Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Players establishing facts about the world impromptu during play
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8264758" data-attributes="member: 42582"><p>This merits a separate response.</p><p></p><p>I think there is a difference between <em>the game uses numbers to measure degree of potential game effect</em> and <em>the game uses numbers to quantify the relationship between elements of the fiction</em>.</p><p></p><p>To give a simple example: in AD&D a fighter with 90 hp is harder to defeat in combat than a fighter with 10 hp. That's a fact about the game play. But those numbers don't quantify the relationship between those fighters. Gygax is pretty clear about this in his DMG. It is even clearer if I compare the 90 hp fighter to the 90 hp dragon: the latter has lots of meat, the former lots of "divine protection". <em>Divine protection </em>here is not a quantitatively described ingame element. It's just a label given to a gameplay device, that the higher-level fighter is harder to kill but - in the fiction - hasn't grown to have the size and strength of a dragon. More strictly "simulationist" games like RuneQuest and Rolemaster handle this by using other mechanical devices to make skilled/"high level" fighters harder to kill (eg better parry numbers or dodge numbers).</p><p></p><p>To give a more contentious but I think more egregious example: in 3E D&D monster AC grows essentially without bound, by piling on ever-higher "natural armour" bonuses. The label <em>natural armour </em>seems intended to imply that these bonuses are quantifying some component of the fiction. But it has to be nonsense. The best possible plate amour in that system grants a bonus to AC of +15 or thereabouts (+6 magical plate). But there are monsters with natural armour bonuses in the 30s! What does that mean in the fiction? And why can't an archmage, or a god, forge magical armour that is just as protective? Once again we have a case of <em>numbers being used to measure degree of potential game effect</em> (in this case, they are defence numbers) that are not (despite the application of the "natural armour" tag) <em>quantifying any relationship between in world game elements</em>.</p><p></p><p>It's true that in a PbtA game a player can't typically increase the mathematical chance of success by accreting bonuses. (This is not strictly the case - eg in Apocalyopse World itself a player can step up defence numbers by getting heavier armour, or step up damage by getting bigger guns and grenades.) But that doesn't mean that there is no playing of the fiction to deal with situations. Quite the opposite. I recently read an excellent account of this in the Ironsworn rulebook (p 2081):</p><p></p><p style="margin-left: 20px">A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical characteristics. If we look to the fiction of the leviathan’s, description, we see “flesh as tough as iron.” But, rolling a <em>Strike</em> against a leviathan is the same as against a common thug. In either case, it’s your action die, plus your stat and adds compared to the challenge dice. Your chances to score a strong hit, weak hit, or miss are the same.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So how do you give the leviathan its due as a terrifying, seemingly invulnerable foe? You do it through the fiction.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you have sworn a vow to defeat a leviathan, are you armed with a suitable weapon? Punching it won’t work. Even a deadly weapon such as a spear would barely get its attention. Perhaps you undertook a quest to find the Abyssal Harpoon, an artifact from the Old World, carved from the bones of a long-dead sea god. This mythic weapon gives you the fictional framing you need to confront the monster, and finding it can count as a milestone on your vow to destroy this beast.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Even with your weapon at the ready, can you overcome your fears as you stand on the prow of your boat, the water surging beneath you, the gaping maw of the beast just below the surface? <em>Face Danger</em> with +heart to find out.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The outcome of your move will incorporate the leviathan’s devastating power. Did you score a miss? The beast smashes your boat to kindling. It tries to drag you into the depths. Want to <em>Face Danger</em> by swimming away? You can’t outswim a leviathan. You’ll have to try something else.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Remember the concepts behind fictional framing. Your readiness and the nature of your challenge may force you to overcome greater dangers and make additional moves. Once you’ve rolled the dice, your fictional framing provides context for the outcome of those moves.</p><p></p><p>The focus is not on mechanical manipulation or accumulation of numbers. It's on the fictional positioning of the character, and the "stakes" understood in fictional terms. At least for my part that doesn't make the fiction less visceral or less real.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8264758, member: 42582"] This merits a separate response. I think there is a difference between [I]the game uses numbers to measure degree of potential game effect[/I] and [I]the game uses numbers to quantify the relationship between elements of the fiction[/I]. To give a simple example: in AD&D a fighter with 90 hp is harder to defeat in combat than a fighter with 10 hp. That's a fact about the game play. But those numbers don't quantify the relationship between those fighters. Gygax is pretty clear about this in his DMG. It is even clearer if I compare the 90 hp fighter to the 90 hp dragon: the latter has lots of meat, the former lots of "divine protection". [I]Divine protection [/I]here is not a quantitatively described ingame element. It's just a label given to a gameplay device, that the higher-level fighter is harder to kill but - in the fiction - hasn't grown to have the size and strength of a dragon. More strictly "simulationist" games like RuneQuest and Rolemaster handle this by using other mechanical devices to make skilled/"high level" fighters harder to kill (eg better parry numbers or dodge numbers). To give a more contentious but I think more egregious example: in 3E D&D monster AC grows essentially without bound, by piling on ever-higher "natural armour" bonuses. The label [I]natural armour [/I]seems intended to imply that these bonuses are quantifying some component of the fiction. But it has to be nonsense. The best possible plate amour in that system grants a bonus to AC of +15 or thereabouts (+6 magical plate). But there are monsters with natural armour bonuses in the 30s! What does that mean in the fiction? And why can't an archmage, or a god, forge magical armour that is just as protective? Once again we have a case of [I]numbers being used to measure degree of potential game effect[/I] (in this case, they are defence numbers) that are not (despite the application of the "natural armour" tag) [I]quantifying any relationship between in world game elements[/I]. It's true that in a PbtA game a player can't typically increase the mathematical chance of success by accreting bonuses. (This is not strictly the case - eg in Apocalyopse World itself a player can step up defence numbers by getting heavier armour, or step up damage by getting bigger guns and grenades.) But that doesn't mean that there is no playing of the fiction to deal with situations. Quite the opposite. I recently read an excellent account of this in the Ironsworn rulebook (p 2081): [indent]A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical characteristics. If we look to the fiction of the leviathan’s, description, we see “flesh as tough as iron.” But, rolling a [I]Strike[/I] against a leviathan is the same as against a common thug. In either case, it’s your action die, plus your stat and adds compared to the challenge dice. Your chances to score a strong hit, weak hit, or miss are the same. So how do you give the leviathan its due as a terrifying, seemingly invulnerable foe? You do it through the fiction. If you have sworn a vow to defeat a leviathan, are you armed with a suitable weapon? Punching it won’t work. Even a deadly weapon such as a spear would barely get its attention. Perhaps you undertook a quest to find the Abyssal Harpoon, an artifact from the Old World, carved from the bones of a long-dead sea god. This mythic weapon gives you the fictional framing you need to confront the monster, and finding it can count as a milestone on your vow to destroy this beast. Even with your weapon at the ready, can you overcome your fears as you stand on the prow of your boat, the water surging beneath you, the gaping maw of the beast just below the surface? [I]Face Danger[/I] with +heart to find out. The outcome of your move will incorporate the leviathan’s devastating power. Did you score a miss? The beast smashes your boat to kindling. It tries to drag you into the depths. Want to [I]Face Danger[/I] by swimming away? You can’t outswim a leviathan. You’ll have to try something else. Remember the concepts behind fictional framing. Your readiness and the nature of your challenge may force you to overcome greater dangers and make additional moves. Once you’ve rolled the dice, your fictional framing provides context for the outcome of those moves.[/indent] The focus is not on mechanical manipulation or accumulation of numbers. It's on the fictional positioning of the character, and the "stakes" understood in fictional terms. At least for my part that doesn't make the fiction less visceral or less real. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Players establishing facts about the world impromptu during play
Top