King Lear is just English words put in order: Expertise, Knowledge, and RPGs

  • Thread starter Thread starter lowkey13
  • Start date Start date
And, to raise the point about different filters - Whereas, at my table, I would very likely take it to mean that the player was attempting to do a thing that relies very little on spoken language, and very much on body language, and allow it on that basis.

Heck, at my tables, it might vary by player. Player A might be willing, happy, and eager to role-play out such a conversation; Player B might be awkward and unwilling about it. Player A would probably start by role-playing the conversation (possibly asking me for information the character might know or see); Player B might say, more or less exactly, "I try to talk my way past the guard by flashing some skin and giving him bedroom eyes."

EDIT: I might have jumped on the toes of what @Fenris-77 just posted about; sorry.
 

log in or register to remove this ad

No toe stepping, we're just trying to figure out where to start and what the heck we're actually talking about.
 

Heck, at my tables, it might vary by player. Player A might be willing, happy, and eager to role-play out such a conversation; Player B might be awkward and unwilling about it. Player A would probably start by role-playing the conversation (possibly asking me for information the character might know or see); Player B might say, more or less exactly, "I try to talk my way past the guard by flashing some skin and giving him bedroom eyes."

Well, there's a difference between what the players are willing to engage in, and what I, as a GM, would allow. I hope I tend to set what I allow evenly - just because Player A is willing and eager to do more, I wouldn't want to require they do more.
 

Well, there's a difference between what the players are willing to engage in, and what I, as a GM, would allow. I hope I tend to set what I allow evenly - just because Player A is willing and eager to do more, I wouldn't want to require they do more.

Indeed. The fact I split the difference between the (apparently) different ideas you and @Celebrim have about propositions (or at least this specific proposition) wasn't intended to imply either of you are being unreasonable. I figure both of you are running the game/s you and your players want, as best you can (which I suspect is pretty good).
 

Indeed. The fact I split the difference between the (apparently) different ideas you and @Celebrim have about propositions (or at least this specific proposition) wasn't intended to imply either of you are being unreasonable.

I didn't take it as such, wo we are cool.. And I didn't think Celebrim's approach was unreasonable, either. But, part of the point is to note differences, and perhaps discuss why we have differences, and what results from those differences.
 

Indeed. The fact I split the difference between the (apparently) different ideas you and @Celebrim have about propositions (or at least this specific proposition) wasn't intended to imply either of you are being unreasonable. I figure both of you are running the game/s you and your players want, as best you can (which I suspect is pretty good).

The last thing I'd want is this to degenerate down to which process of play was "badwrongfun". As I see it, as with the rules themselves, different processes of play are making trade offs between different valuable things that are prioritized differently by different tables. I don't suggest that there is a single process of play that gets you maximum fun. Rather, any given process of play likely has some advantages, but comes with certain costs. And the complex processes unique to each table, invariably have some degree of subjectivity to them - such as how the table decides that the joking table chatter that is often a sort of ongoing color commentary about the game is exclusively OOC or ought to be treated at times as IC. That process could be in part, "When the DM starts to get annoyed that the players aren't focusing on the game and so are slowing down play too much, banter that might otherwise be treated as OOC maybe treated as IC."
 

@Celebrim Two quick things. First, I wasn't talking about the difficulty of the actions at all, I was indexing the difficulty that different systems have with those two propositions.

Ok, so I'm not sure I understand you after all.

But, to take a stab at it, if you are talking about the different degrees of support a system might have for combat relative to how much support a system has for social interaction, that's to me an issue of rules. The process of play might be how the participants attempt to within the rules account for a proposition that isn't explicitly handled. And that process of play usually would involve producing a (usually unwritten) house rule which the table will tend to not recognize as a house rule, but instead will see it as a simple application of the rules. At that point, my interest in the process of play diminishes because we can start talking about how they handle the situation from a rules perspective. What's more interesting to me for the purpose of this discussion is that the process of house rule generation occurred, and happened in some fashion. For example, when house rules are needed, is the GM explicitly empowered to create the house rules and does the GM generally not consult with the players? Or when a house rule is needed, does play stop and the whole table discuss the best way to handle this? Those are two different processes of play, and while you can see that as part of the rules themselves, those processes are more obviously metarules about how play is conducted.

Related to that, I think different tables are not necessarily going to understand that different systems have "difficulty" with a proposition. For example, you might be thinking that 1e AD&D has difficulty with the proposition "I try to talk my way past the guard by flashing some calf and giving him the bedroom eyes." compared to the proposition "I try to hit the orc with my sword", but in practice I'm not sure that it does. What is true is not that it has difficulty with the proposition, but that different tables will definitely end up with very different processes of play and very different house rules owing to the fact that 1e AD&D doesn't really tell you how to mechanically resolve the proposition. But to be honest, that's also true in 1e AD&D of "I try to hit the orc with my sword", owing to the lack of organization and clarity in the rules. Arguably though, the very fact that 1e AD&D lacked clarity and organization in the rules would tend to cause the DMs of that system to not see the two propositions as particularly different in terms of how difficult they were. It would be normal process of play to be spawning out house rules out of the 1e AD&D system all the time, often without realizing you were doing so.

The corollary being that different rules systems produce different kinds of propositions, just like different genre conventions produce different propositions...

They can, but only in that many modern rules systems like say Dungeon World do actually have rules making explicit how propositions are made, filtered, validated, and applied. For the vast majority of games I've played though, explicit proposition metarules didn't exist, and as such I think they tended to produce very much the same sorts of propositions.

There are some exceptions though, and that concerns the issue of whether the silence of the rules discourages players from imagining that they have the option to do something. For example, we can safely assert that 3e D&D made the proposition, "I try to grapple the orc." more explicitly a valid proposition than 1e AD&D did. But that doesn't really address whether resolving that proposition was more difficult in either system, or whether the participants were discouraged by the difficulty of the rules to just avoid them all together.

...and different player expectations produce different propositions. I wanted to stick to the first item because there's going to be less to disagree about, the rules being more stable from table to table than expectations or actualized play.

Yes, but it's the expectations that I'm really interested in. It's how those expectations change the game so radically that it's a different game, even when the two tables share the same rules, that I'm most interested in.

I want to ignore the differences there, at least to start, and focus on the similarities.

I'm not sure where you are going except to say that I think you are stuck on the idea that the metagame proceeds logically from the rules, and it's that idea that I very much want to disabuse. This is a whole other layer completely separate from the rules. A game can try to change how a table thinks about playing the game, and if it does that and changes how they think about playing, then it will change how the game is played compared how the players will play a different system. But that process of changing how the table thinks about playing or how they approach the game is more important than, and distinct from, the rules themselves.

Believing otherwise tends to create huge logical fallacies or failures of imagination where some forum poster will assert as a universal, "This game system played like X", where X is actually a process of play that is not nearly as universal to people playing that game system as the poster thinks.
 

The differences in difficulty were at attempt to index the support in various rules systems for different kinds of propositions. Not just in the realm of combat versus social or exploration, although that is important, but also how, for example, different layers of success might constraint expected propositions. Really, constraint was the idea I was getting at. That and the centrality of the 'proposition' to RPG play.

Different games constrain propositions in various ways, spoken and unspoken. You can link the ways that happens to the three operative parts of a definition of what an RPG is. To briefly quote from another thread, that would be (roughly) recursive interpretation of the diagetic frame, a sharing of authority over framing, and the presence of an avatar through which players interact with the fiction. All three of those constraint propositions in various ways, and that fact makes propositions an nteresting place to start a discussion.

Anyway, that's one definition and the start of something that might be a useful critical and theoretical lens. I'm not taking a stab at explaining everything all at once.
 

So, snipping to keep focus on what I'm responding to.

Related to that, I think different tables are not necessarily going to understand that different systems have "difficulty" with a proposition. For example, you might be thinking that 1e AD&D has difficulty with the proposition "I try to talk my way past the guard by flashing some calf and giving him the bedroom eyes." compared to the proposition "I try to hit the orc with my sword", but in practice I'm not sure that it does. What is true is not that it has difficulty with the proposition, but that different tables will definitely end up with very different processes of play and very different house rules owing to the fact that 1e AD&D doesn't really tell you how to mechanically resolve the proposition. But to be honest, that's also true in 1e AD&D of "I try to hit the orc with my sword", owing to the lack of organization and clarity in the rules. Arguably though, the very fact that 1e AD&D lacked clarity and organization in the rules would tend to cause the DMs of that system to not see the two propositions as particularly different in terms of how difficult they were. It would be normal process of play to be spawning out house rules out of the 1e AD&D system all the time, often without realizing you were doing so.

I think if we're talking about the expectations presented in the written rules, and how table expectations arise at the intersection of the players and the game, I think I agree with @Fenris-77 that houserules are a topic for later. Interesting, no doubt, but a different subject.

[M]any modern rules systems like say Dungeon World do actually have rules making explicit how propositions are made, filtered, validated, and applied. For the vast majority of games I've played though, explicit proposition metarules didn't exist, and as such I think they tended to produce very much the same sorts of propositions.

There are some exceptions though, and that concerns the issue of whether the silence of the rules discourages players from imagining that they have the option to do something. For example, we can safely assert that 3e D&D made the proposition, "I try to grapple the orc." more explicitly a valid proposition than 1e AD&D did. But that doesn't really address whether resolving that proposition was more difficult in either system, or whether the participants were discouraged by the difficulty of the rules to just avoid them all together.

It certainly seems as though "I flirt with the guard until he lets me past" (to paraphrase) is more considered in the philosophy of D&D 5E than OD&D.

Perhaps also there's a difference between games that make explicit the metagame the way Blades in the Dark seems to (took an opportunity to skim it the other day) and those that don't (more "traditional" games like D&D, for instance). If a player knows they're making a proposition, they probably approach it differently. Also maybe makes those of us who've thought about such things, read/played those indie/narrative games approach the traditional games a little differently.

I'm not sure where you are going except to say that I think you are stuck on the idea that the metagame proceeds logically from the rules, and it's that idea that I very much want to disabuse. This is a whole other layer completely separate from the rules. A game can try to change how a table thinks about playing the game, and if it does that and changes how they think about playing, then it will change how the game is played compared how the players will play a different system. But that process of changing how the table thinks about playing or how they approach the game is more important than, and distinct from, the rules themselves.

Seems to me as though the rules-as-written affect how the table thinks about playing the game, even if the process does not always proceed logically from the written rules. Prior experiences no doubt make a difference, even if only as a first reference, but I know it is at least possible to think about (to pick two examples) Call of Cthulhu and Dungeons & Dragons differently while playing them.
 

But, to take a stab at it, if you are talking about the different degrees of support a system might have for combat relative to how much support a system has for social interaction, that's to me an issue of rules.

So, we may be approaching adding an extra issue here....

Related to that, I think different tables are not necessarily going to understand that different systems have "difficulty" with a proposition. For example, you might be thinking that 1e AD&D has difficulty with the proposition "I try to talk my way past the guard by flashing some calf and giving him the bedroom eyes." compared to the proposition "I try to hit the orc with my sword", but in practice I'm not sure that it does.

As soon as you say "in practice" you are speaking about metarules, not rules, aren't you?

But to be honest, that's also true in 1e AD&D of "I try to hit the orc with my sword", owing to the lack of organization and clarity in the rules.

So, here's the added issue - the difference between the rules, and the presentation of the rules. What are we referring to when we speak about "the system"?

Now, I haven't picked up my 1e books in quite some time. I, at least, am pretty darned sure how to deal with the proposition "I try to hit the orc with my sword". I don't recall there being a whole lot of ambiguity about it, either. Even including weapons speed factors, weapon against armor types, and such... I recall how to deal with all that.

I am not at all sure there's a canonical answer for dealing with the "flashing some calf and giving bedroom eyes" proposition in 1e within the rulebook, however badly it was presented.

So, before we go on here - you yourself said you are "not sure" the system has more difficulty with one over another. So... what is the canonical answer to the "flashing some calf" proposition in 1e? Let us weed through the bad presentation, and find what the rules actually say.
 

Remove ads

Top