On a theoretical level I could agree. And yet on a practical level that design philosophy has made 5e a very successful business venture. So i think there must be something to that kind of design.
Remember the problem of the complex object: "X is successful" does not mean "every single part of X is directly responsible for X being successful." It is entirely possible for a very successful thing to have very bad characteristics in it which are not bad
enough to put it below its competition. 1e was a riotous success and included things like gender-based ability score caps, which (I hope) we all agree were
not contributing to its success.
I'm just going to note, without going down the rabbit hole again that this requires that the primary cause of that success is the system design, which is not a self-evident truth.
That too. A designed thing can succeed for many reasons other than its design, and even if its design is a primary driver of its success, one cannot assume that that makes
every individual part of that design a positive contribution.
It's more like an Elder Scrolls game. "Sure it's only 75% complete and the graphics are terrible, but don't worry, the modding community will fix it for us."
Oof. I would almost call that comparison too harsh, but yeah, you're not wrong.
I agree with that. Perhaps you are taking my use of ‘concern’ to be different.
If I might try to rephrase.
Players absolutely should have expectations about what their actions are likely to achieve. That’s a big part of playing the game. I am saying they shouldn’t be concerned when some action isn’t resolved to their expectations.
Why shouldn't they? This seems to be the "you should never stop trusting your DM, no matter what dubious calls they might make" position, simply phrased in a more upbeat way.
Or, to put it otherwise "As always [when running a table satisfying TTRPG]" seems more like the intent than "As always [when you're already in the process of eliminating this choice]".
Whereas I see it as exactly the reverse,1 the intent seems quite clearly the latter to me.
Basically, unless its a rare event, getting different results than you want without further information is the sort of thing that can progressively destroy the ability to make sensible decisions.
Indeed it is. This is yet another reason why I so heavily emphasize the need for players to be able to make informed decisions.
Is it really surprising that such (non) guidance leads to so many different interpretations? They're hedging their bets at every step.
More like taking all sides of every issue. You can't be wrong if you encompass every answer, even contradictory ones, right?
Does anyone ever actually play in one of these games where the players try absurd goals that make no sense in the setting? It comes up a lot in these discussions... the idea that the players need to be reined in or else they'll just go bananas. But the GMs can have absolute authority and handle it just fine, and any suggestion that their authority need not be absolute is met with skepticism and doubt.
Based on statements made here and elsewhere,
@tetrasodium seems to. Haven't seen anyone else talk about it except in theory, AFAICT.
The argument that a critical piece of 5e GM advice is buried in the back of the book, under 'Modifying Classes' in a subheading 'Restricting Class Access' that opens with encouraging the GM to restrict class access, and then offers that advice in the clear context of the GM deciding to restrict class access... is somehow general advice is odd.
Yeah, definitely agree with you there.
I think it's more a function of the fair criticism that 5e books take a little too much institutional knowledge for granted, and assume certain practices are understood without needing to be mentioned. They can say "As always" because the general advice is just so obvious (/s). I'm not saying it's not a failing. I just think the text makes more sense in that context.
And my argument is very specifically that by relying on institutional knowledge, the books directly contribute to flawed application and a higher likelihood of problems...which is what I have been arguing for the entire time. That 5e is
more prone to MMI than other editions in part because of how it is written, both in terms of rules and in terms of the context surrounding those rules.
And, again, I think that's not a bad thing for 5e. Clearly a successful strategy.
See above. "Complex thing X succeeded" does not entail "absolutely every individual part of complex thing X was indispensable to its success."
I absolutely agree that GMing advice in 5e is lacking and it often just assumes that the GM knows how to handle things. However, I don't consider "these are different ways you could approach this matter, and here are pros and cons of each" as bad advice; in a mass market game designed to appeal wide variety of people with different tastes that is perfectly sensible.
If that's what the book actually did more than a small sliver of the time, I would agree. But it doesn't. It's mostly "You can do X, or you can do not-X," or "you can do 100% Y, or 0% Y, or fall somewhere between."
That's why I said the game needed to be rewritten to emphasize the "toolkit" nature of its contents. To discuss, ideally with examples, the "pros and cons of each," as you say. I find 5e woefully inadequate at covering the "pros and cons" part, which neuters the benefits of the advice you describe.
That's where player/DM discussion is born. Once the group discusses it and it reaches resolution, everyone is going to have an explicitly clear view of that process and their expectations will align. The players aren't going to have to keep guessing and guessing about what needs to be done.
My problem is, I find lots of 5e DMs adamantly opposed to discussion. "My way or the highway" is both a literal phrase people have used, and a good gloss of how a LOT of 5e DMs describe their style. People who question their judgments or expect explanations of their rulings are apparently unwelcome at their tables! And they 100% believe that the books support them to the hilt on that.
You mean innovative for its time and kept alive by the active community?
Oblivion came out 2006, skyrim came out 2011. Regarded as highly competent for their time.
That's an
incredibly rose-colored glasses view of both things. There were plenty of complaints about bugs in both games, and people straight up accusing Bethesda of abdicating their role as game-makers on the assumption that the community would fix it.
There were also more than a few people calling out the Bethesda fanboys for the widespread excuses they made for Skyrim's bugs while simultaneously criticizing Obsidian for (if anything) fewer and lesser bugs in Fallout: New Vegas. I played both games. I never ran into a game-breaking, story-blocking bug
that never got an official patch in New Vegas. I got
two in Skyrim. I was forced to install the Unofficial Skyrim Patch in order to continue the game.
Like others, I somewhat struggle to apply MMI to the Rustic Hospitality example specifically. Mismatched expectations, for sure. Not how I would have run it, I don't think. But, the player said what they wanted to do, the DM described the outcome of that action to a degree that they thought respected the text of the ability, and then described what they saw as the next salient world state for the players to act on.
I have already articulated the difference between overt and covert MMI.
Maximally overt, blatant MMI isn't used very much for exactly the same reasons that maximally overt, blatant railroading isn't used much. People can almost instantly identify it as a Bad Idea, and players will not put up with it for long, if they put up with it at all. Instead, it shifts to more subtle things. Prepping in advance to give a reason why a host of answers can't work (and quickly improvising moderately justified answers when the players inevitably propose something unexpected.) Saying yes, but then undercutting that answer by making the task so impossibly difficult that it's almost certain to fail (this one can even happen accidentally due to the "roll every round for Stealth" problem.) Saying yes, but then
effectively (or sometimes
actually) saying no by neutering the result or straight-up contradicting the rules thereof, e.g. several posters said it was okay for a DM to approve the use of
charm person and then, despite the spell working, having the target physically attack the caster,
even though that explicitly breaks the rules for the charmed condition.
Covert MMI is just as much an issue as overt MMI. It's just harder to spot because it reflects the DM learning that the technique is disliked, and instead of
not using it, they learn to cover their tracks better.