D&D General [rant]The conservatism of D&D fans is exhausting.

@Enrahim

My current theory. The simulation is what causes the illusion of the existence of a world outside ours. I've noticed that narrativists usually shy away from such language and maybe that's because without the major simulation elements there's no sense of a world that exists outside our own. Mostly thinking aloud, curious on your thoughts.
 

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Again, those need not be unrelated. If you're picking a lock in the real world, what are some of the possible consequences?

I would think that they would include any number of the following:
  • failing to open the lock
  • damaging the lock in some way
  • damaging the lock pick in some way
  • being discovered while picking the lock

These are all things that when someone decides to pick a lock, they're going to be worried about in some capacity.
Sure. The first three on that list are entirely 100% related to the task being resolved - all good.

The fourth is a more open question and almost certainly quite situation-dependent. In the specific instance of there being a sleeping cook in the kitchen, the two discrete resolutions (pick the lock, cook awake/asleep) produce four possible outcomes:

--- fail to pick the lock, cook is asleep (nothing happens now, the thief can try something else)
--- fail to pick the lock, cook is awake (she might do something now and-or might tell someone later)
--- succeed in picking the lock, cook is asleep (now we're into stealth resolution, or assassinatory violence if the thief is so inclined)
--- succeed in picking the lock, cook is awake (she screams, or she hides, or she fights, or she pretends to be asleep, or whatever)
None of those consequences, if they're realized, are unrelated to the lock picking.
Provided there's a reasonable chance of knowing or learning that there might be a cook in there before committing to trying the lock, I agree.
In some games, the players make all the rolls. The ones I've had the most experience with recently are Blades in the Dark, Stonetop, and Spire. Each of them allows for degrees of success depending on the outcome of a roll. Critical Failure, Failure, Success With Complication, Success, Critical Success.

So depending on the outcome of the roll, the GM has NPCs act accordingly. Sometimes this is dictated in specific ways. When you "Clash" in Stonetop, for example, you roll 2d6 and add your Strength stat (ranging from -1 to +3). If you roll a 6 or less, you're taking your enemy's damage. On a 7-9, you hit your enemy, but they also hit you. On a 10+ you hit them, and you can either avoid their attack or choose to do some extra damage.

In Spire, you roll a dice pool of d10s based on applicable stats and situational factors. You'll roll anywhere from 1 to 4 dice, and keep the highest roll. If it's a 1, you suffer your enemy's attack and take twice the normal damage. On a 2 to 5 you fail and suffer your enemy's attack and take damage. On a 6-7 you succeed and inflict damage to the enemy, but also take theirs. On an 8-9 you succeed, inflicting damage and taking none. On a 10 you inflict double damage.

In these kinds of games, it is expected and required that a dice roll does more than mitigate just the task of the PC. The game won't function if that's not the case since the GM never rolls. This is why some folks, notably @Campbell , have cited how poorly the thief/cook situation works as an example. It assumes so much about the way the scenario is constructed and presented.
I notice those are both combat examples, and in combat the foes can generally see what each other is doing - each is "known information" to the other.

In the thief-cook example, though, the presence of the cook is potentially hidden information - how can the player roll anything for her - or related to her - without giving away far too much info in the metagame?
Personally, I'd have hinted at the presence of the cook (or someone) beyond the door before the roll was made. Part of making Fail Forward and similar techniques work is telegraphing things... establishing stakes before the roll is made. A flickering firelight seen beneath the door, the sound of footsteps, or someone humming while they work... anything like that, and then the cook is just "offstage" but ready to be introduced.
And on this we're in almost complete agreement. Everything flows just fine if the possible presence of a cook (or someone else) is introduced before the thief commits to trying the lock.

The "almost" there is because not everything can be telegraphed, and in some cases not everything should. Here the presence of someone in the kitchen can easily be telegraphed through a variety of narrations; in a different situation the presence of, say, a trap that someone has gone to great pains to conceal should IMO probably not be telegraphed unless the character specifically looks for a trap and then succeeds in noticing it, as that goes against the point of a well-hidden trap.
 

Of course, maybe we shouldn't be asking for a roll to open the lock in the first place. I don't know about you, but most of the time if you fail to open a lock, you just try again. Most locks don't break or summon guards if you fail to open them in the real world...
And if the roll represents your best attempt even after trying again for as long as you're willing or able to give it?
 

And if the roll represents your best attempt even after trying again for as long as you're willing or able to give it?

I’m surprised you aren’t on board with the PC not knowing he can’t pick the lock vs thinking that with more time he can and attempting as much as he wants :)
 

Agreed.

Upthread I think I posted this play example:
The encounter with the harbour official is not an "obstacle" that Aedhros has to overcome in order to succeed at "an adventure". Nor is it a puzzle to be solved.

It's not something on the way to the real point. It is the real point.
What, if anything, was Aedhros trying to achieve in any greater sense here? Or was he just being a pill, making the harbour official miserable for no good reason?

I mean, this is the sort of shenanigans I sometimes have my characters get up to as well; but they're never "the real point", they're just diversions because that's what the bored character would do.
 

No. The point of the check is to find out if you are successful at whatever task you attempted. At least that’s it for traditional play. There’s a subtle but important difference there.
But if you're using "fail forward", then you're not adopting this aspect of traditional play.

Or to put it another way, it makes no sense to say "fail forward doesn't work because the point of the check is simply to find out if the attempt at the task succeeds". If what someone wants to say is I prefer the point of the check to be simply to find out if the attempt at the task succeeds, and therefore I prefer not to use "fail forward", then to me it makes more sense to say that.

The purpose of calling it unconnected is not to make a statement about the legality of the move by the rules of whatever narrativist game is being played. We believe you that it’s a valid move and being used correctly in your examples. None of that has any bearing on what we mean by the connectedness of it.

As such I don’t understand this analogy at all. Not one bit.
The analogy follows from what I wrote just above.

I prefer that the outcome of a skill check - succeed or fail - be an immediate causal consequence of the bodily motions performed in making the check is clear and coherent. So does the consequences in "fail forward" narration are not always connected in the way that I prefer them to be, namely, as immediate causal consequences of the bodily motions performed in making the check.

But saying that the consequences are unconnected or unrelated makes no sense. Because it's false, and obviously so. Because the consequences and the action are connected/related: there was an incipient threat or promise, and the action was performed, and now that threat/promise is paid out. That's a connection! And a pretty straightforward one.

Haven’t you always understood that as the meaning though?
No. When someone says that two things are not connected or are not related, I take them to mean that no connection or relation holds between the things in question.

If one changes what rolls mean, what the purpose of play is and a ton of other non-trivial things about the game then everything works fine, but doing that means I have no easy language to communicate what I like or dislike about such changes.
Really?

What about things like I prefer the relationship between (declared) action and (resolved) consequence to be causally tight in the fiction, preferably limited to immediate results of bodily movements. That's clear. And is something that has been discussed as an approach to RPGing for over two decades and probably more. And is a preference that has been designed for since the late 1970s.

A related preference is that all consequences that depend upon the location and disposition of persons and things be worked out taking those locations and dispositions as prior inputs, determined by the GM. I think this covers the cook scenario fairly well, and explains - for instance - why someone might be happy to roll on an encounter table to see who is in the kitchen (that is "just in time" decision-making by the GM to work out the location and disposition of a relevant person), but not happy to narrate the cook's presence as part of establishing failure.

In my experience, one obstacle to talking clearly about these preferences is that some posters assert that certain RPGs satisfy these desiderata, when according to their rulebooks and frequent practices they actually don't. For instance, I don't think it's uncommon for GM's to narrate failed climb checks as involving crumbling ledges or handholds; but that crumbliness is introduced as part of the resolution, not as part of a prior determination of the state of the purchase-points on the cliff. And so then it turns out that the preference has much more subtle parameters than my bald statement of it, and sometimes as those parameters are teased out it seems that they might correlate very closely to what I'm familiar with or what became typical in AD&D by around about 1984.

This also relates to the idea of "changing" what rolls mean, what the purpose of play is, etc. The first RPG I tried to play was Classic Traveller, after I was gifted a copy in the late 1970s (from memory, 1979). According to those rules, if a character tries a non-ordinary manoeuvre while wearing a vacc suit (eg jumping, running, hiding etc) they have to make a throw (+4 per rank of Vacc Suit skill) to avoid a dangerous situation. The GM is at liberty to describe what the situation might be, and there is no prohibition on introducing new setting elements (eg sharp, protruding rocks that might rupture a suit or an air hose) as part of that. In fact, it turns out - I can say from experience - that Classic Traveller plays very well if GMed in the general sort of fashion that is described in Apocalypse World.

Classic Traveller (and Apocalypse World, and Burning Wheel, and . . .) don't change what playing a RPG is and how it works. They are just different from some other approaches to RPGing.

a totally alien game

<snip>

In this thread it’s been asserted by you that your game isn’t about overcoming challenges, it’s about playing to find out (whatever that actually means is never going to be clear to me). But when those are the descriptions you give about your game, then I don’t think it’s hard see how that gets understood as ‘telling a story’.
A couple of years ago I GMed a session of In A Wicked Age for 3 players, two of whom were teenage children who had played on 5e D&D, and their dad who back in the day had played AD&D and Rolemaster, and more recently had also played some 5e D&D.

It took very little time - maybe 5 or 10 minutes, via a combination of explanation plus modelling - for them to work out what the game was about. They noticed that having ratings for "With love" and "With violence" and "For others" and "For myself" is obviously a bit different from having ratings for STR, DEX, CON etc. Nevertheless they were able to play their PCs, they leaned into their "best interests" (that system's version of BW Beliefs), they thwarted some NPCs, and they seemed to have a pretty fun time. They didn't find it "totally alien".

The idea that someone would find Burning Wheel (for instance) "totally alien" and would be unable even to comprehend it because it is played differently from typical AD&D is really pretty strange to me.

Your comment about "story telling" is also strange to me. As if the only two things one might do with a fiction is (i) use it to set up an arena for overcoming external challenges or (ii) tell a story. What about (iiI) finding out how it unfolds? And things can unfold in ways other than the overcoming of external challenges.

And if you're wondering how to prompt action declarations, other than by presenting external challenges, look at some of the examples I've given. In real life people have experiences and make decisions that are not all variations on Indiana Jones and Ocean's 11, because they want things that bring them into conflict (with others, with the universe, with themselves). RPGing can involve that too.

Part of the reason this discussion keeps failing is because the meaning of simply understood jargon from d&d gets overloaded by narrativist jargon and that muddles ever bit of the conversation from there. And no one starts with these axiomatic differences so of course we reach different conclusions and appear to end up at a total impasse.
What impasse?

I think I have a pretty clear idea of how the D&D (or D&D-adjacent) games played by many of the posters in this thread work. I've learned about some interesting stuff being done in D&D - eg from @AnotherGuy, who seems to me to be doing stuff with 5e Adventure Paths that is not typical, and that probably deserves to be more widely recognised and talked about.

And anyone who has read this thread not knowing much about how Burning Wheel or Apocalypse World works has had a reasonable chance to learn.
 

Your argument boils down to why prep when complication is still on the table.

Why drink a potion of fire resistance when the red dragon can still claw, bite, tail slap, lift you and drop you, wing buffet etc?

If you think the GM isn't going to reward you for smart play that's another topic IMO.
That's just it - the way this is being presented, it sounds very much like the GM not only won't reward you for smart play but by the rules of the game, can't.
 


I’m surprised you aren’t on board with the PC not knowing he can’t pick the lock vs thinking that with more time he can and attempting as much as he wants :)
If they have a lot of time I'll sometimes ask up front, before they roll, how long they're giving it. There's no re-rolls in any case, unless there's a different approach taken (e.g. boots instead of lockpicks) or a material change in the fiction (e.g. daylight providing better vision than did whatever subtle light they were using during the night).
 

What, if anything, was Aedhros trying to achieve in any greater sense here? Or was he just being a pill, making the harbour official miserable for no good reason?
Aedhros is spiteful (he has the Spite attribute, being a Dark Elf) and self-deluded. He has a Belief that I will never admit I am wrong, and an Instinct to Always repay hurt with hurt.

So that is how he responds to petty officials who try to move him on.
 

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