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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="pemerton" data-source="post: 6727979" data-attributes="member: 42582"><p>Stocking a dungeon by random roll is a time honour tradition. So is the GM making up rooms, creatures, tricks and traps, etc, non-randomly.</p><p></p><p>What I claimed is that <em>the number of D&D players who have reasoned backwards, from encounters to the GM's random stocking table</em>, is approximately zero. The GM's random table is not something that most D&D players are trying to work out.</p><p></p><p>I'm not sure what you mean here. There is a reading of your sentence that is true; here it is: <em>Anything and everything a human being can do in the real world is a permissible action declaration by a D&D player</em>. In addition, <em>anything and everything that a human being might do in an imaginary magical world is at least a candidate to be a permissible action declaration by a D&D player</em>.</p><p></p><p>I also assert: as a matter of actual history, and the practice of D&D game design, <em>the action declarations typically preceded the writing of rules to handle them</em>. The design of D&D's rules was ad hoc and reactive, triggered by actual players at actual tables making action declarations for their PCs.</p><p></p><p></p><p>I think this is probably the most fundamental point at issue.</p><p></p><p>I think that adjudicating D&D has always had everything to do with "really existing human beings". And that ability scores have almost always been treated as <em>attributes</em></p><p></p><p>For instance, when Gygax says (in his DMG, p 104) that a GM, when playing monsters, should "[c]onsider also cunning and instinct", Gygax is not reminding the GM to have regard to particular game mechanics. The GM is expected to use knowledge of the real world - how, in the real world, people and creatures of varying intelligence and ingenuity respond to various sorts of situations.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6727979, member: 42582"] Stocking a dungeon by random roll is a time honour tradition. So is the GM making up rooms, creatures, tricks and traps, etc, non-randomly. What I claimed is that [I]the number of D&D players who have reasoned backwards, from encounters to the GM's random stocking table[/I], is approximately zero. The GM's random table is not something that most D&D players are trying to work out. I'm not sure what you mean here. There is a reading of your sentence that is true; here it is: [I]Anything and everything a human being can do in the real world is a permissible action declaration by a D&D player[/I]. In addition, [I]anything and everything that a human being might do in an imaginary magical world is at least a candidate to be a permissible action declaration by a D&D player[/I]. I also assert: as a matter of actual history, and the practice of D&D game design, [I]the action declarations typically preceded the writing of rules to handle them[/I]. The design of D&D's rules was ad hoc and reactive, triggered by actual players at actual tables making action declarations for their PCs. I think this is probably the most fundamental point at issue. I think that adjudicating D&D has always had everything to do with "really existing human beings". And that ability scores have almost always been treated as [I]attributes[/I] For instance, when Gygax says (in his DMG, p 104) that a GM, when playing monsters, should "[c]onsider also cunning and instinct", Gygax is not reminding the GM to have regard to particular game mechanics. The GM is expected to use knowledge of the real world - how, in the real world, people and creatures of varying intelligence and ingenuity respond to various sorts of situations. [/QUOTE]
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