Faolyn
(she/her)
Well, you didn't say it clearly enough for some.I'm saying what I actually said.
Well, you didn't say it clearly enough for some.I'm saying what I actually said.
All this tells me is that we have different ideas of what can be fun in the game.I think this perfectly encapsulates exactly why I have not merely zero but extreme negative interest in this sort of thing.
That, quite literally, is explicitly calling for a cycle of never-ending revenge, of "getting one over" on the person who wronged you, back and forth and back and forth until nothing is left. I have no interest in that. That sounds like the most miserable and infuriating experience I could possibly have.
I want to have fun, not be constantly afraid of a short knife between the ribs and constantly plotting how to slip one between someone else's.
Indeed, it doesn't, and in the extremely unlikely event that two characters try picking different locks at the exact same time each with the same intent (to find the Desert Rose) then some sort of one-off resolution would have to be invoked to determine which of them in fact found it.Why? I can't imagine fiction so vacuous that it would allow that. I'm being completely serious here.
Because that conclusion IMMEDIATELY leads to the principle that if two players both choose to pick locks at the same time, both of them find the Desert Rose. How could that possibly be? That clearly doesn't make any sense.
I remember getting into a long argument with (I think it was pemerton) years ago about just this very idea: that in the systems he was advocating for at the time, the player's stated intent to find the Desert Rose* in the safe would put it there on a successful roll, rather than in the desk drawer or in a coat pocket in the wardrobe or in a bank vault down the street. The GM didn't get to predetermine its location; established fiction might have put it in the house but its exact location was quantum until someone's intent+roll nailed it down.The Desert Rose is clearly only in one place, and just magically HOPING that it will be hiding behind this locked door doesn't make it so.
What thing gives you the justification to say "no, it makes perfect sense that the Desert Rose would be behind this random locked door"? Where is the fiction which establishes this? You can't just declare any intent whatsoever. It has to follow from and build upon what is already known. You are the one inserting this notion that the player is at liberty to declare ANY hope, literally ANYTHING at all, no matter how ridiculous, no matter how abstruse, no matter how utterly irrational. How could any hope no matter how irrational follow from the fiction already established?
Maybe they don't. The advantage of allowing the GM to predetermine its location, though, is that even if the fiction has said nothing about it to this point, they could stumble onto it anyway by sheer good luck - they thought to check the desk drawer, and there it was - or could miss it by sheer bad luck, they opened the safe just fine but never thought to check the desk.If they don't know where it is, how could they have an established by the fiction reason to believe that it is behind this singular specific door?
You absolutely should be considering the surrounding situation and not just the task. This is why these games push for something to happen whenever you roll the dice. That "nothing happens"... although it may be perfectly fine in other games... is not what's wanted in this type of game. Things need to progress in some way... either negatively or positively, or some mix of the two. This is why a mixed success result is such a key feature of many such games.
When you ditch the idea of binary succeed/fail outcomes, and instead start imagining what a success or a failure means given the context of what's happening in the fiction... and you allow for some amount of mixed outcome... you really open things up. I think this is the mindset that it takes to run these games. Don't look at the tasks individually... look at what they mean. What is being attempted AND WHY?
So far, I rather like the cut of this guy's jib.Perhaps. Just from that very first principle, however, I find something to at least raise my eyebrows at. "If, at any point, any aspect of the game begins to clash with the veracity and truth of the fictional world, change it." That means, even if everyone at the table agrees that something being true in the fictional world is a less enjoyable experience, the less-enjoyable experience MUST be enforced, no matter what. I don't believe anyone, even "new simulationism" fans, sincerely believes that something genuinely agreed to be antagonistic to enjoyment should remain true, and that instead the understanding of the world needs to change so that the players will actually enjoy playing in it, even if that requires a little bit of light rejuggling.
And the cut of his mainsail, too.Point 8 is also....a pretty damn bold claim that I'm not sure is even true? "Abstractions are, by their very nature, mechanistic. Non-playful." They're literally saying that play not only does not, but cannot, even in principle, occur via using or thinking about rules. I'm not sure any simulationism fan I know would accept such a claim!
If it read like that, I think many tables would crash and burn in a hurry.And then point 10 is a reiteration of my criticism of point 1 and my confusion over point 7. Points 10 and 7 indicate that the world is not supreme--the players are. Either point 1 is false (or badly overstated), or points 7 and 10 are. Given the repetition of 7 and 10, I'm quite confident it is point 1 that is in error. What it should say is:
1. The fictional world is your primary focus.In everything you do, ensure that the fictional world is the focus. If, at any point, any aspect of the game begins to clash with the veracity and truth of the fictional world, change it, unless the group agrees that doing so would be a worse experience.In every ruling, every rule, every encounter, every moment—the fictional world reigns. It cannot be overcome, unless the table agrees it should be. If the table does so, step back, figure out where the problem with the fictional world lies, and fix that. Do not try to invoke rule or procedure or any other intermediary. All that matters is the agreement of the participants, and ensuring that the veracity and truth of the fictional world are worth pursuing.
This recognizes that the true supreme thing is not the world, not the veracity or truth thereof (not sure what makes "veracity" different from "truth" anyway!), but rather the enthusiastic participation of the people joining for the experience, regardless of what role they play.
I miss the phone call if I can't open my door. I also miss it if I get home five minutes later and can open my door (unless the caller is stupidly persistent and lets it ring for five minutes, which means I probably don't want to answer it anyway). The ringing phone is not related to the task of opening my door.Are you actually reading the examples?
Who's equivocating? If this were a game and the characters hear screams for help, the fire has already been established in the fiction. The characters then decide what to do which in this scenario includes picking a lock and failing.
The important thing for me is that the DM changes nothing based on the failure. Yes, the characters wasted a round but they could also have wasted a round debating whether or not to go into the house or perhaps casting a protection spell on the person going in. Nothing changes because of the failed roll other than roughly 6 seconds have passed.
This is a traditional ticking clock scenario. As time progresses from when the characters hear the scream for help and they get to the person inside, things may happen inside depending on how long that takes. The clock doesn't tick more quickly or slowly depending on what the characters do, if they have 5 rounds to get to the person before they are burned, they have 5 rounds unless the characters can do something to slow down the flames.
Yes they are connected, potentially, in the downstream. No they are not connected in the immediate.Yes, of course... but let's say you then fail to boot the door in. Then people in the house are burned.
Are your attempts to open the door or to kick it in unconnected to the people being burned?
Again, it's a yes or no.
But you're not playing here, on Earth, in the actual real world where there are no elves, no magic, no dragons, the only hobbits were the long-extinct Homo floresiensis, there are no long-term effects from all those injuries people take, nobody gets all their skin melted off after breathed on by a red dragon, and so on.
There are games like that out there. We're not talking about them right now.
Assuming it's used. In 5e, magical healing is often not needed. In earlier editions, it's possible that nobody is playing a healer.
Exactly my point. In the real world, there'd be a manhunt if you decided to kill an IRS agent for doing their job. In an RPG world, you can skip town and hope that the GM forgets to send bounty hunters after you.
Yes, they can know there's a clock in the same way they know that they only have 15 hit points left, or that their AC is 16, or any other game mechanic needed. The clock is for the players, not the PCs.