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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="loverdrive" data-source="post: 8273927" data-attributes="member: 7027139"><p><em>If</em> you stated the DC, the effect of a success and the consequences of a failure, sure, there is a social contrac — that sounds like a solid resolution system.</p><p></p><p>But the important word here is "if". From what I've seen, naming DC before the roll is rare. Naming consequences and effect? Almost hever happens.</p><p></p><p>And it's still system issue. The rules don't require you to clearly state any of that.</p><p></p><p>Sure, no rule can police itself, but rule can make sure that the other can detect if it was broken. When I roll 6 in Blades, I know that's a success with limited/standard/great effect (depending on what was negotiated before I even touched the dice) and can easily say, whether the outcome falls into the relevant category. If I roll 1, or 2, or 3, I reliably know that I should be prepared for trouble (how bad these troubles are is, again, determined by position even before I touched the dice).</p><p></p><p>You may frame it as something that only happens in bad faith by some evil killer GM, but in my experience, it's the exact opposite. They tend to be too merciful, and pull their punches — something I'm guilty of too.</p><p></p><p>In Blades, where I have a way to tell if the GM is doing something wrong, my response to consequences is often "this doesn't sound that Desperate to me, give me something harder" than "wait, this is too much".</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8273927, member: 7027139"] [I]If[/I] you stated the DC, the effect of a success and the consequences of a failure, sure, there is a social contrac — that sounds like a solid resolution system. But the important word here is "if". From what I've seen, naming DC before the roll is rare. Naming consequences and effect? Almost hever happens. And it's still system issue. The rules don't require you to clearly state any of that. Sure, no rule can police itself, but rule can make sure that the other can detect if it was broken. When I roll 6 in Blades, I know that's a success with limited/standard/great effect (depending on what was negotiated before I even touched the dice) and can easily say, whether the outcome falls into the relevant category. If I roll 1, or 2, or 3, I reliably know that I should be prepared for trouble (how bad these troubles are is, again, determined by position even before I touched the dice). You may frame it as something that only happens in bad faith by some evil killer GM, but in my experience, it's the exact opposite. They tend to be too merciful, and pull their punches — something I'm guilty of too. In Blades, where I have a way to tell if the GM is doing something wrong, my response to consequences is often "this doesn't sound that Desperate to me, give me something harder" than "wait, this is too much". [/QUOTE]
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