It just seems to me that some of the sorts of complications that have been mentioned seem like the sorts of things the PCs should have learned about as part of their planning. Reading the SRD it seemed to talk more about the squalor of the PCs' lives and the way their lives of crime break them down than about the heists.
Anyway, as I was reading, I felt myself realizing that as a player I'd try to roll one die always and never resist anything, which was a strong message from a deep region of my brain that the game is not for me. Maybe there's something in the mechanics I'd enjoy, that I missed, but I have a suspicion I'll never know.
This was intriguing enough that I went to look for it. Are you talking about Scum and Villainy, or the "Syndicate" hack? (Or both?)Maybe take a look at the Star Wars version. Same mechanics but much less dark. That's what I'm running now and it's a riot. I might never use a different system to run SW.
Unless I'm mistaken (I haven't been following the thread with 100% attention) I think Blades was brought in not to convince you to play it, but merely to illustrate narrative resolution mechanics that are very different from 5e, because it seemed like you were not totally understanding what pemerton and Ovinomancer were saying.
Until and unless the PCs interact with them, physical objects in the setting are part of the setting and also sometimes are or contain adventure parameters, and thus because both the setting and the adventure parameters are under the DM's control so are they.I disagree that a physical object actually adheres to a different set of rules. I will agree that some (many) act as if they do, but this is a self-imposed restriction and I'm not at all convinced it's helpful or beneficial to play.
I wasn't disagreeing about D&D, just expanding on some things I had been thinking about.
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Here's the different between the guard's reactions and the widget. The reaction or consequence to a social action has an immense range of possibilities. The GM has a lot of leeway to respond appropriately to the player's actions in a bunch of different ways, and thus has a wide range of options vis a vis narrating both success and failure. With the un-found widget, it's either there or it's not. The only option the GM really has is to move it by sleight of hand, or continue to frustrate the players. I'm not judging one of those options as better than another either, sometimes player frustration is a good thing. The range of possibilities that result from an action like I ask the guards if there is way I can get into the castle is pretty manifestly different from I search the maguffin for the widget.
I've put the two quotes side-by-side because I'm not 10% sure if, in the bit I've bolded, you're talking about D&D in particular or RPGing in general.The way that the D&D rules handle that is still very different from some other games though, and different GMing styles and play styles also change the stakes a lot.
I don't see how having a reduced frequency of unmitigated success can be described as "competence."
The fact that the PCs are rarely going to succeed without screwing something up in some way is a different thing, and that seems pretty clearly to be the case.
It just seems to me that some of the sorts of complications that have been mentioned seem like the sorts of things the PCs should have learned about as part of their planning.
your criminal-as-a-lifestyle character either overreached his competency or didn't adequately plan for something. Even your example with the opponent in the knife fight kinda bespeaks something other than full competency (slash, not stab, hold the knife so it won't come out of hour hand, go for the quick kill).
I've bolded what I think is quite wrong.If the fighter's failure to one-shot the beholder directly caused him damage of some sort, or resulted in his being prone at the feet of the beholder's ogre minions, that'd be a fairer comparison.
Scum and Villainy. I didn't find the conversion over to actual SW to be too much work. I even reused the books systems and planets to fill in the SW system map around Tatooine.This was intriguing enough that I went to look for it. Are you talking about Scum and Villainy, or the "Syndicate" hack? (Or both?)
Yes. Here is the OP from the other thread I mentioned, which explains my thinking in this respect:To be clear, you are combining the action and the consequences together and calling that an event? If so I agree.
The function of players in RPGing is often described as deciding what their PCs do. But this can be quite ambiguous.
A classic article on the analysis of actions (Donald Davidson, "Actions, Reasons, and Causes" (1963)) gives the following example:
I flip the switch, turn on the light, and illuminate the room. Unbeknownst to me I also alert a prowler to the fact that I am home. Here I need not have done four things, but only one, of which four descriptions have been given.
In RPGing, I think it's a big deal who gets to decide what descriptions of the PCs' actions are true, and how.
For instance, suppose that my ability to decide what descriptions are true of my PC's actions is confined to very "thin" descriptions focused on the character's bodily movements, like I attack the orc with my sword or I wink at the maiden. Playing that game will produce a very different experience from one in which I can decide that the following description is true of my PC's actions: I kill the orc with my sword or I soften the heart of the maiden with a wink.
The same point can be made in relation to success on checks: if succeeding at a check makes a description such as I find what I was looking for in the safe true, that game will produce a different experience from one in which it makes true only a description such as I open the safe, with the description of my action in terms of I find X in the safe remaining something for someone else - eg the GM - to decide.
This example shows how it is possible (i) for it to be true that the players choose what their PCs do - under a certain, fairly thin or confined sort of description - and (ii) for there to be fudge-free checks and yet (iii) for it also to be the case that the GM decides everything significant that happens - ie it is the GM who gets to establish the richer, wider, consequence-laden descriptions of what the PCs do.
I think that a failure to recognise this point makes a lot of discussions of railroading, "player agency" less productive or insightful than they might be.
What do others think about who does, or should, get to establish the truth of descriptions of PC actions, and how?
Ok, good, we're on the same page. Simply put, I am suggesting that the player input serves to help frame the range of outputs considered by the DM, which are the two 'components' of the event. Not in every instance, but in some. An argument in favor of a somewhat broader reading of player agency on fictional outcomes in D&D than is usual.Yes. Here is the OP from the other thread I mentioned, which explains my thinking in this respect:
I, again, disagree, but I'll add the other bits that might help understand my disagreement. I think that the GM allowing player action declarations to curtail their resolution is a good thing, but it's not in the realm of authority. The players still have no authority in this situation -- everything is up to the GM. Labeling this as a mild authority gifted to the players fails, again, in any situation where the GM has prescripted an NPC or preplaced an item. An authority that exists at the grace of the GM is no authority at all.Ok, good, we're on the same page. Simply put, I am suggesting that the player input serves to help frame the range of outputs considered by the DM, which are the two 'components' of the event. Not in every instance, but in some. An argument in favor of a somewhat broader reading of player agency on fictional outcomes in D&D than is usual.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.