Lanefan
Victoria Rules
For its specific purpose, I'm sure it is; and that's great.Yeah, the setting and mechanics of BitD are very tightly interwoven to produce the desired effects. The mechanics lean into the setting, and vice versa. It's actually very impressive.
I'd rather have a big-tent system that can handle many specific purposes, however, because I'm lazy and only ever want to have to learn one system, once.
Where to me the pre-hoc assignment of resources is far more realistic - as defined as being reflective of how real life works - than ad-hoc (or even post-hoc) assignment.Seems reasonable. That's largely how we handle it in D&D 5E with my group. We kind of assume certain default expectations....people have a waterskin and so on. We only track significant gear like weapons and magic items and the like.
Here's what I'll say on how my play in these two systems shakes out. D&D has a more detailed system that we largely ignore in favor of a mix of abstraction and assumed basics. BitD Has a simpler system that creates a potentially compelling aspect of play.
As for the realism of either system....I really don't favor one over the other in that respect. It's more about how they play out at the table.
Maybe, but remember my original example had the unexpected dog appearing during the escape, such that after the dog there's unlikely to be any more significant obstacles on this score.I don't know if the threat of the dog is reduced, really. On one hand, I see what you're saying in that the player could decide to have a bit of gear that might resolve the issue out of hand (although I expect there'd likely still be a roll of some sort, the use of the meat would likely make that roll less difficult for the PC), and that seems an easier option, so therefore the challenge is lesser. I can understand that logic.
But, I think it becomes more of a question of is the loss of the inventory spot worth making this challenge easier? The limited availability of such slots makes it a question of resource management rather than just a question of what skill to use (stealth or attack). So in that sense, it's potentially more meaningful. Sure, the risk of harm may be removed, but the player may find out later that the inventory slot could have been put to use toward something perhaps more significant.
And it's that very thing - timing - that pulls it from in-game to metagame.Why do you consider it a metagame decision? It really is very much in the game....it's only the timing of that decision that is different.
Yes.If a player in D&D said before the Score "I want to pack a hank of beef in case there are any guard dogs or the like watching this place" you would allow it, right?
The character didn't know about the dog. In D&D if she didn't bring any meat she's got a problem; a decision (or oversight) in her past is causing her headaches now - simple sequential cause and effect. In BitD if she didn't bring any meat the problem goes away if the player solves it in the metagame by now saying "I put meat in my empty inventory slot" and thus implying preparations were made in the past that would highly likely not otherwise have been made had no dog appeared. If some other previously-unknown-of obstacle had appeared at this point instead of the dog the player could just as easily have said "I put [problem-solving item x] in my empty inventory slot", again implying preparations that would not otherwise have been made.So in BitD it's the same decision. The Character is not acting on outside of game info....the player is acting on inside the game info. I don't think this is what we would typically consider "metagaming" when that's brought up.
To use your own phrase; how does this: "a player-driven in-the-fiction decision by the PC as to how to deal with the dog" not apply to the BitD example? What part of your statement is untrue for BitD?
For gameplay this is fine. For realism (or authenticity) it isn't, because it violates sequentiality (is that even a word?).
Yes it is - or, at least, the player is. The whole point here is that the character specifically did not know of the dog beforehand and thus had no real reason to prepare for one. Thus by putting meat into that slot now (thus implying the meat was being carried the whole time) the player is acting on knowledge the character didn't have prior to this point.Yeah, I don't think we agree at all that this is metagaming in what would be considered the "traditional" sense. The player is making a decision for his character about how to address a challenge in the game.
The character is in no way acting on knowledge outside of the fiction.
Lan-"it's a refreshing change to have a discussion about meat where the words 'hit points' never appear"-efan