the more time and conceptual space between those two rules' applications, the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so for the entire session all the players roll -2 for all their characters' strenuous actions.​

This is why Apocalypse World uses a soft move/hard move sequence: the soft move establishes time and conceptual space between the threat (or promise) and its realisation.
 

Many of the folks who advocate for heavy prep said that they, at times, still have to come up with material on the fly. So what if the GM decides that, based on their idea of a living breathing world, there’s a cook in the kitchen?
Ideally their notes would have spelled it out beforehand, saying something like:

Kitchen. Day: 2 cooks and 1 dishwasher. Night: 1-in-6 chance of cook preparing for next day.

If they decide in the moment to create a cook there, after the lock has been picked, I'd consider that a failure of GMing.

If the players decide to explore an estate they haven't planned for, and they say, hmm, I'll roll 2-in-6 for each room to see if it's occupied, that's fine.

If they say "I'll make this entrance the kitchen and have a cook there" prior to the players rolling, fine.

The important thing is that they do not create complications which are not directly related to the roll. Because in that case, the player's choice of approach becomes less meaningful as it is less effective at avoiding obstacles.
 

When I have more time to think I can make the encounters better reflect the world.
I disagree. When you have more time to think, you can make encounters that better reflect your interpretation of the world. But, at no point is this not 100% subject to your biases and understanding. And, as you say, even then, the DM will need to interpret these random events in the context of play - thus subjecting them to even more DM bias.

My point in all of this is that the whole notion of "living world" is myth. Your world, my world, and anyone else's world's are all subject to the biases and thought processes of the person creating them. At no point is there any objective nature in anything you, I or anyone else creates for our game worlds.
 

Is the cook a quantum if the GM decides that’s where she is?
If the cook is only there because of the lockpick roll, yes.
Many of the folks who advocate for heavy prep said that they, at times, still have to come up with material on the fly. So what if the GM decides that, based on their idea of a living breathing world, there’s a cook in the kitchen?
Improv =/= quantum. Existing and not existing until after a die is rolled = quantum.
No, I mean specifically who. There appear to be several different takes on fail forward among the folks you seem to be speaking for, and not all are in lock step. So I’m asking who you’re speaking for to have a better idea of your take on it.
Again, fail forward isn't relevant. I'm talking about those of us who avoid fail forward, either the correct or incorrect versions. I haven't seen anyone on my side of the issue who used fail forward of any interpretation, so I'm talking about all of them. We don't connect whether the cook is there or not to the lockpick roll.
 

The important thing is that they do not create complications which are not directly related to the roll. Because in that case, the player's choice of approach becomes less meaningful as it is less effective at avoiding obstacles.
Just so we're all clear: managing risk and avoiding obstacles are not the only dimensions of meaning that are possible in RPGing.

In games that use "fail forward" resolution, they are typically not that important at all.
 

I am assuming that The Firebird has in mind something like this:

Case 1:​
1. When you want to describe the weather where the characters are, roll. On a success, say what the weather's like there. (On a failure, it's 76°, few clouds, with a pleasant little breeze.)​
2. When your character's taking strenuous action, if it's oppressively hot where your character is, you get -2 to your roll. . . .​
Case 2:​
1. When you want to give another player a die penalty, make a roll. On a success, a) say what's making life hard for their character, and b) give them a -2 to their roll. . . .​
In case 1, the more time and conceptual space between those two rules' applications, the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so for the entire session all the players roll -2 for all their characters' strenuous actions.​

This is why Apocalypse World uses a soft move/hard move sequence: the soft move establishes time and conceptual space between the threat (or promise) and its realisation.
Hmm. I agree with the point of the comment but it wasn't what I was getting at. Without a random table there is no roll at all to determine the penalty. It is just "the DM decides there is a penalty because they feel like it would have been hot today", with the players having no insight into why that is the case.
 

My point in all of this is that the whole notion of "living world" is myth. Your world, my world, and anyone else's world's are all subject to the biases and thought processes of the person creating them. At no point is there any objective nature in anything you, I or anyone else creates for our game worlds.
You are arguing against a position I do not hold.

Just so we're all clear: managing risk and avoiding obstacles are not the only dimensions of meaning that are possible in RPGing.

In games that use "fail forward" resolution, they are typically not that important at all.
True.
 

You can see more of my thoughts in the post just above.

"Fail forward" is primarily the idea that nothing happens is not a permissible GM response.

Secondarily - and this is perhaps better captured via the "no whiffing" formulation - is the idea that the narration of a failed check need not present the PC as incompetent. (See eg the example of me failing the test for Aedhros's singing.)

Burning Wheel captures these two things by instructing the GM, when narrating failure, (i) to introduce a complication and (ii) to focus on intent. (i) is what ensures that "nothing happens" is off the table. (ii) leaves open what the GM says about the attempted task, which in turn is what leaves a lot of scope to narrate failure without incompetence.

As I try to explain in that post, I think that @AlViking's response to my examples that they are merely consequence or repercussions is somewhat missing the point: they are consequences other than that nothing happens; and they are consequences of things in the fiction other than the incompetence of the PC.
That's fair. I am much more used to Dungeon World and similar PbtAs where intent is not as explicitly separated from tasks (sometimes not at all). So, FF in Dungeon World would require that the action, and thus the check, produces a result that is effectively successful, no matter what, but usually works against the character's, separate, goal. So, effectively, FF in DW would require that picking the lock always opens the door, but sets off an alarm or whatever. But this is of course also why FF is not mandatory in DW, it is perfectly OK for the GM to describe the outcome as "you can't pick the lock, AND you set of the alarm!" I mean, tastes may vary in individual situations. I think the ultimate result is pretty similar.
 

I think we can take it that the cook screaming is a hard move. So let's reason back - what player-side move failed, such that the cook was startled and screamed? The most obvious candidate is Act Under Fire.

So what was the character doing? Maybe they're the advance scout for the assault on Dremmer's compound:

First, let's imagine the player recites their PC's knowledge - it's a bit artificial as an example of play, but provides some context.

"I know that Dremmer has a storeroom at the edge of the compound, with a gate for taking deliveries. There's a fancy electronic lock on it, so it's not well guarded. I reckon I can crack that lock and sneak in."

The GM nods: "OK, so you're at the gate to the storeroom. It's locked like you expected. It's not well guarded, but that doesn't mean no one ever comes by here. You haven't got all night."

"OK, I bust out my tools and work on the lock, as quickly as I can."

"That Acting Under Fire, and the fire is - you'll be spotted before you're in." The player rolls, and succeeds on a 7 to 9. The GM offers an ugly choice: "You get it open, but you can hear someone's coming. And you can't see yet what's on the other side of the gate. Do you go through into whatever's there? Or wait to see who comes?"

The player decides to go in. "There's someone in there with a torch. Looks like Dremmer's cook Pattycakes, come to grab a fresh bag of chowder powder. What do you do?"

At this point the player has a few choices, but let's suppose that, whatever they do, it fails on a 6 or less. And so the GM narrates that Pattycakes spots them and screams.

I assume that DW could play out in a pretty similar sort of way.
Sounds right. Whereas in BW I would expect that the failure would be on the original attempt to pick the lock, and the intent of getting in unseen would fail, you bolt inside to avoid the guards and run smack into Pattycakes. who screams. I'm not versed enough in BW to talk about 'hard' vs 'soft' here and whether you would allow the player to attempt to silence Pattycakes before the scream, but I'm guessing the answer is 'no' because success there would subvert the failure to pick the lock and get in unobserved. But again I stand ready to be corrected there.
 

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