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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="pemerton" data-source="post: 8271037" data-attributes="member: 42582"><p>The <em>quite clear laying out</em> is in the DMG 2. I think it's also laid out in the DMG, but I'm prepared to concede that, while <em>clear</em>, it's not <em>quite clear</em>!</p><p></p><p>The bigger point, which relates to my post not too far upthread about structure and constraint, is made in your first para. <em>What does failing this check mean for my overall prospects of success? </em>The skill challenge framework answers that question. It establishes parameters for what the GM may narrate - it can't be a fiction of total failure, if it's not the third failed check.</p><p></p><p>One parallel in PbtA systems is Perception/Discern Realities-type checks that oblige the GM to tell the player something <em>true</em> and <em>useful</em>. The GM is under constraints on what is narrated. Likewise (turning from success to failure) the basic process of first making soft moves - to set up threat/stakes/consequences - and then following through with hard moves (ie irrevocable fall-out).</p><p></p><p>The contrast with 5e seems pretty clear to me. There is no soft-move/hard-move process. There is no structural constraint on what sort of outcomes of successful or failed checks the GM should narrate. In another recent thread a 5e proponent was arguing that there is no obligation, if a lore check is successful, for the GM to provide the player with any useful lore.</p><p></p><p>This is all relevant to how, and how well, a system permits adjudication of a heist, or any other high-stakes but non-combat endeavour.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8271037, member: 42582"] The [I]quite clear laying out[/I] is in the DMG 2. I think it's also laid out in the DMG, but I'm prepared to concede that, while [I]clear[/I], it's not [I]quite clear[/I]! The bigger point, which relates to my post not too far upthread about structure and constraint, is made in your first para. [I]What does failing this check mean for my overall prospects of success? [/I]The skill challenge framework answers that question. It establishes parameters for what the GM may narrate - it can't be a fiction of total failure, if it's not the third failed check. One parallel in PbtA systems is Perception/Discern Realities-type checks that oblige the GM to tell the player something [I]true[/I] and [I]useful[/I]. The GM is under constraints on what is narrated. Likewise (turning from success to failure) the basic process of first making soft moves - to set up threat/stakes/consequences - and then following through with hard moves (ie irrevocable fall-out). The contrast with 5e seems pretty clear to me. There is no soft-move/hard-move process. There is no structural constraint on what sort of outcomes of successful or failed checks the GM should narrate. In another recent thread a 5e proponent was arguing that there is no obligation, if a lore check is successful, for the GM to provide the player with any useful lore. This is all relevant to how, and how well, a system permits adjudication of a heist, or any other high-stakes but non-combat endeavour. [/QUOTE]
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