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

In your example, it was the front door to your house. Presumably you're not going to give up trying to go home!
No, however my means of gaining entry to my house are - for the time being - no longer going to involve the front door. I might try getting in through the garage, or an open window, or go to the neighbour's and ask for my emergency key I left with them years ago.
This isn't always true. @hawkeyefan and I have given examples - the drenching rain, the ringing phone, the house fire - that illustrate why not.
That the house is on fire might even be the reason I can't get the front door open but isn't a consequence of my failing to open it; had I gone somewhere else instead of coming straight home it still would have burned. Ditto the ringing phone, it would ring at that moment whether I opened the door, didn't open the door, or had stopped at the pub for a beer: it's not related to my failed task of opening the door.

Getting soaked from the rain is at least immediate, and is a known factor/risk going in.
 

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Well, as noted, the difference lies in the player's behavior. In essentially every case I've ever seen or heard of where someone uses this phrase, it's only given after the harmful act has been completed; it's used as an excuse or justification, a "well I had no choice, I had to do it, my character made me" as though the character were totally external to their self/choices and they had zero responsibility; and, finally, it's given in response specifically to quite reasonable frustration, agreed upon by at least one (and usually most) players at the table. Usually, the "but it's what my character would do" is also only deployed after a covert or hidden action which did something harmful (and often VERY harmful) to one of the other PCs.

I have literally never seen a reasonable group of people, who talk to one another and respect one another's interests and preferences, ever use this phrase in that way. It would instead be given in advance, as a "man...I kinda think I need to do this dumb/dangerous/etc. thing...", which allows the other player to come to terms with it in advance rather than just having to like it or lump it. It would usually have at least a brief window of opportunity to discuss it and maybe find an alternative. And, finally, it absolutely would not be covert--the action, if it did in fact get carried out, would be open knowledge to the group, not hidden away to only get discovered later.
The problem with asking permission is that a) it gives people far too much opportunity to deny said permission and b) ruins the surprise of whatever you're cooking up. Not me. I'm in the camp of do it till something makes you stop.

And depending on the action in question, why wouldn't it be covert? I mean, if Jocasta pulls out her sword and runs Bjarnni through, that's pretty overt; but if Jocasta instead quietly bribes the local cops to arrest Bjarnni on a trumped-up charge that should come as a surprise to Bjarnni - and, by extension, his player.

Also, this stuff doesn't have to be negative. In the game I play in, several sessions ago my SO's character had secretly planted 200 g.p. in the backpack of another PC as a prank/gift. It took the recipient several in-game days (and a few real-world sessions) to notice this, and when she did we spent a half-hour or so trying in-character to figure out where it came from. Eventually we just decided this neighbourhood must have really impressive tooth fairies and left it at that. The recipient, matched by her player, still doesn't know where the money really came from. (my own PC was sort-of in on the gag and helped with a bunch of very wrong speculation)
In either event, sitting down and having a genuine conversation, rather than throwing up the fig-leaf excuse, is always the better option. Communication, even if imperfect, is always better than making excuses after the fact. Checking in with others before you do things is almost always better than just doing things and demanding forgiveness or allowance afterward.
Me, I'd rather just do it and let the chips fall where they may. :)

Flip side: if someone else is up to something, I don't want to be told about it out-of-character ahead of time - talk about spoilers!
It certainly did not come across as indicating that it was a rarity. You made it sound like this was fairly common, as in, most groups will encounter it many times, such that it should be perfectly reasonable in nearly every case for a player to say "but it's what my character would do!" and have that be an unassailable defense for crappy behavior.
What happens in character stays in character, and if someone hoses your character then fight back - in character!

Making a fuss about it at the table out of character won't make anybody's day any better.
And I don't think I've gone too far at all. I am quite confident that, almost all of the time, if a situation has arisen where:

(1) A player has chosen to do something knowing that it would be harmful
(2) Another player has gotten upset because of that action
(3) At least one other player agrees that it's reasonable to be upset about that action
(4) The upset player has asked for a justification for this harmful action
(5) The player who took that action excuses this behavior with "but it's what my character would do!"

Then the player who gave that excuse is trying to justify jerkish behavior with something that isn't a justification at all, trying to pretend that the character is external to them and "made" them do it when they are completely responsible for 100% of the characteristics their character possesses.

I see nothing unfair, nor inappropriate, with saying that in the vast, VAST majority of cases--certainly more than 99 out of 100--when a player is using this as an ex post facto "explanation" for their behavior, it's because they're trying to get away with being a jerk.
Don't get upset. Get even. :)
 

Just a question, since I thought the answer was "yes", but your phrasing above suggests "no": you're aware that at least to a fair degree GNS was an attempted refinement of its predecessor GDS originally developed on rec.games.frp.advocacy many years ago, right?
Yes, and what I wanted to question is how GNS stands in relation to us? Ignoring how and why it was developed to look at what work it could be doing today (what it "amounts" to)? In relation to the ongoing conversation this is part of, I'd like to draw attention to a recent post of Baker's here in which he updates (or clarifies) his viewpoint. He writes

At the Forge, we thought that narrativism was its own kind of game, it’s own kind of gameplay, but I don’t think that’s true anymore. What’s true is that narrativism is a thing that games and gameplay can do.​
For example, I really like games where you make a commitment on incomplete information, get the rest of the information you need, and try to make the best of it, or at least see now how your commitment plays out. Roborally does this, Diplomacy does it, my board game The Abductinators does it, Burning Wheel’s combat system does it. A million games do it. A million other games don’t.​
We could give this thing a name for easy reference (“guess & script,” say), but it isn’t its own separate kind of game, it’s just a thing that you can do in a game. A dynamic that games can include.​
Same thing with narrativism.​
And apposite to your comment

It’s tempting to look at Murderous Ghosts’ non-narrativist workings and say, “if it’s not narrativist, then aha, it must be gamist or simulationist. Which?”​
But you and I could put our heads together and come up with interesting game dynamics all day long, limited only by our inventiveness as creators. Narrativism is exactly one of them. We’re supposed to divide the rest between gamism and simulationism? Why?​
No, I don’t think that we should expect gamism and simulationism to mean anything at all, just because narrativism does.​
That is — the gamism and simulationism of the Big Model. The terms gamism and simulationism were originally coined on rec.games.frp.advocacy back in the 90s, along with a term the Big Model didn’t adopt, dramatism. My vote would be to return them whole and outright. In the RGFA Threefold, they mean pretty much what you think they mean. We could forget that the Big Model ever seized on them:​
Whenever you see the idea that gamism, simulationism, and “narrativism” (that is, dramatism) are spectrums, or that you might make a gamist decision in a sea of simulationist decisions, or that a game’s mechanics or subsystems can be broken down into their gamist, simulationist, or “narrativist” (dramatist) components, those ideas hearken back to the RGFA Threefold.​
Baker is no doubt familiar with the definitions they have in GDS, but here from Kim's site

"gamist": is the style which values setting up a fair challenge for the players (as opposed to the PCs). The challenges may be tactical combat, intellectual mysteries, politics, or anything else. The players will try to solve the problems they are presented with, and in turn the GM will make these challenges solvable if they act intelligently within the contract.​
"simulationist": is the style which values resolving in-game events based solely on game-world considerations, without allowing any meta-game concerns to affect the decision. Thus, a fully simulationist GM will not fudge results to save PCs or to save her plot, or even change facts unknown to the players. Such a GM may use meta-game considerations to decide meta-game issues like who is playing which character, whether to play out a conversation word for word, and so forth, but she will resolve actual in-game events based on what would "really" happen. [EDIT worth here reading Sorenson's take on new sim which was linked from Baker's post.]​
What is being discussed here amounts to group contracts to play in a certain way. Again from Kim's FAQ

The Threefold Model [GDS] is one way of grouping many aspects of "group contracts" into logical categories. Full group contract includes every facet of how the game is played: not just the mechanical rules, but also how scenarios are constructed, what sort of behavior is expected of PCs, how actions not covered by the rules are resolved, allowance of outside distractions, and so forth. The Threefold divides up many of these into categories known as Drama, Game, and Simulation.​
And I suppose that just as much as one might say (to paraphrase) that certain techniques are liable to support or obstruct a player interest in experiencing narrativism (just one thing a game can do) certain techniques are liable to support elements prioritised in the group contract. I think it's worth reading @pemerton's #12,883 at this point in connection with the liability of techniques to support or obstruct player interests. Baker supplies a cautionary note -- it's easy to mistake or overstate the connection of a technique with afforded play (to suppose it necessary for that play, or limited to producing that play)

A lot of the accidental details of the games we made came to be associated with narrativism, wrongly.​
For instance, narrativism requires the GM not to plan out a storyline in advance, but people have come to associate it with various forms of player empowerment beyond that. Player narration, crossing John Harper’s line, “director stance” or “writer’s room” play, whatever. Some narrativist games use those techniques but narrativism itself doesn’t require them or refer to them.​
I'm not resolutely skeptical on these matters, but how players will use a technique, how it sits within and interacts with other techniques, how players are guided to use it, are going to change how it plays out.
 
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I don't see how this follows at all.

"There is some other description, beyond 'the lock is now open'" says nothing whatever about the player having the freedom to invent whatever they want as that some-other-description. All it says is that the state of play has changed in some way more than LITERALLY ONLY "the lock is now open".

So...if the lock was on a safe, they opened the lock so they could get to whatever was in the safe. That doesn't mean the player has any control whatsoever over what the safe contains. Maybe they already know that it should contain the documents they're looking for, or the Desert Rose ruby, or the last of the Orbs of Dragonkind, or the phial of chimaera-flu cure, or whatever else. If the lock is on a door, the some-other-description will be whatever lies beyond the door; just because you've opened the door doesn't mean you have even the slightest bit of control over where the door leads!

You're committing a pretty bad chain of illogical leaps in order to get to this conclusion.
Given how I've had some systems described to me, his leaps are perfectly logical.

If a game is based around resolving intent rather than task, declaring "I pick the safe open in order to steal the Desert Rose ruby" is, on success, going to put that ruby in the safe to be stolen unless previously-established fiction has put it somewhere else.

This bugs me to no end, which is part of why I separate task and intent. Success on the task - pick the safe open - may have nothing to do with success on the intent if the Desert Rose is somewhere else other than in that safe, as determined by the adventure module or DM notes or whatever.

(in all cases let's assume the existence of a ruby called the Desert Rose is already part of the fiction, but the PCs don't know where it is)
 


Which could be reflective of their characters' feelings - some want to keep trying, others want to give up. Eventually it might take those who want to give up actually walking away (in the fiction) and leaving the others to it.

This is one of those instances, though, where my go-to response is let 'em fight. I once DMed a party who got to a massive door, behind which was the treasure vault of a Dwarven kingdom. Their odds of opening it were exactly zero (to start with, it could only be opened by a Dwarf and they didn't have any handy at the time), but one PC Thief wouldn't be deterred - he was determined he was goign to get through that door.

It got to the point where the rest of the party just left him there (fortunately it was a safe area but they didn't know that at the time), went and did whatever other adventuring they were there to do, and then came back and collected him as they left.
This is a very good point! This again emphasizes the importance of having several interesting options at all times. My worst puzzle experience was one here I was running a linear third-party one-shot. This is a valid format, and puzzles are nice in it; so I guess most of the advice I was giving here had this kind of scenario in mind.
Depends on the puzzle. Some, such as a maze of twisty passages, aren't that easy to destroy and-or destroying them would carry major risk to those present.
Well, destroy wsa possibly not quite the term I had in mind. Made inaccessible for further trial would be more correct. For instance I once had a puzzle where the "destroy" condition was that the PCs were flushed away from it by a torrent of water, and they were at a level where they did not have access to easy get trough water means yet. The puzzle was still there, but inaccessible, so having the same effect as "destroyed" at least for the immediate context. A similar setup might be possible for the maze, but it should be set up and foreshadowed in advance.
Completely agree on this.

It's a very poor term, then. "Fail with immediate consequences" might be better. And fail still has to mean fail.
Fully agree it is not the most precisely descriptive term. But that seem to be the case for all the in-fashion design slogans. They seem to go for ring, rather than substance, and I guess you agree that your suggestion do not have quite the same ring to it? ;)
I don't tend to put clocks into the adventures I design unless they're very long term and known up-front to the PCs e.g. being told at midwinter that something has to be done by midsummer's eve.

In published modules I've run, sometimes the very presence of a clock isn't known to the PCs until the very end, meanwhile they're taking trips back to town for supplies etc. thus meaning either a) what was intended as a two or three day clock has to somehow be spun out to weeks or b) the Bad Thing happens long before the PCs have any hope of stopping it. Neither is a desirable outcome I don't think.
Quote included for completeness, but I have nothing to add on this topic.
 

The action moving forward isn't the same as getting closer to your goal. If your goal is to break into a house and steal the magic sword, failing to open the lock and being discovered by guards is going to move you farther away. You might get caught, you might kill the guards and have to run due to the noise of the fight, or you might get away. That's failing forward, despite not getting closer to the goal.
To me, that's completely counterintuitive.
 

I mean, that's kind of obviously the most unlikely way to approach a design that way; no one is commissioning art in hopes it inspires them to a game design epiphany. All of my examples included either an extensive IP, or an artist with a pretty big body of work and a consistent tone/subject matter. The broader point though, that you may well start with art or theme, is absolutely valid.

Wingspan is another quite strong example; it's a fine game, but mechanically it's a pretty standard card driven tableau builder. Hargrave's genius was primarily in identifying a lot of people like birds, and were underserved by the existing thematic range of similar games (all pretty much fantasy/sci-fi/colonialism at the time) and then very pointedly deploying artwork and bird facts to drive the theme home.

Frankly, I generally support your call for better game design in TTRPGs, which are often plagued by stupid problems, like misaligned incentives, poor uses of randomness, and sometimes just straight up bad math. I just think you're too reductive about what good design is.
Perhaps I am. I don't think the things you bring up are actually a counterexample to what I've said. I see that as "I really love these comics and wish to use those as the thematic inspiration for sitting down to do the hard design work, from which new art (or curated and reformatted existing art) will then be developed as needed (etc.)" In other words, yes, those things 100% can be the feedstock from which mechanical ideas sprout, but that's VERY different from starting from a single low-context piece of cool art and using that as the lodestar for your entire mechanical structure.

Thematic inspiration is crucial for most TTRPGs, since their thematics are a lot more front and center than is true of the typical board game (consider the near-zero thematics of something like Sorry!) If anything I said made it sound like thematic inspiration were anything less than crucial, I sincerely apologize.

But we aren't creating the things players first see--cover art and layouts and organization--before we create the core rules. That was the core of (that) argument.
 

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