On Behavioral Realism

Ovinomancer

No flips for you!
So, there's a lot going on here, and I think a few things might help organize the discussion.

Rule systems essentially do three things: they assign authority, they provide incentives and constraints, and they operationalize play.

Authority refers to who has the ability to make the final decision in an area of play. That this is the final decision is important, because even if you run a game where you encourage players to add things and often run with it, if you retain the final say, you still have the authority in this area. To give an example in 5e, the GM retains the authority in almost every area of the game outside of action declaration by the player and, initial game constraints not withstanding, character build choices. This is a reason D&D is often referred to as a GM-centered game, because the GM retains almost all authorities over the ficiton.

Incentives and constraints refers to how the game rules create expectations and rewards for play. This affects authority in that the game rules may set up expectations of play that constrain authority in some ways or incentivize a focus on an area of play. Looking at constraints, take 3.x, for instance. While the GM retained the authority over much of the game, the rules set up and incentive structure that the GM would employ the rules as written (or at least only deviate slightly) in how encounters were balanced or monsters built, etc. 4e carried this even further with the constraints on how encounters and monsters were to be constructed. Constrains place the expectation of a limitation on authority. Incentives, on the other hand, reward play in some areas which leads to focus in those areas. D&D, again, incentives combat by structuring most of the reward system on combat outcomes. This also serves to limit authority in that the game strongly encourages certain themes as a focus which then channels expected authorities to generate fiction along those themes.

Finally, operationalization -- what rules exist and how they act to resolve questions in the fiction. This works with incentives and constraints to direct how play occurs. To again go back to 5e, combat has a lot of operationalization for combat -- there are details rules for resolving combats, how to move, how to attack, how to deal damage, how to avoid damage, etc. The combat rules in 5e are robust and drive to determine outcomes.. What isn't operationalized well in 5e is social interaction. This is an area where there are scant rules that aren't robust and don't drive to outcomes.

To pause here, the above aren't criticisms of any game system, 5e in particular. It's a critical analysis, yes, but 5e is a solid game even if it doesn't check all of the boxes above. No game does.

So, to use this to discuss the current topic of social engagements in 5e: 5e had strong authority for GMs to determine the outcomes of the fiction for social engagements, weak to no incentives or constraints in the rules structure for social engagement, and weak operationalization of social engagements. This means that it's up to the GM, and that bears out in the discussion being had on the issue. There are those that say that social engagements in 5e are a matter of freeform roleplaying, with the GM determining outcome. This is well within the authority, incentive, constraint, and operationalizations of 5e. Also, there's discussion of creating houserules for social engagement. This would be adding operationalization and incentives and constraints because they aren't robust in 5e as written. The discussion bears out that 5e lacks a robust social engagement framework in the rules, else we'd be seeing discussion of how to use the rules to create social engagements -- something that rarely happens outside of narrow circumstances.

And, that's okay. It's perfectly fine that 5e doesn't do these things. It seems preferable to many that the social engagement arena is left to the devices of the GM. Likewise, it's not preferable to others.
 

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happyhermit

Adventurer
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Technically, when you stop to role play you are "not" playing D&D, sort of like when you tell a joke or story at a poker game you are "not" playing poker. But really, it's a technicality and you can just put it all under ''playing".

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Still, technically, you are only playing D&D IF your using the D&D rules to take some sort of action IN the game. The same way you are only playing any game really. Once you start the freeform role playing, you are not playing D&D.
...

In Poker there are usually relatively few rules about bluffing and reading other players (to put it mildly), so when players are bluffing or getting a read on other players they aren't "really" playing poker? And it's only when you add more rules about those things that they become important to the game?
 

G

Guest 6801328

Guest
@bloodtide is raising an interesting argument. Whether or not he's "correct" is subjective, and although I tend to think he's not, it's still an interesting point to discuss.

Two broad definitions of "playing" a game (or sport):
  • Taking actions that are governed by specific rules
  • Participating in lots of others ways, some with long histories and traditions (that may appear to be informal rules), that add (or subtract?) from the game, but are not specifically governed by rules.

I would argue that in D&D the books talk a lot about roleplaying because that's part of the history and tradition, but there aren't many actual rules about it.

Some folks here (and I'm thinking of some arguments @Maxperson has made in the past) interpret the fluff surrounding the actual crunch as "rules". By this measure, the description of a Paladin's oath is just as much a rule as the part that says how often he/she can use Divine Sense. (I happen to disagree, but that's just my opinion.)
 

Maxperson

Morkus from Orkus
Some folks here (and I'm thinking of some arguments @Maxperson has made in the past) interpret the fluff surrounding the actual crunch as "rules". By this measure, the description of a Paladin's oath is just as much a rule as the part that says how often he/she can use Divine Sense. (I happen to disagree, but that's just my opinion.)
Slightly off. SOME fluff acts as a rule. The Oaths are a good example. If they weren't rules, they couldn't trigger Oathbreaker and paladins wouldn't have to follow them or bad stuff happens. Something doesn't have to be d20+modifiers equal to or higher than AC to hit in order to be a rule.
 

Ovinomancer

No flips for you!
In Poker there are usually relatively few rules about bluffing and reading other players (to put it mildly), so when players are bluffing or getting a read on other players they aren't "really" playing poker? And it's only when you add more rules about those things that they become important to the game?
Two things.

One, this would be an area of no constraints and no operationalization (need a shoter word), and open authority.

Two, this would also be the metagame of poker.
 

Ovinomancer

No flips for you!
Slightly off. SOME fluff acts as a rule. The Oaths are a good example. If they weren't rules, they couldn't trigger Oathbreaker and paladins wouldn't have to follow them or bad stuff happens. Something doesn't have to be d20+modifiers equal to or higher than AC to hit in order to be a rule.
They, um, don't trigger Oathbreaker and no bad stuff happens if they aren't followed unless the GM uses their authority to operationalize this and create constraints and incentives. The rules as presented are pretty mum on these things.

GMs often will use their broad authority over the fiction and rules to interpret and add constraints and incentives because it matches their conceptions. This is arguably very laudable, as it allows the game to flex into many configurations and please the most players. However, care should be taken to not confuse a given GM's additions with what the rules do by themselves.
 

Maxperson

Morkus from Orkus
They, um, don't trigger Oathbreaker and no bad stuff happens if they aren't followed unless the GM uses their authority to operationalize this and create constraints and incentives. The rules as presented are pretty mum on these things.

Not their authority. The rules. Unless you're saying the rules = DM authority, in which case d20 + modifiers = or greater than AC to hit is also the DM using his authority.

GMs often will use their broad authority over the fiction and rules to interpret and add constraints and incentives because it matches their conceptions.

The DM is not adding constraints. Those constraints are put into place by the rules.. They're called Breaking Your Oath and Oathbreaker, and you can read them in the PHB and DMG.

However, care should be taken to not confuse a given GM's additions with what the rules do by themselves.
I'm not suggesting anything that the rules don't do themselves.
 

happyhermit

Adventurer
Two things.

One, this would be an area of no constraints and no operationalization (need a shoter word), and open authority.

Two, this would also be the metagame of poker.

I could argue the terms but I guess we agree? The point is, great games can often be "about" things that the rules don't spend a lot of "page count" on. Adding rules for a thing ie; constraints or operationalization as you put it, doesn't mean that it will be more important to the game and it doesn't mean it will be of higher quality.
 

And what I am saying is that by the rules presented in the book, sitting around and freeform roleplaying IS playing D&D. it says so right there. You aren't going outside the rules to do that. The rules in fact TELL you to do that. So yeah, maybe, I might be missing your point.

The Rules of the D&D game never say or require Role Playing at all. It's something you can do, but it's not part of the rules. If your playing D&D and wish to have your character attack a monster you MUST use the crunchy mechanical D&D combat rules. If you want to have your character talk to an NPC, there are NO rules for that: you could role play it out if you wish, but you don't have to by the rules.

In Poker there are usually relatively few rules about bluffing and reading other players (to put it mildly), so when players are bluffing or getting a read on other players they aren't "really" playing poker? And it's only when you add more rules about those things that they become important to the game?

If there are ''a few" rules for bluffing and reading others....then there ARE rules. As a social game, a common ''trick" in poker is to tell stories or jokes or whatever to distract other players: you will find this in just about any strategy advice on playing poker, but it is NOT in the rules of the game.

You get these three basic base ways D&D is Played(all are perfectly valid):

1.The Roll Playing Game-The by-the-book crunchy mechanical combat adventure game. The granddaddy of them all. Make a character, write 'Bob 1' and the top and go on an endless crunchy mechanical combat adventure: a murderhobo hexcrawl. There is nothing else but the combat adventure: most NPCs don't get names other then 'guard one' or 'farmer two', there is no ''game world other then the adventure site and even if there is a town it gets a name like 'Border Town".

2.The Middle. It's a combat adventure game, with Role Playing mixed in where ever people want. Make a character, have at least the ''10 minute" backstory and at least a ''10 minute character personality test'' and be prepared to not only engage in a crunchy mechanical combat adventure, but also Role Play your character interacting with the world outside of the crunch and mechanics. This world has at least an ''average" amount of detail and most NPCs have a ''paragraph" about them other then the mechanical crunch stat block, the world has lots of detail with at least a couple paragraphs about each place or thing all connected together.

3.The Role Playing Game-The game of extreme detail, a massive epic storytelling event. Make a character and have at least a novels worth of history, personality, traits and everything else and be prepared not only engage in a crunchy mechanical combat adventure, but also Role Play your character interacting with the world outside of the crunch and mechanics with Extreme focus and detail. This world has several novels worth of detail, both big and small and most NPCs get at least a ''short story" or "novella" with many getting a whole novel about them other then the mechanical crunch stat block, This game has an insane amout of detail about everything.

Or for quick reference:

1.A video game
2.A novel
3.One of those huge triple sized novel books with tiny type, a five to ten page 'cast of characters', five or so maps, a glossary, a lexicon, articles, and it says on the cover something like ''the MagicWyrm Quest Book one of Sixteen".
 

Maxperson

Morkus from Orkus
The Rules of the D&D game never say or require Role Playing at all. It's something you can do, but it's not part of the rules. If your playing D&D and wish to have your character attack a monster you MUST use the crunchy mechanical D&D combat rules. If you want to have your character talk to an NPC, there are NO rules for that: you could role play it out if you wish, but you don't have to by the rules.

You should try reading the 5e books sometime. The entire PHB and DMG are written with roleplaying in mind. They describe roleplaying all over the place. As for being REQUIRED to roleplay, nothing in the game is REQUIRED. It's all optional. So what. Not being REQUIRED does not remove roleplaying from the game.

You think that you must use the crunchy part of the combat rules for an attack, but you don't. If the outcome is not in doubt, the DM is perfectly able to just say you win. Or, since it's rulings over rules, he can just say that you hit or miss and have you roll damage, or just choose the damage. There is no "must" with anything in the game.

If you choose to remove roleplaying from the game, you can and that's okay. But it's a part of the game unless you do actively remove it.
 

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