Stop reducing my arguments like this, please. I’m not treating you the same way.
You said that (the way I interpret) the 5e rules “leaves out” those scenarios. I don’t know how else to interpret that argument than that it doesn’t address them. It does address them, and it is not a semantic argument to say so.
I don’t care about the bonus part. Claiming it isn’t a challenge is what I, well, challenged.
A missable bonus is not the same thing as a challenge. That’s my point.
It’s more likely, I begin to think, that the difference is more one of preferences about experiences. I think we would not have much fun if gaming together. Or reading fiction written by the other, if I’m recalling past conversations about story pacing and editing correctly.
I don’t recall such a conversation about story pacing and editing, but I suppose it’s possible. At any rate, D&D is a game; what I think makes for good gameplay is not the same as what I think makes good story pacing. Though, you’re probably right that we have different gameplay preferences, and it may also be the case that we have different preferences in fiction.
More importantly, you said you felt that (the way I interpret) the 5e rules for when to call for rolls makes players treat it like a video game. My experience is that frequently calling for checks when there
aren’t dramatic stakes makes players treat it like a video game. Either we have different ideas of what “like a video game” means, or there’s something else we’re each doing that is causing this discrepancy, besides just when we call for rolls.
Okay, so do I. What do you think about what I said, though?
So you don’t have to go back and read it again, “Rather, it forces the GM to morph the world around the arbitrary need for every scene to have dramatic stakes and and makes the world make less sense as a result.” Nowhere in that is even a hint of an implication of a statement about “dangerous situations having stakes”.
Well, I don’t think every scene needs dramatic stakes (but I don’t think those that don’t have them should require dice to resolve), and I don’t think that having dramatic stakes makes the world less believable. So, I pretty much disagree with your entire statement.
Disagree on every level. Making every situation either filled with dramatic tension or skipping past it as quickly as possible does, IMO/IME, lead to good storytelling. Some scenes are professors Hulk losing his tacos. Those are good scenes. They make the story better.
Sure, if I was writing a novel or a screenplay, those scenes would be very important for the pacing of the story. That’s not what I’m doing when I run a game of D&D though. Now, granted, sometimes low-stakes or no-stakes scenes are good for gameplay. I enjoy a good interview with a quirky, cagey NPC from time to time. But it’s generally very player-driven when those scenes happen, and when they do, I don’t think dice rolls are necessary or desirable for resolving them.
When they involve something that could plausibly go multiple ways depending on how well someone does something, and the difference is potentially interesting, it should have a roll.
It’s that “and the difference is potentially interesting” part that I think is key here. I don’t find maintenance of the status quo interesting. When the options are “nothing happens” or “something happens and it’s good for the PCs,” I’ll take the latter every time, because it means something is happening.
You don’t see how different play priorities and processes will encourage or discourage different play outcomes?
...What?
The players...don’t get...what they want. That is a consequence.
Except they already didn’t have what they want. Continuing to not have what they want isn’t something happening. It’s the opposite.
The game should focus on whatever the player characters want to focus on. The world should exist as if the players don’t matter, but gameplay should center on them.
I agree.
Again, feel free to explain to me why you think I’ve said the two are mutually exclusive.
Because you presented that outcome as a direct benefit of the way you prefer to run it. But it’s an outcome that is equally possible (and in my opinion, more interesting) the way I run it.
This has literally been my point this entire time. Failure to get what you want is a consequence.
Right, but a boring one, because it leads to nothing happening instead of something happening. That’s been my point.
Yeah no. We just have entirely incompatible outlooks on most aspects of good gameplay and good storytelling, it seems.
“Get to the good stuff sooner”...I just...no. Even at my most linear, I’m not in a hurry to get to “the good stuff”. The whole game is the good stuff. The small quiet moments, the silly moments that don’t matter, the half hour of the PCs wasting time chasing their own tails, and the moments of dramatic tensions are all the good stuff.
I agree with you on most of this, apart from the half hour of the PCs wasting their time chasing their own tails. That’s awful gameplay in my opinion. The way I run the game aims to avoid that. The rest is good stuff, and happens the way I run the game.
Less is less, and cutting every scene that doesn’t move the plot forward is bad editing and bad storytelling.
Again, we’re taking about gameplay, not writing or editing. And not every gameplay scent needs to move the plot forward (in fact, I don’t think there should really be a plot. Whatever happens in the game is the “plot,” such as it is.) But, the gameplay should be focused on... well... play. Making meaningful, consequential decisions and dealing with the outcomes. If that isn’t happening, you don’t need game mechanics.