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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7570049" data-attributes="member: 82106"><p>I'm not sure I'd fully agree that 'most games' have a different mechanics for combat and non-combat. I mean, sure, there are generally certain procedures which exist in RPGs that are there to handle peculiarities of combat, but IME MOST RPGs base the two on an underlying basic resolution system (including D&D since 3e). MANY games don't distinguish at all and use the identical same mechanics in all situations, or only layer on a small amount of stuff. For example Traveler adds a 'range band' and rules for how to change bands onto its existing resolution system, and that's pretty much it (there are IIRC parry rules in old black book Traveler, but as melee combat is unusual in that game they are kinda irrelevant). </p><p></p><p>Obviously classic D&D is as you state, and some other (especially older) RPGs likewise. These are one case, where non-combat is entirely descriptive and mostly doesn't rely on dice. One of the reasons this has become uncommon as a design is effectively what you are describing. As games became less tests of player skill, and as it became expected for them to work in a wide variety of settings, people found it necessary to have conflict resolution of all types become subject to dice. This is largely a way of adding variety and insuring that players sometimes get what they want even if the referee might not be inclined to give it to them. </p><p></p><p>I think there is a lot less condescension than you are feeling which is intended, TBH. There are some very strong preferences at work though! So, for example, while there are DMs with whom I might play AD&D and have fun, they are very specific ones who's DMing style I know and can work with. We would probably also introduce some procedures into play to reduce the necessity of DMs simply hard adjudicating most everything outside combat and exploration. I'd note that this is something which 5e retains from 4e days, even its 'social pillar' has resolution mechanics in place, as well as Inspiration.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7570049, member: 82106"] I'm not sure I'd fully agree that 'most games' have a different mechanics for combat and non-combat. I mean, sure, there are generally certain procedures which exist in RPGs that are there to handle peculiarities of combat, but IME MOST RPGs base the two on an underlying basic resolution system (including D&D since 3e). MANY games don't distinguish at all and use the identical same mechanics in all situations, or only layer on a small amount of stuff. For example Traveler adds a 'range band' and rules for how to change bands onto its existing resolution system, and that's pretty much it (there are IIRC parry rules in old black book Traveler, but as melee combat is unusual in that game they are kinda irrelevant). Obviously classic D&D is as you state, and some other (especially older) RPGs likewise. These are one case, where non-combat is entirely descriptive and mostly doesn't rely on dice. One of the reasons this has become uncommon as a design is effectively what you are describing. As games became less tests of player skill, and as it became expected for them to work in a wide variety of settings, people found it necessary to have conflict resolution of all types become subject to dice. This is largely a way of adding variety and insuring that players sometimes get what they want even if the referee might not be inclined to give it to them. I think there is a lot less condescension than you are feeling which is intended, TBH. There are some very strong preferences at work though! So, for example, while there are DMs with whom I might play AD&D and have fun, they are very specific ones who's DMing style I know and can work with. We would probably also introduce some procedures into play to reduce the necessity of DMs simply hard adjudicating most everything outside combat and exploration. I'd note that this is something which 5e retains from 4e days, even its 'social pillar' has resolution mechanics in place, as well as Inspiration. [/QUOTE]
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