D&D General A glimpse at WoTC's current view of Rule 0

But what if page 793 of the DMs notes indicates that in this game world, spiders are rare and are always spies for Lolth, and so are generally killed on sight? I mean, if we can't assume that patrons are in a tavern or that a town will have a blacksmith, why would we assume spiders are common?
We don't need to assume that. But in this world they are. If that was not the case, then indeed this tactic obviously couldn't work.

Kidding aside... what if the DM shot the idea down? That's their right, as you've been saying. They could declare this action impossible.

Or they could work with the player's idea. They could collaborate and find something that works for everyone.
This is such a weird way of looking at things. If it makes sense for it to work taking account the situation and the setting details, it does, if it doesn't make sense, then it doesn't work. You might see former as collaboration and latter as shutting things down, but that is really not how I would characterise it.

Like if the characters search the Red Crystal of Doom from the Castle Blackskull, but it is actually located in the Temple of Joyous Slaughter, they're not gonna find it even though the players would really want to. That is not the GM being mean and shutting down player ideas. And alternatively if the characters seek the crystal from the Temple of Joyous Slaughter and find it there, that is just logical outcome of the events. I guess you could call it "collaboration" but the whole game is collaboration, just one where different people have different roles.

So, does a DM have to disclose everything that's impossible to try ahead of play?
Obviously not. To continue my earlier example, if the characters do not know where the Red Crystal of Doom is located, then they also do not know at which places it is impossible to find.

Like, you expect that it was explicitly stated before play "Gods never do anything but give you spells"? Or was it more implied?
It doesn't need to be, but I would expect a cleric to have at least some idea.

And either way, don't things change sometimes? Couldn't there be some kind of divine champion that's never been seen before who can work miracles greater than most clerics?
Perhaps. I rather feel this should take a bit more than the player writing "cleric" on their character sheet and declaring it to be so.

Why would players just assume that, when it comes to magic and the cosmic or divine, all is known and things can never change?
They don't need to assume that and I would not assume that. This doesn't mean that there isn't some defined way how it works, and that the player can make both correct and wrong assumptions regarding it.

Gotcha. Yeah, I wouldn't say that was "all because of one player". But it's a cool example where a player certainly played a part in the way things go.

Again... imagine the DM just shot it down.
Why? How? Like sure, I guess one could construct a situation where all traces of ancient civilisation are so far gone that is literally impossible to find any traces of it, but then it would be rather pointless to put such thing in the game wouldn't it? Like the world is meant to be played in, so obviously there will be some way to do this. It just might not be just as easy (and frankly boring) than the player declaring that the giants just live on a nearby hill and by that declaration making it so.

Because you seem to think I'm arguing something I'm not. I'm talking about trying ways to collaborate with players, and you've been arguing for the DM's right to not do so... and then you share examples that show the DM trying to collaborate with players.

I have said that the GM is allowed to say "no," This obviously do not mean they always say "no." Almost like the game world had an objective reality which might influence which things are possible and which are not.
 

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This is a good post. I typically always like your posts even if I don't agree with them entirely or with certain aspects of them.

I like that you're switching the conversation to your typical inclinations toward challenge-based play. I'd like to talk about that a little bit. You and I have talked in the past about systems that index various goals simultaneously (in particular, we've discussed Blades in the Dark among a few others).
Always. My usual feeling is that everyone is perfectly happy to sacrifice the G on the altar of the TTRP, and rarely willing to acknowledge what that costs.
So here is my sense of your position on challenge-based designs:

* Like the bit above that I've bolded, it seems to me that you feel an awkward dissonance when micro goals in a game are sometimes at tension with one another or one micro goal is momentarily or perpetually at tension with a macro goal. A game like Torchbearer (the pinnacle of challenge-based TTRPG design imo) would seem to generate this sort of struggle for you. You have multiple clocks going simultaneously and they each demand you perform subtly different calculus to stay on top of them. You have multiple currencies that power various aspects of play and attaining these or spending these come at costs to other interests or assessments around sacrificing immediate needs to invest in longterm gains. Gaining and spending these currencies requires you to perform a lot of tactical and strategic calculus around various, sometimes competing, interests and loops/intervals of play. Finally, gaining certain key currencies and advancing requires thematic struggle and action resolution failure.
I am not especially familiar with Torchbearer, outside of a few reports of play.
There are a lot of spinning plates to stay on top of and they can compound if you don't maintain extreme skill at managing the tactical level, the strategic level, while pushing hard on the thematic elements of play all times (which intersect with the tactical layer, the strategic layer, and the advancement layer).

Torchbearer's "board state" is never something that lets up. You can "keep the headman's axe at bay" perpetually and you can even thrive within the scope of your character's premise/thematics, but you never get full reprieve from that looming execution. It, by design, always haunts play. And you better not let up or it will catch up to you.

My sense is you might call this approach "parasitic design" or a "decaying board state?" If so, my sense is that you would ascribe "dysfunctional" as a descriptor for this approach to systematizing challenge-based play and organizing play priorities?
I'd probably go with decaying board state, sure. I've come to believe my understanding of "parasitic design" was obtained from someone misusing the term to talk about something else. I don't think I'd use dysfunctional for anything other than an unparsable rule. I might use degenerate, if the board state tended to devolve toward a single dominant strategy or can easily become unsolvable.

That all being said, I tend to put my relationship to that kind of game down to personal preference, not to a factor of design. Regardless of medium, I am generally not fond of games where the decision space and/or impact of player decisions decreases over the course of play instead of growing.
* So, assuming the above is correct, I have a question for you regarding baseball; starting pitching specifically.
I'll do my best, but I am exactly the kind of gay nerd who has happily not been to a baseball pitch since I was 9; you're killing me with these sports analogies. :p The last sporting event I went to was a work function basketball game. I found the back and forth of each exchange tactically interesting, but couldn't help but wonder if it wouldn't be more interesting if they balanced the players.
When you're a starting pitcher, the dynamics you're working under are actually rather similar to playing Torchbearer. You have multiple competing interests that you have to constantly weigh and juggle.

1) You have a pitch count clock that is ticking and constantly looming (modern era absolutely tries to keep starting pitchers below 100 pitch count...so finishing ball games as a starting pitcher is extremely difficult anymore). So you need to optimize for efficiency, but sometimes a singular moment or a particular at-bat or a particular situation demands that you abandon your efficiency optimization to potentially "get out of a spot."
Some googling informs me there are strict time limits between pitches? I feel certain there's a nuance here I'm not grasping, but "players are under time pressure" seems to be the takeaway. The game equivalent is presumably introducing a chess clock, which certainly has dramatic impacts on how people play games. I generally understand it to be adding an "execution" element to the challenge, shifting play from just finding the right line to also demonstrating you can do so quickly.
2) Hitters' statistics increase dramatically vs a pitcher as the game deepens, as pitches accrue, and they get further at-bats against you. The third time through the order is a statically a huge increase in metrics vs a pitcher when compared to the first time through the order. Consequently, there are two different games of "cat & mouse" happening between pitchers and hitters here:

2a) Pitchers often decline showing their full repertoire of pitches to either all hitters the first time through the order or to select hitters specifically. This is a sacrifice of short-term gains for long term durability and the amelioration of that long-term trend of hitters getting better against you as at-bats accrue in a game.

2b) Beyond the dynamics of 2a above, pitchers often change their sequencing and location dynamics of pitches either to the whole lineup or to specific hitters. This might be working against a pitchers strength in a particular at-bat or in a particular inning or a particular time through the lineup. The intended payoff is that a particular dangerous hitter or the lineup-at-large might be off balance; again sacrificing optimization of tactics right now for (hopefully) strategic payoff.
If I'm parsing this correctly: every pitch you throw against a given batter is assumed to make future pitches less effective, both in general, and as a function of that specific pitch. Essentially, pitchers have a hand of cards which reference both some general stat they keep depleting, and each card has a personal modifier that also degrades, though these stats are modified in some way by the stats of the batter.

This is very similar to the dynamics of War Chest, a game I do not like precisely because of its degrading board state. Every lost unit permanently decreases your ability to replenish, use and reinforce units of that type. Every action taken not only limits the decision space on the board, but the total size of the decision space for all future decisions.
3) The Home Plate Umpire is a huge part of a pitcher's calculus. As the adage goes, "the most important pitch in baseball is strike 1." That is because getting ahead of the hitter (achieving a 0 balls : 1 strike count) is absolutely essential for success at every interval (for this at-bat, for pitch count optimization, for staying out of trouble in this inning, and for reducing the total number of times through the order in the game). However, the second most important pitch in baseball is on the 1-1 count. The difference between hitter success on a 2-1 count (2 balls : 1 strike) vs a 1-2 count is profound.

So a pitcher has to "game the Umpire" and pitch to that Ump's subjective tendencies both generally and especially on the first pitch of an at-bat and when facing a 1-1 count.
I think you're losing me here? There's a subjective element to pitch evaluation, and that varies from umpire to umpire, and that might be gameable? I don't understand how that interacts with balls : strikes, unless you're saying the strategic importance of gaming it properly is different at different stages of the game?
4) Finally, it is absolutely essential that you "show up big" in big moments as a starting pitcher. Your team is deeply relying upon you. There is an intangible of grit and fortitude and courage that you have to show and that comes in many forms from (i) the way you carry yourself generally when its your day to (ii) your body language/disposition on the mound between pitches to (iii) whether you have proven that you can "clutch up" in order to "get out of a jam" or make a key pitch in a key situation. And whether anyone wants to admit it or not (iv) striking out a key hitter for the other team (especially overmatching them with a fastball or making them look stupid with a slider) juices up your team, no doubt.
I don't know that I have anything to say about this. Modeling stress/team dynamics are outside the kind of gameplay I'm interested in, and frankly outside the kind of spectating I'm interested in.
This intangible component is kind of the thematic/premise piece.

I could go on, but hopefully I've demonstrated the dynamics of starting pitching in baseball and why I feel like (i) its analogous to being a player in a game of Torchbearer and (ii) why I wonder if you would look at these starting pitching dynamics as "parasitic design" or a "decaying board state" (particularly the dynamics of the pitch count inevitably leading you to get taken out of the game) and therefore "dysfunctional challenge-based design."
I think I made an earlier error. I was looking at pitch clock, you meant "pitch count" which after some searching, I'm taking to mean "pitchers have an increased risk of injury and decreased performance as they throw more pitches over the course of a game." So, essentially, an upper limit on the number of actions you can take. I don't actually see that as having much impact in the decaying board state sense, that's more of just a game timer.

The board game analogy I'd use is Bus, which hands out all of the available action tokens to each player at the beginning of the game, and ends when only player has any left with no hard restrictions on how many can be used each round. They're entirely a clock in that game, as the effectiveness of those actions and the available places on the board in which to play definitely expand as the game continues.



Hopefully this makes sense and gets some traction in your brain because I'm very curious about the contours of your positions on this stuff. I'm pretty sure we disagree about key elements, but I don't know.
I don't really know where we're going here, but my original point is that much disagreement seems to be about the goal of play, and the difficulty of holding more than one such goal in mind, while simultaneously having multiple resources/abilities that must only be spent towards some of those goals.

This seems to be about a game space having complex tactical concerns, theoretically in service to one goal.
 


pemerton said:
"I punch the nearest dude!" is not describing the situation. It's declaring an action.
So is "I pick a big bag of gold that I see lying on the ground unattended" but unless presence of such bag has been announced, that seems pretty questionable.
Does the fictional positioning support that action declaration? Is the presence of a big bag of gold, lying on the ground unattended, implicit in the expressly established fiction?

That will depend on context. I'm not sure what context you have in mind.
 

I think that a game like Blades assumes some potential tension between player characters. They’re a bunch of scoundrels, after all. And the game is designed for generating conflict, so it’s not necessarily surprising or problematic when it happens amongst PCs.

<snip>

It took my longtime D&D players some time to adjust to this and to embrace Blades for what it’s trying to do. The player principles really help.

You have to embrace the idea that there will be adversity and you won’t be able to address it all. Get into danger… make things messy. Give your fellow players things to react to.
Upthread I mentioned that Torchbearer mandates party play - the PCs must all be in the same phase (adventuring, camp or town) - but not party goals.

In our game, most of the time the PCs work together - to bargain with Lareth, to escape from the pirates, to navigate through the woods, etc. But sometimes they don't - they will act on their own, without the aid of other PCs (who take a different view of the situation); or they will even act against one another.

And Torchbearer is still fairly close to D&D in its basic tropes and orientation for play. I'm not surprised that BitD might move further away. I've not played it, but it seems like - of games that I have played - that it's closer to our Classic Traveller game, where the PCs are "united" by all being the crew and off-siders on the starship that one of the PCs owns; but are not united by common goals or even, quite a bit of the time, by a common enterprise. (This is helped by each player having two characters, plus there being a bunch of NPCs - some more developed than others - who are also part of the entourage.)

With D&D, there is a much stronger sense of the party as a tactical unit. If the fighter isn’t standing at the front line, the cleric isn’t healing, and the wizard isn’t casting spells, then the unit is not performing. So that often takes priority for many folks over doing whatever may make sense for the characters under the circumstances.
In another recent thread, a poster linked to a clip from the D&D film, of the paladin protagonist fighting some Thayans. What struck me about the clip was that the character fought solo, while the other protagonists watched.

That's a common trope in action movies, but was a very marked difference from how D&D generally plays!
 

In another recent thread, a poster linked to a clip from the D&D film, of the paladin protagonist fighting some Thayans. What struck me about the clip was that the character fought solo, while the other protagonists watched.

That's a common trope in action movies, but was a very marked difference from how D&D generally plays!
It's actually extremely D&D in the worst possible way: the paladin in that scene is a high level NPC, not a member of the party.
 

This is such a weird way of looking at things. If it makes sense for it to work taking account the situation and the setting details, it does, if it doesn't make sense, then it doesn't work. You might see former as collaboration and latter as shutting things down, but that is really not how I would characterise it.
Like if the characters search the Red Crystal of Doom from the Castle Blackskull, but it is actually located in the Temple of Joyous Slaughter, they're not gonna find it even though the players would really want to. That is not the GM being mean and shutting down player ideas. And alternatively if the characters seek the crystal from the Temple of Joyous Slaughter and find it there, that is just logical outcome of the events. I guess you could call it "collaboration" but the whole game is collaboration, just one where different people have different roles.
Obviously not. To continue my earlier example, if the characters do not know where the Red Crystal of Doom is located, then they also do not know at which places it is impossible to find.

It's not weird... it's just different. It depends on the goals of play.

Like map and key type D&D, or a Call of Cthulhu mystery... they may be set up to function with this hidden persistent world that the PCs will encounter and will navigate using their abilities and player skill to try and "solve" the scenario. Beat the dungeon and get the treasure or find the source of madness in the small town and banish it. Or what have you.

But that type of set up is very much about skilled play. There's a lot more game there than there tends to be in most examples of 5e play. In 5e, the goals may or may not be about achieving some win condition. Some folks may say it is, some folks may say it's more about creating a compelling story sequence of events, and to portray an interesting character.

When 5e is the topic of conversation, I assume much more of the latter than the former.

So in that sense, something like the Odin situation... I think that's cool portrayal of character (or at least, it's the opportunity for it) with meaningful stuff at play. Now, because of the way I tend to run 5e, I haven't prepped a ton of stuff ahead of time... so I have no personal investment in the setting elements that may be the "correct" way to try and resolve this problem. I simply don't have it, so I don't care about it. There won't be any wasted prep if I let the player's idea work. Plus, there will be meaningful consequences related to the request, which will offer inspiration for further exploration in play. Not exploration of the fictional geography, but if character and theme and such.

So... depending on what the goal of play may be, this approach may or may not make sense.

It doesn't need to be, but I would expect a cleric to have at least some idea.

A cleric as in the character? Or the player of the cleric?

I mean, a player may or may not be aware of some setting implications. The cleric themselves are going to have a kind of different view of things.

I could easily see a player's interpretation of what their cleric does to be beseeching their deity for divine favor and miracles. So why would the character not beseech him to find some unfindable object? Why would they not see this as a spell or similar ritual? And if their prayers are normally answered, why would they not expect it? Even if it's not by the deity directly, but by a servant or in some roundabout way or what have you.

So a player and a character may have very different views about what is or is not allowed in play.

Perhaps. I rather feel this should take a bit more than the player writing "cleric" on their character sheet and declaring it to be so.

Yes, it should be about incorporating that relationship into play. To putting it to the test, to put it into conflict with other things and see what happens.

Honestly, I'd say that what @Oofta described as his default approach was much more just filling in blanks on the character sheet. Odin just seems like a deity selected from an approved list and the vague "source" of the PCs abilities.

They don't need to assume that and I would not assume that. This doesn't mean that there isn't some defined way how it works, and that the player can make both correct and wrong assumptions regarding it.

Sure, but it also means they may challenge those assumptions. To push against the status quo a bit. Which seems pretty foundational to the fantasy genre.

Why? How? Like sure, I guess one could construct a situation where all traces of ancient civilisation are so far gone that is literally impossible to find any traces of it, but then it would be rather pointless to put such thing in the game wouldn't it? Like the world is meant to be played in, so obviously there will be some way to do this. It just might not be just as easy (and frankly boring) than the player declaring that the giants just live on a nearby hill and by that declaration making it so.

Maybe it was hidden from divination?

Again, I don't know... there could be any number of setting reasons. It all amounts to "The DM wrote X down in his notebook six months ago, and he is invested in X and values it more than the player's Y... so X it's gonna be."

I have said that the GM is allowed to say "no," This obviously do not mean they always say "no." Almost like the game world had an objective reality which might influence which things are possible and which are not.

Yes, and I've said that the GM can say no, too. I'm just advocating for more instances of saying yes.

There is no objective reality. It's all made up. There's only preference and our reasons for those preferences... again, shaped by the goals of play.

Then they can return to it at a higher level. A sandboxy world means that the PCs can find things that are above their current capabilities.

Sure. Again, to go back to the Odin example... I expect that this was something meant to be dealt with in some other way, and very likely at a higher level. And so that needed to be preserved in some way.

That's still gating things.
 

Does the fictional positioning support that action declaration? Is the presence of a big bag of gold, lying on the ground unattended, implicit in the expressly established fiction?

That will depend on context. I'm not sure what context you have in mind.

The thing is people in this thread have disagreed on several occasion what is and isn't "implicitly present" in a given description, so that is not an thing that can have an unambiguous answer.

That right there tells me that the non-DM player does not describe the situation. Which means, if for whatever reason the DM's description lacks enough information for the player to declare a given action it's not the player's place to add or assume any further information but to instead ask for more description. Until-unless that "more description" is given, the play loop is stuck in place.

Also, it was not obvious to me, that you intended that the players descriptive authority is limited only to what is implicitly present. You disagreed with this post in which Lanefan stated that non-DM player doesn't describe the situation. So I assume you mean that the non-DM player can describe the situation. And here they have. So what's the problem? Certainly it is plausible, that in a tavern a wealthy patron might have accidentally dropped their coin purse?
 

Which RPGs do you have in mind?
I did not have particular RPGs in mind, but Ten Candles, Summerland and one (or all of) the Fates provide that narrative control to the player when they attain successes. I assumed it is not-uncommon with indie RPGs.
We've used it for crits (when we remember) in our D&D games.
My question was more to test Manbearcat's conviction on his earlier post.

I suppose I wasn't fully convinced that authority and ownership rights cannot also play a role with immersion. I actually want to ask my table what they think about it - since they are the players 99% of the time.
 
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