Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Dice Fudging and Twist Endings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8956491" data-attributes="member: 6790260"><p>Are the dice not part of the gameplay? That's rather confusing, considering how critical dice are to play. I mean, the d20 is practically the physical <em>symbol</em> of D&D at this point.</p><p></p><p></p><p>With all due respect, I don't consider that relevant. If the gameplay matters, it needs to exhibit fundamental consistency; the trick many people fail to understand about the famous phrase, "a foolish consistency is the hobgoblin of little minds" is the <em>foolish</em> part, which is much, much more important than the <em>consistency</em> part. Emerson was not saying that <em>consistency itself</em> is bad; he was saying that adhering to consistency <em>when doing so would make you a fool</em> is bad. Hence, there must be a fundamental consistency, even if the day to day implementation may appear at odds. The dice are there, and we claim that they matter, otherwise we would just dispense with them entirely. Yet sometimes they tell us to do things that are not acceptable. One way to stop that is to abjure, to falsify, which means breaking fundamental consistency: <em>the dice only matter if I feel like it</em>. Another set of ways, one I consider far and away superior, is to accept and reframe, reframe in advance, or reject openly. The first preserves fundamental consistency in that the dice still matter, what they say still happens, but it happens in a way that does not cause a problem. The second preserves fundamental consistency by making it so the dice give results that one can accept (even if they are not always happy results.) The third preserves fundamental consistency by being clear about what one is doing: <em>normally the dice matter, but we agree that they have led us astray.</em> All show respect for the players as active agents, rather than as passive observers.</p><p></p><p></p><p>I don't really understand why dice being means or ends is relevant. Fundamental consistency applies to either.</p><p></p><p></p><p>I don't understand the difference between "I regret[ted] the circumstances that <em>led up</em> to those dice rolls" and "I don't regret [altering] any of them." There is no gap. It is a regrettable thing. Why not use a method which addresses that regret without doing something that secretly takes away player agency?</p><p></p><p>Further, whoever said you had to declare DC? I don't do that. Not even in Dungeon World, where I essentially <em>don't roll dice</em> (as noted, the only DM rolls are monster/trap/etc. damage.) The only thing equivalent to a "DC" in Dungeon World is monster armor (DW uses "armor as DR" type rules), and I don't tell my players how much armor a creature has. I also never <em>change</em> how much armor a creature has, unless I do so diegetically.</p><p></p><p></p><p>I don't understand why. Isn't playing D&D fundamentally improv to begin with? Why is this bad "forced improv," but (say) a player doing something entirely unexpected is somehow <em>good</em> "forced improv"?</p><p></p><p></p><p>Certainly. But the dice, and their use, are part of the rules. The rules are what you agree to abide by when you offer to run a game. They form the baseline of interaction. Going beyond that baseline is perfectly acceptable--but it matters a great deal <em>how</em> you go beyond that baseline. Otherwise, we're in "I have altered the deal, pray I don't alter it any further" territory.</p><p></p><p></p><p>Then why the need for secrecy? if the players <em>know</em> you can and will modify anything and everything whenever it suits you, what value does secrecy give? You're still presenting the results as though they were the real, honest-to-goodness results.</p><p></p><p></p><p>It relates to dice-rolling by being a preemptive effort. Now, <em>if</em> something goes so absolutely pear-shaped that I truly cannot see ANY way around it, I have one already-made, woven into the game, that is explicitly and totally under the players' control. <em>They</em> get to decide when we collectively say "no" to the dice. Their agency is preserved.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8956491, member: 6790260"] Are the dice not part of the gameplay? That's rather confusing, considering how critical dice are to play. I mean, the d20 is practically the physical [I]symbol[/I] of D&D at this point. With all due respect, I don't consider that relevant. If the gameplay matters, it needs to exhibit fundamental consistency; the trick many people fail to understand about the famous phrase, "a foolish consistency is the hobgoblin of little minds" is the [I]foolish[/I] part, which is much, much more important than the [I]consistency[/I] part. Emerson was not saying that [I]consistency itself[/I] is bad; he was saying that adhering to consistency [I]when doing so would make you a fool[/I] is bad. Hence, there must be a fundamental consistency, even if the day to day implementation may appear at odds. The dice are there, and we claim that they matter, otherwise we would just dispense with them entirely. Yet sometimes they tell us to do things that are not acceptable. One way to stop that is to abjure, to falsify, which means breaking fundamental consistency: [I]the dice only matter if I feel like it[/I]. Another set of ways, one I consider far and away superior, is to accept and reframe, reframe in advance, or reject openly. The first preserves fundamental consistency in that the dice still matter, what they say still happens, but it happens in a way that does not cause a problem. The second preserves fundamental consistency by making it so the dice give results that one can accept (even if they are not always happy results.) The third preserves fundamental consistency by being clear about what one is doing: [I]normally the dice matter, but we agree that they have led us astray.[/I] All show respect for the players as active agents, rather than as passive observers. I don't really understand why dice being means or ends is relevant. Fundamental consistency applies to either. I don't understand the difference between "I regret[ted] the circumstances that [I]led up[/I] to those dice rolls" and "I don't regret [altering] any of them." There is no gap. It is a regrettable thing. Why not use a method which addresses that regret without doing something that secretly takes away player agency? Further, whoever said you had to declare DC? I don't do that. Not even in Dungeon World, where I essentially [I]don't roll dice[/I] (as noted, the only DM rolls are monster/trap/etc. damage.) The only thing equivalent to a "DC" in Dungeon World is monster armor (DW uses "armor as DR" type rules), and I don't tell my players how much armor a creature has. I also never [I]change[/I] how much armor a creature has, unless I do so diegetically. I don't understand why. Isn't playing D&D fundamentally improv to begin with? Why is this bad "forced improv," but (say) a player doing something entirely unexpected is somehow [I]good[/I] "forced improv"? Certainly. But the dice, and their use, are part of the rules. The rules are what you agree to abide by when you offer to run a game. They form the baseline of interaction. Going beyond that baseline is perfectly acceptable--but it matters a great deal [I]how[/I] you go beyond that baseline. Otherwise, we're in "I have altered the deal, pray I don't alter it any further" territory. Then why the need for secrecy? if the players [I]know[/I] you can and will modify anything and everything whenever it suits you, what value does secrecy give? You're still presenting the results as though they were the real, honest-to-goodness results. It relates to dice-rolling by being a preemptive effort. Now, [I]if[/I] something goes so absolutely pear-shaped that I truly cannot see ANY way around it, I have one already-made, woven into the game, that is explicitly and totally under the players' control. [I]They[/I] get to decide when we collectively say "no" to the dice. Their agency is preserved. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dice Fudging and Twist Endings
Top