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*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Bedrockgames" data-source="post: 7558102" data-attributes="member: 85555"><p>No one is saying this. At least I don't think that is what is being said. Obviously you can resolve anything in the game however you like and plenty of games let rolls determine outcomes or have various procedures (even D&D does this). But there are play styles where, when things like exploring the world are concerned, people want the players to declare what they try to do and the GM decide what the outcome is. Sometimes a roll might be called for. The key thing here is usually the GM has the freedom to choose whether he or she is going to simply state the outcome, call for a roll or choose some other tool to figure out the result (like a random table for example). Same with things like roleplaying conversation. In combat you roll to hit someone. But in some types of campaigns, social interactions never require a roll of any kind unless the GM calls for it, because the group wants to maintain the flow and realism of a conversation happening between characters (and they want the content of the conversation to be the driving factor in the outcome). There are places in the game I don't want the dice to determine things. For combat it is great. For some levels of exploration it can add to the experience (for instance calling on players to make a survival roll to see if they can get around a wilderness encounter). But for others, I vastly prefer (at least in most campaigns) for the GM to make the call about what happens when players do or say X. Again it is very situation dependent. I am not going to sit here and say 100% of the time it needs to happen because it really does depend on what the player is saying and how incrementally each step of what they are trying to do is being handled. I don't feel any of this is all that difficult to understand or accept as a legitimate approach to play. Nor to I feel any of it qualifies as Mother May I (and perhaps you don't either, because like I said in my previous post, I was now a little unclear on how you are defining it). Obviously we speak a slightly different gaming language. I use a lot of plain speech, not much theory language. Perhaps we are just not communicating well*. </p><p></p><p>*Just a not about this, I had to read your Burning Wheel example five times to understand it. Maybe I was just tired, as I was falling asleep, but I think there is a pretty big communication gulf in just the words we use.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7558102, member: 85555"] No one is saying this. At least I don't think that is what is being said. Obviously you can resolve anything in the game however you like and plenty of games let rolls determine outcomes or have various procedures (even D&D does this). But there are play styles where, when things like exploring the world are concerned, people want the players to declare what they try to do and the GM decide what the outcome is. Sometimes a roll might be called for. The key thing here is usually the GM has the freedom to choose whether he or she is going to simply state the outcome, call for a roll or choose some other tool to figure out the result (like a random table for example). Same with things like roleplaying conversation. In combat you roll to hit someone. But in some types of campaigns, social interactions never require a roll of any kind unless the GM calls for it, because the group wants to maintain the flow and realism of a conversation happening between characters (and they want the content of the conversation to be the driving factor in the outcome). There are places in the game I don't want the dice to determine things. For combat it is great. For some levels of exploration it can add to the experience (for instance calling on players to make a survival roll to see if they can get around a wilderness encounter). But for others, I vastly prefer (at least in most campaigns) for the GM to make the call about what happens when players do or say X. Again it is very situation dependent. I am not going to sit here and say 100% of the time it needs to happen because it really does depend on what the player is saying and how incrementally each step of what they are trying to do is being handled. I don't feel any of this is all that difficult to understand or accept as a legitimate approach to play. Nor to I feel any of it qualifies as Mother May I (and perhaps you don't either, because like I said in my previous post, I was now a little unclear on how you are defining it). Obviously we speak a slightly different gaming language. I use a lot of plain speech, not much theory language. Perhaps we are just not communicating well*. *Just a not about this, I had to read your Burning Wheel example five times to understand it. Maybe I was just tired, as I was falling asleep, but I think there is a pretty big communication gulf in just the words we use. [/QUOTE]
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