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

If I had not gotten out of bed this morning I would not be reading this thread. Did my getting out of bed cause me to read this?
It's a necessary condition.

But the analogue to the door scenarios would be this: had you failed to get out of bed, would that have been the cause of you not reading this. And the answer to that is "yes". (Because failing to get out of bed would be a necessary component of a sufficient condition of you not reading this.)
 

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@pemerton

I think your perception example is good.
Thank you.

The closest counterpoint I’ve seen in the thread was @AlViking’s, but it seems to justify the use of any mental mechanic which is generally unacceptable.
As you can read, I think that if the surprise/perception mechanic is supposed to be sufficiently representational, than I know of no RPG mechanic that won't get across the line.

Which obviously is not what the manifesto author intended.

I’ve not got a good response for it yet.
To be clear, I am not criticising D&D. I am criticising the manifesto. It sets a requirement for mechanics that not even RM and RQ satisfy: their initiative mechanics raise the same issue as D&D surprise mechanics. (This is something which was noticed on The Forge over 20 years ago. It was my reading of that Forge commentary, and correlating it with my own extensive experience of RM, including recurring issues with initiative, that gave me the initial sense of the payoffs that could come from carefully analysing RPGing.)
 

This isn't a gotcha. It's a question. One you repeatedly don't answer to instead answer something else I didn't ask.

Under what circumstances would you add something like a guard to the fiction?

Please note, I am very aware that you would NOT do so on a failed roll. You have answered that unasked question several times now. I'm hoping you'll answer the question that I asked.

So, when would you add a guard? Or a cook? Or whatever new element you thought might be needed?
Just to step in, I'd add one in circumstances where it was appropriate to the game and style I was running the game in.

To illustrate why the game matters I could be running two versions of the same dungeon, one in 1e and one in 5e. One of the key differences between the two systems is that wandering monster tables (and the ten minute turn) are in 1e and not in 5e. So I could be running the same pre-published dungeon and add a guard in 1e because that's what the wandering monster table came up with - when it didn't in 5e.

In Apocalypse World everyone is playing to find out what happens and emotional engagement is the key. I might well add a guard as a hard move response to a failed Read A Sitch roll. This is explicitly part of the game (and the MC is limited in a whole number of ways including that they never touch the dice); I would be very unlikely to pull that in 5e as a response to a failed spot check because it's a very different game with very different expectations. But I equally wouldn't make a Wandering Monster check in Apocalypse World.
 

It's a necessary condition.
And yet not the cause. It's just connected in a distant way.
But the analogue to the door scenarios would be this: had you failed to get out of bed, would that have been the cause of you not reading this. And the answer to that is "yes". (Because failing to get out of bed would be a necessary component of a sufficient condition of you not reading this.)
Then everything in the world is caused by everything in the world. We have enough interactions across the globe to connect pretty much everything in some distant way. If that's all that is required to cause something, then we all caused gang violence last night somewhere in some city(or many cities).
 

Lots. The criteria are too varied to list. I'd have to be in a game when a specific set of circumstances came up before I could figure that out.

What happened that would cause it? His decision. That I punched you is very probably connected to the decision, but no part of it forced(caused) him to tackle me.

No. The silly claim is that I could force someone to tackle me by punching you. I can't cause anyone to do anything without some sort of direct threat of force against that person or a loved one.

Sure. Those that understand that I can't force(cause) someone to act in a certain way simply by punching you. You are arguing that they have no free will.

I think @AlViking was using unconnected to mean not the cause. They are distantly connected as @Lanefan and myself have said repeatedly at this point.

Why can't it be opened? They are on the inside. For that matter, why haven't they jumped through a ground floor window? This example isn't very good.

Asked and answered already.

I mean, my example doesn't involve tracking time closely at all. But yes, if you decide to rob a house in the middle of the night there will be a small chance that someone is awake. At that point I need to determine 1) when, 2) where, and 3) why.

The party entered a town and one of the PCs wanted to go to a farrier. I hadn't considered a farrier when I designed the town, so I thought about how likely it was that the town would have one. It was large enough that someone would have to fill that role because there would be a good amount of horses in and coming through the town, so I added in a farrier without a roll.

I originally used "unconnected" because it was for examples of a guard showing up due to a failed song when they would not have appeared had the song been successful. All I really meant is that failure "A" does not directly cause event "B".

Perhaps "not directly connected" would be a better term but I doubt that would satisfy either because I've explained what i mean many times.
 

What’s interesting to me is that the consequence being “connected” to the die roll seems to be the issue here… yet I would expect that many of those objecting to this, if not most or all, would say that in a traditional RPG paradigm, the GM can simply add something at any time.

So if the GM wants a cook to show up, or thinks it makes sense or what have you, he can just make it so.

Yet no one has an issue with that. No one is connecting this to anything the way they are with the die roll.

It’s strange.
I'm not sure it's that strange. The posters who object to connecting the consequence to a player-side dice roll take it for granted that the GM's ideas about what to do next with the fiction correlate to the actual causal pathways and trajectories that are unfolding in the fiction.

Related to this is another notion, that stuff the GM imagines, that is not yet part of any shared fiction, nevertheless contributes to the players' fictional positions.

That second point can be illustrated in this way, which also contributes to the "ruby" discussion between @EzekielRaiden, @Enrahim and others:

Suppose that a player says, speaking as/for their PC, "I want to look in the safe for the ruby".

As per some actual play examples that I posted upthread, in MHRP and variants, if there is no established shared fiction that precludes this, I would resolve this as an attempt to create an Asset.

If playing Torchbearer 2e, then if there is no established shared fiction that establishes that the ruby is, or likely is in, the safe, I would resolve the lock picking as appropriate (which would depend on further context) but then tell the player that they find no ruby. This is because the player in TB2e does not have that sort of backstory authority: the fictional placement of valuable treasures is the GM's job. By default, the most the player can get by looking in random safes is a roll on the (not very generous) Loot Table 1 (this is a Scavenging Test; from memory, the base obstacle is 4). Maybe if I feel sympathetic, that could step up to Loot Table 2.

Consider, though, map-and-key resolved play. In that case, the contents of the safe are recorded (literally, or at least notionally/in principle), in a key. And the fiction set out in that key is part of the player's fictional position. It is that fictional position that determines what the character can and can't find by looking in the safe.

When we think about the ruby, which is a special thing and not just some generic "treasure", TB2e and map-and-key can look the same. But they're actually not. We can see that their procedures are different when we consider that TB2e uses the player-generated process for triggering a roll on Loot Table 1, whereas map-and-key resolution doesn't have that. Even when the key becomes increasingly notional (due to the limitations on the possibility of actual prep) - so, for instance, the GM is rolling on random tables to create the key as they go along - the tables are substitutes for GM-side prep; they are not ways of resolving a player-declared action like the TB2e process for triggering a roll on Loot Table 1.

Finally, consider - in lieu of map-and-key play - RPGing in which "the world", the fiction, is just whatever the GM decides makes sense. It is probably some melange of notes and sourcebooks, keyed maps, ad hoc rolls, and GM imagination and intuition. Some is prepped and some is improvised. This is similar to the map-and-key approach to the fiction, but there is not even the idea of a notional key, and instead it is just the GM who establishes fictional position, often in the actual moment of resolution.

A RPGer who prefers this sort of "the GM is the world" approach is going to be sceptical of approaches like that of TB2e, let alone MHRP, even though - in some cases - we can see local parallels/similarities between them.
 

And yet not the cause. It's just connected in a distant way.
I didn't say it's the cause. I said it's a necessary condition.

I'm following Mackie here, in treating causes as being insufficient but necessary components of unnecessary but sufficient conditions (INUS conditions). This is also sometimes express as NESS (necessary element of a set of conditions jointly sufficient for the result).

Then everything in the world is caused by everything in the world.
Not really. My typing this is probably not an INUS condition of you having eaten your most recent meal.
 

I originally used "unconnected" because it was for examples of a guard showing up due to a failed song when they would not have appeared had the song been successful. All I really meant is that failure "A" does not directly cause event "B".
But the failure - ie the dice coming up as they did - was the cause of the GM narrating the guard.
 

I am not well-acquainted with Burning Wheel; is "intent and task" different from "goal and approach"?

In case clarity is needed: "goal and approach" is a suggestion for players to specify what they're trying to accomplish (goal) along with how they are going about it (approach).
I've only ever come across "goal and approach" as an idea for doing action resolution in 5e D&D. I don't know how it works.

"Intent and task" is the core of the BW resolution system. A declared action has an intent - which will relate to what is at stake in the scene, which in turn will have been framed by reference to the priorities the player has established for their PC - and a task. If the intent does not relate to what is at stake, then the GM will "say 'yes'". (This is "say 'yes' or roll the dice", which BW takes directly from Dogs in the Vineyard, by way of direct quotation.) Otherwise a dice pool will be built, based on the skills/attributes etc that are appropriate to undertaking the declared task. The task will also establish the obstacle for the roll.

If the roll succeeds, the task is successful and the intent is realised. If the roll fails, the GM narrates a consequence (which should not be "nothing happens"), and that consequence must negate the intent. Because the consequence is going to reframe the scene to at least some degree, it also needs to follow the general principle for scene-framing, of having regard to the priorities the player has established for their PC.
 

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