D&D 5E How do you define “mother may I” in relation to D&D 5E?

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Sounds good to me. Would you like me to draft up a scene of some kind? I'll likely use my home game, Jewel of the Desert, which is (as you probably already know) an Arabian Nights style adventure set in the arid Tarrakhuna, with the bustling city of Al-Rakkah as its unofficial capital.
Awesome! I'm really excited about this. I'm good with that. What system is this in?

We would of course need to work through an initial intro to establish a character and context. That's a key time for players to both learn what fiction is or has been established, and to establish fiction of their own, potentially including whole locations or factions (or individual NPCs.) Players keep doing this across regular play, but character creation is particularly rife with such things.
If you are willing to go into that level of detail, then I am too. I'll let you lead us on that part for a bit.

I'm...not sure what this would even look like, to be honest. A system where the players' intentions are always irrelevant sounds like a system that isn't an RPG.
@pemerton mentioned a game above (i think it was AW) where player intentions were irrelevant to outcomes.

Do you have examples for what player principles would look like? Dungeon World does include the concept of player Agendas (overarching goals of play, rather than instructions on how to play), but they don't seem to be very informative for this context, at least as I read them.
I can think of a few player principles for (some, maybe most) 5e D&D games:
  • Play an interesting character - RPG's are driven by characters. Play one with likes and dislikes, etc.
  • Let the DM, DM - unless there's concrete evidence otherwise, accept that the DM has the groups (not just your) best interests at heart. That he is trying to create a fun and engaging experience for everyone.
  • Don't actively use your character to annoy other players. If you do want to do something that may be annoying, or even something detrimental to the team then foreshadow it and give them plenty of opportunities to stop you. It will be fun for both you and them.

I'm sure we could add some more, but those sound good to me off the top of my head.

Despite my earlier statements, I do not actually think that automatic failure is necessarily a bad thing. I don't even think that automatic failure that the players might not be aware will fail is necessarily a bad thing.

BUT.

There are several important constraints and commitments that enable this to work, and in their absence, yes, I DO think this pretty much automatically becomes MMI.

Constraints:
Do not overuse it. This is a dangerous and often problematic tool.
Do not use it casually. Be deliberate and conscious with it.
Take whatever steps you can to foreshadow it. Communication is vital.
Do not use punitive difficulty to avoid saying no. That's just going covert (and kind of passive aggressive.)

Commitments:
Presume players can try things, and that there's usually a chance something will work, albeit perhaps not exactly as originally stated.
Respect player intent, and if you aren't sure you know what is intended, ask and find out.
Give the players the benefit of doubt, unless and until they actually do something questionable.
If you're unsure, say yes or roll the dice. "Yes, and...", "Yes, but...", or "No, but..." >>> flat "No."
I think I agree here.

Come now, let's be a little more charitable than that.
Thank you!
 
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As a broad general example: principles can collide. I think you noted the 3e Lawful Good Paladin dilemma. The solution to that kind of dilemma is to prioritize one principle over another when they collide. That would be one good reason to ignore a principle at a particular time.


IMO, this is a better way to phrase your objection. It avoids the whole conflation of 'a good reason' with 'do it anytime you like' - which was the whole point of my counter-objection.

Maybe a better approach is to first ask if you believe there are every any good reasons to violate principles? If not I think we are at an impasse, if so I think you have your answer to what 'good reasons to ignore a principle' actually entails.


I think real world D&D play does have principles at the table level, just not the ruleset level.


I'd say principles are your decision-making guides.


Fully agree here! I think it's a really great point as well.
If the game is designed with the principles in mind, and the principles have been put under the microscope and vetted, then no, I generally don't think that they should collide. Since it's the game I'm familiar with (sadly, I haven't played nor run Apocalypse World, so I can't comment on its principles, which are different from Dungeon World's principles!), I'll return to DW's principles.
  • Draw maps, leave blanks
  • Address the characters, not the players
  • Embrace the fantastic
  • Make a move that follows
  • Never speak the name of your move
  • Give every monster life
  • Name every person
  • Ask questions and use the answers
  • Be a fan of the characters
  • Think dangerous
  • Begin and end with the fiction
  • Think offscreen, too
I'll work through these one at a time, examining how it intersects with the others.

"Draw maps, leave blanks": This is pretty narrow in application--it really is fairly specific to the actual maps themselves. As a result, it can only even potentially collide with any of the other principles if for some reason they should apply to the process of creating a map. Which of them has the potential for that? "As questions and use the answers," perhaps, but that doesn't contradict each other--it just means if you use answers to help make maps, those maps should still have some blank space somewhere. Since one of the Agendas is play to find out what happens, the answers should never be so totally definitive and complete that they should result in an utterly unambiguous map with zero blanks left, so...that seems to be out. I'm not really sure which others could produce a truly irreconcilable conflict, such that you must choose to either draw a map with no blanks or break some other principle.

"Address the characters, not the players": This is a purely meta-level thing. Don't use player names, use character names. Speak in the fiction. I honestly cannot see how addressing a player would truly be required by the other principles. If you have a suggestion, I'm wiling to listen, but I just don't see it.

"Embrace the fantastic": This acts as a modifier on the other principles, particularly the next one ("make a move that follows") and two of the ones near the end ("think dangerous" and "think offscreen, too.") This principle is mostly about determining the style and tone of how things play out, and is one of the easiest principles to change if you wish. I have kept it myself, but I'm sure someone who wanted a more grim, gritty, low-fantasy kind of game might change it to "embrace the gruesome" or the like. Regardless, this operates on the level of tone, while most of the others do not, other than "be a fan of tharacters." I can't see any inherent contradiction between being a fan (in the sense defined by the explanatory text) and embracing fantastical things--much the opposite, actually.

"Make a move that follows": This is the first truly mechanics-facing principle we've seen thus far, as opposed to those about procedure or tone. It, like the penultimate principle, is a reminder to do what coheres with the situation at hand. It is not, despite its sound, about adjudicating, but rather about how to choose your response once an adjudication calls for the GM to do something. For example, if a player just got a 6- on a Parley, the move for trying to exploit social leverage, "deal damage" would not generally be "a move that follows" because social situations usually don't directly cause injuries. "Turn their move back on them," however, is quite reasonable--having made such a grievous social error, the tables have turned, and now the NPC has leverage over the character! What do they do?

"Never speak the name of your move": This is much like addressing characters. It's a meta-level thing; don't call out "I am now using the Deal Damage GM move." "I choose to Reveal An Unwelcome Truth." It's just a reminder to not call attention to the sausage-making.

"Give every monster life" and "name every person": Lumping these together because they serve essentially the same function. They are a reminder that beings in the world should matter. Monsters should pop, should enrich the experience. People the player characters meet should be people, with names and history and goals. This, in a certain sense, provides the conterweight to "embrace the fantastic," by ensuring that the world feels weighty and grounded. Even though the two work in opposite directions, this is a complementary rather than conflicting effect.

I'll leave off there because this has gotten quite long. Point being, these principles don't conflict with one another. They are designed to work in concert with one another. Many simply operate on completely distinct levels (tone vs mechanics vs procedure), and those which do touch the same things do so in ways that shouldn't be forcing an irreconcilable conflict, but rather reinforce the impact of one another.
Awesome! I'm really excited about this. I'm good with that. What system is this in?


If you are willing to go into that level of detail, then I am too. I'll let you lead us on that part for a bit.
Sure thing. It's Dungeon World. None of the modifications I've made will matter for a relatively low-level character, so we can proceed with it more or less as-written. Do you have a preference for a particular theme or style? There are several ideas which come to mind--politics, trade, Jinnistani weirdness, Kahina (=Druids/Shaman) mysticism, Safiqi (=Cleric/Paladin) theology, any of the various known threats, etc.--so if you have any particular concept you'd like to focus in on, I can start weaving from that. Otherwise, I'll just pick whatever strikes my fancy.

The character creation process is described here. The various default classes are linked on the left-hand side. Of the various characters that have appeared in the game thus far, none have been an Arcane Duelist, a Cleric, an Immolator, a Paladin, or a Thief. Should none of these strike your fancy, we can look at third-party options. If you have questions about the social context regarding any class, fire away; I have probably already shown how much I love talking about the world my players and I have built. It would be much too much text to just drop all of it on you here, so better to focus in on a particular area and give descriptions as we go.

@pemerton mentioned a game above (i think it was AW) where player intentions were irrelevant to outcomes.
Perhaps I misunderstood his intent then. My understanding was, it's not that player intent is irrelevant, but rather that player intent is already made manifest through the declared action. Intent is already codified in the fiction which leads up to the triggering of a move, at which point you resolve the move as quick as you can, and then return to the fiction.

I can think of a few player principles for (some, maybe most) 5e D&D games:
  • Play an interesting character - RPG's are driven by characters. Play one with likes and dislikes, etc.
  • Let the DM, DM - unless there's concrete evidence otherwise, accept that the DM has the groups (not just your) best interests at heart. That he is trying to create a fun and engaging experience for everyone.
  • Don't actively use your character to annoy other players. If you do want to do something that may be annoying, or even something detrimental to the team then foreshadow it and give them plenty of opportunities to stop you. It will be fun for both you and them.
I'm sure we could add some more, but those sound good to me off the top of my head.
Well, based on the above and other things...two of these aren't really "principles" in the PbtA sense, at least not fully. These two are agendas. I can, in fact, point you to the player agendas, and you will find that these agendas closely match your first and third statements. Some bits in here are principles, however. "Play one with likes and dislikes," for example, comports well with "be awesome and flawed."

The distinction between an Agenda and a Principle is that an Agenda is a goal, something you are aspiring to achieve, while a Principle is an action, concrete things you do (or don't do!) to achieve those goals. "Play an interesting character" is a goal. "Have likes and dislikes," on the other hand, is a thing you can just do, it's an action, not a high-level gloss.

Note, however, the difference between your second principle (which is, in fact, a principle!) and the second principle in the document I linked: "Attempt any action, but defer results." Your principle there, in effect, tells the players to be passive consumers: trust the DM, accept what the DM does, don't question the DM's decisions without a really good reason, follow along. Meanwhile, the DW principle tells players to be active but not demanding: to boldly declare what you attempt, while being willing to accept the consequences thereof. Several other principles in this document likewise encourage active, dynamic player choice, while emphasizing that this is both (a) a cooperative effort, and thus requires consensus-building and respect, and (b) about playing to find out what happens, so certainty is generally unhelpful and over-analysis is counterproductive.
 
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Not at all; in fact, 5e DMs seem to love it when players feel satisfied, to the point that they burn themselves out creating bespoke narratives for each character a la critical role. Accordingly, 5e players seem to enjoy 5e because they feel protagonized and empowered.
Ok wait a second. Ever since I started going to these forums, I've heard dozens of posts about how 5e "empowered DM's again", as opposed to the "tyranny" of 3e and 4e, which had such in depth rules that DM's felt like they weren't allowed to make rulings*.

Now suddenly 5e is the system that gives players all the power? Sorry my head can't wrap itself around that.

*Even though, and I've said it many times, nothing has ever taken power away from the DM. Ever. No DM alive doesn't have house rules for their game, I'm sure.
 


*play culture
My experience of the culture of play surrounding 5e has been almost diametrically the opposite. DMs banning things left right and center; DMs doing whatever the F they feel like and damn the consequences; DMs bragging about how they do all sorts of not-entirely-player-friendly things and yet they keep having players come back for more; etc., etc., etc.

It seems to me that the people saying this have a sampling problem.
 

Well if it's the culture, that's nothing new. I know in 3e, most everyone I played with had horror stories about DM's abusing their power and really wanted to play by the rules. On forums, this point of view seemed common, though obviously, I don't have a crystal ball to tell me for sure.
 

I agree. Though they arrive at similar places through different paths: one, through a char op play culture, and the other, through radically freeform roleplay on message boards, usually using an established fictional universe (harry potter, etc). That latter is very interesting to me, just as a phenomenon. I have one friend who is about 10 years younger that participated in some of this. It seems to have relied on pre-web 2.0 technology, so I'm not sure if people still do that; maybe they've just migrated to posting their dnd/anime OCs in random places?
I don't think conflating those two streams is quite right, as several comments on the initial article pointed out. Agency is definitely the deciding factor there, but I would draw a line (admittedly a fuzzy one) between players invested in narrative and ludic agency. Players from the freeform roleplaying culture express agency through making character driven choices and watching a narrative emerge, players from those charop boards express agency by making specific game moves that produce specific results and most efficiently achieve their goals. The two things are compatible, but not synonymous, and I don't think we can really say if they'll fuse into a singular "culture" in the proposed sense yet.
My experience of the culture of play surrounding 5e has been almost diametrically the opposite. DMs banning things left right and center; DMs doing whatever the F they feel like and damn the consequences; DMs bragging about how they do all sorts of not-entirely-player-friendly things and yet they keep having players come back for more; etc., etc., etc.

It seems to me that the people saying this have a sampling problem.
Or you do, but I don't think the point is the system, so much as the set of people playing. 5e is much more a marker in time than a specific resource causing a given style to flourish.
 

@pemerton mentioned a game above (i think it was AW) where player intentions were irrelevant to outcomes.
Perhaps I misunderstood his intent then. My understanding was, it's not that player intent is irrelevant, but rather that player intent is already made manifest through the declared action. Intent is already codified in the fiction which leads up to the triggering of a move, at which point you resolve the move as quick as you can, and then return to the fiction.
There are some RPGs where establishing intention is a key component of action declaration. Burning Wheel is one ("intent and task"); 4e D&D is less clear but I also think benefits strongly from this (and there are strong hints, short of instruction, in the DMG). In intent and task resolution, the key focus of narration in a failed check is failure to achieve what was aimed at. Whether this includes failure of task is a further matter for the GM to decide as appropriate to the fiction, the stakes, etc.

In intent and task resolution, a key time for the GM to ask questions of the player is at declaration - What are you hoping to achieve? And how exactly are you doing that?.

As I posted upthread, Apocalypse Word is "if you do it, you do it". The trigger for the player rolling dice is that they have their PC do the thing that triggers the move. @EzekielRaiden gave an example or two in a recent post upthread. But when the GM narrates outcomes/consequences, they have to identify threats, opportunities, vulnerabilities, things of interest, etc. These are (obviously) all relative to the way the player has oriented their PC in the fiction. But they are not contingent on the particular reason for the particular action being declared.

In AW resolution, a key time for the GM to ask questions of the player is at resolution, once it is established what has to be said following the dice roll: this is part of asking provocative questions and building on the answers. For instance, if a player succeeds in a Discern Realities roll (I'm using the DW move here, rather than an AW analogue, because it's already been mentioned multiple times upthread) and asks What here is valuable to me?, it's quite fair for the GM to ask What are you hoping for? And then using that answer as a starting point.

This difference between "intent and task" and "if you do it, you do it" is important in terms of technical processes, and associated techniques the GM is supposed to use. "If you do it, you do it" tends to foreground the fictional trajectory. "Intent and task" tends to foreground stakes, and so fits well with scene-framing approaches more broadly.

I'm not sure either is an example of what @FrogReaver means by player intentions being irrelevant to outcomes. I take FrogReaver to be meaning something closer to the outcomes of a search for secret doors, or a roll to disarm traps, in a module like B2 Keep on the Borderlands: that is, task-focused resolution in which the GM's prior specification of the fiction determines what happens if the task is successfully attempted.
 

My experience of the culture of play surrounding 5e has been almost diametrically the opposite. DMs banning things left right and center; DMs doing whatever the F they feel like and damn the consequences; DMs bragging about how they do all sorts of not-entirely-player-friendly things and yet they keep having players come back for more; etc., etc., etc.

It seems to me that the people saying this have a sampling problem.

It's hard to know for sure, but it's certainly a running theme from 5e DMs. The author of the tweet I posted above also posted this a few weeks ago which got a lot of traction. Every time I check in on dndnext on reddit there are people complaining about the unbalanced power options on the character side and the expectations and lack of support on the dm side. It seems a lot of people who play pathfinder 2e feel that system offers more DM support, and thus recommend it to solve this problem.
 

Perhaps I misunderstood his intent then. My understanding was, it's not that player intent is irrelevant, but rather that player intent is already made manifest through the declared action. Intent is already codified in the fiction which leads up to the triggering of a move, at which point you resolve the move as quick as you can, and then return to the fiction.
I was surprised by that, too, given some of the underlying ideas development for AW went into intention resolution. Mechanically, the game landed on a mix: sometimes it's intention resolution, other times task. Not that the two are unambiguously distinguishable, of course.

EDIT to say that I just read @pemerton's clarification!
 
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