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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Campbell" data-source="post: 8273628" data-attributes="member: 16586"><p>A significant part of rulings over rules is an implied bias towards consistency in your rulings.</p><p></p><p>Historically the line of challenge oriented RPGs that take a lot of play principles from tabletop war gaming (of which D&D is the prime example) have strongly prioritized consisting rulings. When you have something like stealth and ambushes in most typical games the players being ambushed is much more likely to lead to a fail state then players do ambushing. Together that often means games are skewed towards detection because the expectation is that the rules will be applied to PCs and NPCs in the same way. After all if an NPC failed their Stealth check you would expect that means the PCs spot them.</p><p></p><p>For games that do assume consistent application I do very much favor layered stealth states because it makes more gameable on both sides without making a single failure or success catastrophic.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8273628, member: 16586"] A significant part of rulings over rules is an implied bias towards consistency in your rulings. Historically the line of challenge oriented RPGs that take a lot of play principles from tabletop war gaming (of which D&D is the prime example) have strongly prioritized consisting rulings. When you have something like stealth and ambushes in most typical games the players being ambushed is much more likely to lead to a fail state then players do ambushing. Together that often means games are skewed towards detection because the expectation is that the rules will be applied to PCs and NPCs in the same way. After all if an NPC failed their Stealth check you would expect that means the PCs spot them. For games that do assume consistent application I do very much favor layered stealth states because it makes more gameable on both sides without making a single failure or success catastrophic. [/QUOTE]
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