Micah Sweet
Level Up & OSR Enthusiast
From a personal, in my game where it matters perspective, I'm afraid it is.Which is not the same as saying it can't happen.
From a personal, in my game where it matters perspective, I'm afraid it is.Which is not the same as saying it can't happen.
They absolutely are, but I'm focusing on the sim side because that matters more to me, especially as far as mechanics are concerned.I honestly don't know how you could look at the examples given and not see that they were highly tense, drama-filled situations.
Which is exactly why I have such a dislike for this "game-as-artifact" concept.From a personal, in my game where it matters perspective, I'm afraid it is.
I don't know, maybe that you now have access to the thing you have a good, well-founded reason to believe is on the other side?
How is this difficult?
If you're picking a lock to break out of a prison cell, your hoped-for description when you succeed is that you're free and nobody has noticed that you picked the lock. If you're picking a lock to get at the documents inside the safe, your hoped-for description when you succeed is that the documents are still there and no one will immediately notice their absence. If you're picking a lock to break into the mansion, your hoped-for description when you succeed is that all is quiet and dark and the heist may proceed as planned. If you're picking a lock to free your friend from their fetters, your hoped-for description when you succeed is that they're now able to high-tail it out of there with you. Etc.
It is you folks--the people who self-professedly don't play games of this nature--who keep inserting this utterly ridiculous notion that the player is empowered to invent LITERALLY anything whatsoever, anything at all, completely untethered from any established fiction or sensibility. Maybe, instead of assuming that that's present when people keep telling you that it's not, it might be better to ask what the limits are?
....
Are you seriously making a distinction between "the lock is open" and "the object that was locked is open"?
Like are you actually being for real right now? Because I genuinely cannot tell if you are serious or trolling.
The scenario of the later reply thread is that it is known that the Ruby is in the house. It is known that the house contains a safe.Lanefan.
What people keep telling you--and what you keep stubbornly ignoring--is that if you don't have an established-by-fiction reason for something, you can't do it.
You cannot just declare that any hope you might have, no matter how ridiculous, is just...what happens. That's literally against the rules.
And remember--both sides, the GM and the players, are expected to follow the rules. "Begin and end with the fiction" is extraordinarily important.
Incorrect. We are saying that the consequences are not tied to a roll to open a lock.It's amazing to me how you guys are equivocating to avoid admitting that actions have consequences.
If the party can pick the lock from the outside and lead the folks inside back out through the door, then the folks inside can just walk down and open it from the inside and leave.No it doesn't. It also means no one inside is able to get out through the door.
I feel like I've taken crazy pills!
Is it the only safe in the house?The scenario of the later reply thread is that it is known that the Ruby is in the house. It is known that the house contains a safe.
Tell me how this is not "a good, well-founded reason to believe" That the Ruby is in the safe? That seem to me as wel l founded an assumption as those assumptions you gave in the first post quoted here, as those seemed not to rely on explicit info about the state of affairs ahead, but rather following from implicit genre assumptions.
In other words what prevents Lanefans proposed scenario "we open the safe to get the Ruby? That is hardly inventing castles in the sky.
And yet they demonstrably are.Incorrect. We are saying that the consequences are not tied to a roll to open a lock.
So, if I can pick the lock of my friend's jail cell, and then walk back out through the unlocked door afterward, the person inside could just open it from the inside and leave?If the party can pick the lock from the outside and lead the folks inside back out through the door, then the folks inside can just walk down and open it from the inside and leave.
This example doesn't seem any better to me than the cook example.
If the party can pick the lock from the outside and lead the folks inside back out through the door, then the folks inside can just walk down and open it from the inside and leave.
This example doesn't seem any better to me than the cook example.
(Emphasis mine.) This morning I was thinking about that exact remark in a different light. I wondered if one might read Baker's choice to link to Sam Sorenson's "new simulationism" as a response to Tuovinen. Given Baker appears to have set aside the notion of GNS as creative agendas, reframing N as one thing that you can do in a game I assume he would see Tuovinen's Observations mistaken on the same account.There are bits of the manifesto that I think are wrong. For instance, there is this:
All rules are abstractions of a larger, more complex fictional reality. They exist to ease complicated processes into something that can be more easily played with—and nothing more.
This is a variation on, even a parody of, Baker's remark that
Mechanics might model the stuff of the game world, that's another topic, but they don't exist to do so. They exist to ease and constrain real-world social negotiation between the players at the table. That's their sole and crucial function.
But whereas Baker's remark is true, the Manifesto's statement is false, given that (i) it sets out some rules for play, and (ii) the rules it states are not abstractions of the sort it describes, and don't serve the purpose it attributes to rules. (Maybe some fine distinction could be drawn between "rules" and "principles". But I don't see the point, in this context at least.)