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L&L: The 2nd one this week (DM Packet)
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<blockquote data-quote="Balesir" data-source="post: 5931372" data-attributes="member: 27160"><p>Sure, but I think [MENTION=42582]pemerton[/MENTION] was talking about games where <strong><em>players</em></strong> are specifically given rights to add things to the background and to the game world. By mentioning a guild or syndicate that they belong(ed) to in the pre-game, they make that organisation a reality in the game world. By picking up the bottle on the tavern table, they make a bottle appear that didn't (explicitly) exist before.</p><p></p><p>Hell's bells, this would only ever be acceptable to me if it <strong><em>did</em></strong> have a fictional "explanation". Changing the fiction (as DM) is fine, but changing the rules (except explicitly and with prior notice) is not. As a player, if such a thing has changed, I expect there to be an in-fiction explanation there if I look for it.</p><p></p><p>You said it yourself - there is randomness in the dice, and sometimes one rolls low while another rolls high. Did you hear the dice rattle? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This is a great observation, although, for us, it applies just as much to decisions about which system to use/play. I think this is pretty natural, since the modules seem likely to make D&DN a set of related games, rather than one unitary one.</p><p></p><p>LOL. I think lots of people (me included) have wasted a lot of time trying fruitlessly (and pointlessly, it currently seems to me) to "force-fit" elements of the real world to D&D.</p><p></p><p>The way death, dying and recovery work is "quibbling at the edges"?? Mmmkay...</p><p></p><p>Except that, in the cases where the rules actually cover, they don't. I can see that this is a "natural" assumption, and I can see that having a good number of world assumptions that are familiar to the players is very helpful, but I think that building on the assumption that the model for all situations not explicitly covered by the rules should be "real life" is flawed in a very pernicious way.</p><p></p><p>The problem is that, outside the very obvious (colour of the sky, gravity pulling towards the ground, etc.), we all tend to have different models of "how the world works" when we get down to specifics. Some of the differences are subtle, some are very marked. Where we have specific knowledge, the model may be more accurate (although, to be serious, how many times have you used physics or chemistry equations to work out a result?), but the model will always be arbitrary to an extent.</p><p></p><p>Given that the model must be arbitrary, I think it is infinitely better if it is at least <em>shared</em>. This means that the questions and situations that commonly crop up should be covered by "rules" that are accessible to all parties in the game. The rules need not be immensely voluminous - <em>some</em> measure of shared understanding <em>can</em> be assumed - but around what the PCs can commonly do I think they need to be clear and reasonably precise.</p><p></p><p>But how do you really know the game fiction, other than via the mechanics? The only other resource I see used a lot is your understanding of the "real world" - and this varies between each of us and is invariably inaccurate in ways that a myriad of books are available to point out to us.</p><p></p><p>This is my point, yes; even "DM fiat" will follow a set of rules. Far better, in my opinion, if those rules are explicitly shared than if they exist as some sort of hazy mish-mash in someone's mind.</p><p></p><p>Yes, of course - but if the DM is the source not only of what events and circumstances are evident to the player characters in the fiction, but also of how the game world works and what the characters risks and chances might be in interacting with that fiction, then the number of questions baloons.</p><p></p><p>Sure, I see this, too. I think it relates to two "aspects" of "DM fiat" - ignoring or changing existing rules on the one hand, and making up rules where none exist on the other. While the latter is inevitably required to some extent - and the former is often desired by the player group - I don't see either as being the least bit desirable <strong><em>as a design aim</em></strong>.</p><p></p><p>This is what I find deeply disturbing, here. Mike Mearls is not saying that these things are inevitable and some explanation of the rules and design principles would therefore be useful for DMs to support those (hopefully limited) times they will need to make rulings on the game world "physics" - he's saying that these rulings are to be encouraged and sought out as a design aim. If that is true, the logical end-point is that there be no rules at all! I know that's "reductio ad absurdam", but I think it really does show that the principle is of, at the very best, limited usefulness.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5931372, member: 27160"] Sure, but I think [MENTION=42582]pemerton[/MENTION] was talking about games where [B][I]players[/I][/B] are specifically given rights to add things to the background and to the game world. By mentioning a guild or syndicate that they belong(ed) to in the pre-game, they make that organisation a reality in the game world. By picking up the bottle on the tavern table, they make a bottle appear that didn't (explicitly) exist before. Hell's bells, this would only ever be acceptable to me if it [B][I]did[/I][/B] have a fictional "explanation". Changing the fiction (as DM) is fine, but changing the rules (except explicitly and with prior notice) is not. As a player, if such a thing has changed, I expect there to be an in-fiction explanation there if I look for it. You said it yourself - there is randomness in the dice, and sometimes one rolls low while another rolls high. Did you hear the dice rattle? ;) This is a great observation, although, for us, it applies just as much to decisions about which system to use/play. I think this is pretty natural, since the modules seem likely to make D&DN a set of related games, rather than one unitary one. LOL. I think lots of people (me included) have wasted a lot of time trying fruitlessly (and pointlessly, it currently seems to me) to "force-fit" elements of the real world to D&D. The way death, dying and recovery work is "quibbling at the edges"?? Mmmkay... Except that, in the cases where the rules actually cover, they don't. I can see that this is a "natural" assumption, and I can see that having a good number of world assumptions that are familiar to the players is very helpful, but I think that building on the assumption that the model for all situations not explicitly covered by the rules should be "real life" is flawed in a very pernicious way. The problem is that, outside the very obvious (colour of the sky, gravity pulling towards the ground, etc.), we all tend to have different models of "how the world works" when we get down to specifics. Some of the differences are subtle, some are very marked. Where we have specific knowledge, the model may be more accurate (although, to be serious, how many times have you used physics or chemistry equations to work out a result?), but the model will always be arbitrary to an extent. Given that the model must be arbitrary, I think it is infinitely better if it is at least [I]shared[/I]. This means that the questions and situations that commonly crop up should be covered by "rules" that are accessible to all parties in the game. The rules need not be immensely voluminous - [I]some[/I] measure of shared understanding [I]can[/I] be assumed - but around what the PCs can commonly do I think they need to be clear and reasonably precise. But how do you really know the game fiction, other than via the mechanics? The only other resource I see used a lot is your understanding of the "real world" - and this varies between each of us and is invariably inaccurate in ways that a myriad of books are available to point out to us. This is my point, yes; even "DM fiat" will follow a set of rules. Far better, in my opinion, if those rules are explicitly shared than if they exist as some sort of hazy mish-mash in someone's mind. Yes, of course - but if the DM is the source not only of what events and circumstances are evident to the player characters in the fiction, but also of how the game world works and what the characters risks and chances might be in interacting with that fiction, then the number of questions baloons. Sure, I see this, too. I think it relates to two "aspects" of "DM fiat" - ignoring or changing existing rules on the one hand, and making up rules where none exist on the other. While the latter is inevitably required to some extent - and the former is often desired by the player group - I don't see either as being the least bit desirable [B][I]as a design aim[/I][/B]. This is what I find deeply disturbing, here. Mike Mearls is not saying that these things are inevitable and some explanation of the rules and design principles would therefore be useful for DMs to support those (hopefully limited) times they will need to make rulings on the game world "physics" - he's saying that these rulings are to be encouraged and sought out as a design aim. If that is true, the logical end-point is that there be no rules at all! I know that's "reductio ad absurdam", but I think it really does show that the principle is of, at the very best, limited usefulness. [/QUOTE]
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