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

But the failure - ie the dice coming up as they did - was the cause of the GM narrating the guard.

Obviously the rules of the game tell the GM to do do something and the GM chose something that was plausible for the fiction of the world. I'm referring to fictional world logic, not game rule logic.

Going back to Sorensen, the section about abstraction should apply to most games and is just setting a baseline. I don't read any more into than that. The relevant part of what he wrote is that if you are running a simulationist game, the GM is beholden to the world's fiction just as much as the players. So cause and effect means that the guard just doesn't pop into existence because of a failed check which was what I was comparing and contrasting. Perfectly fine in a narrative game, not so much for the simulationist GM.

For reference, from New Simulationism - Sam Sorensen

3. The The GM is a player. Accordingly, they are restricted in their non-diegetic ability to change the world, just like every other player.​

If the GM is also author, designer, and creator of the fictional world, they must adhere to the fictional world created before play begins. Once at the table, the world cannot be changed except by purely diegetic means.​
When you as GM are struck with the urge to alter the fictional world outside of your diegetic methods, resist the temptation! As you change the fictional world, you deny the other players at the table their chance to play and have genuine impact on the world. Grant them the trust and dignity to make their own decisions.​
 

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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.

"Very probably"? hahahah come on man.

Also, force and cause are not synonyms. You're shifting the argument hear.

I didn't say you forced those things to happen... I said that you punching someone in the eye was a reason they happened.

There's a difference, and you're trying to shift the argument as if I'm arguing one thing rather than what I'm actually arguing.

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.

Ah, the pitfalls of speaking for more than yourself! How am I supposed to address his points separately from yours when you're constantly speaking as "we" as if you're all a monolith?

If you think and admit that they are connected, then why are you arguing so vociferously with me?

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.

The fire has damaged the structure of the house such that the folks inside (children or infirm, let's say) have no chance of opening it. However, big strong eye-punching Maxperson is luckily right outside and may be able to force the door open!

The example was admittedly simple because who would have expected to have to put up with this level of scrutiny about something that is very clear?

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.

Okay, so the Cause that led to the Effect of "the farrier appears" was not a dice roll. It seems to have been a player's request.

How can a player's request cause a farrier to appear? Sounds suspiciously quantum to me...
 

As you are talking passionately of this technique, I expect you at least feel you have a deep understanding of at least one game where it is employed as part of the basic structure of the game. Also you were yourself introducing "picking a lock to get at the documents inside the safe" as a valid example for where this technique could come at play - ensuring that the docments will be still there on a full success. So pick your favorite game where this example would be a valid enforceable play.
Okay, finally here.

So: the game I know is Dungeon World. In this post, I will not be talking about anything except Dungeon World. I have, technically, also played Masks some and a couple other PbtA games very minimally, and adjacent games like Ironsworn, but I'm not going to talk about them here.

Now, getting back to the example, we have the following information, and (as I understand it) ONLY the following information. Nothing further is known. No further context from the conversation applies. This is the ONLY information, full stop, nothing else:

  • The player character, whom I will call Lilia Blanc, desires the Desert Rose ruby (which is unique etc. as mentioned previously)
  • Lilia knows that the ruby is located in a particular house. I will call it "Chateau d'Ys" since that's more flavorful.
  • Lilia is inside the house, in an otherwise nondescript room (as no fiction has been established about which room she's in)
  • Lilia knows that this nondescript room contains at least one safe (or other locked storage container, e.g. chest/drawer/etc.)

If we are in agreement about that, then I can proceed.

Dungeon World has things called "playbooks"--what other games would call "classes"--which offer more-specific moves, or moves that modify or extend generic, aka "basic", moves. As an example, I have a player playing a Shaman (a playbook from the "GrimWorld" supplement), which includes the "Murmur" move: "When you Discern Realities, you can also ask: What do the spirits whisper here?" Discern Realities is, more or less, the move that corresponds to a "perception check" in D&D. It has a fixed set of six questions, which the players may ask either one question for partial success, or three questions for full success; its trigger is "When you closely study a situation or person", and the explicit advice from the text is that this "closely study" requires the player to specify what they are doing, e.g. looking for disturbances in dust, checking floor or ceiling for scrapes, watching a person's face for subtle facial expressions, etc. Per "you have to do it to do it" and "if you do it you do it", when the player has described actions which conform to this close study of a situation or person, this move fires, and we follow its mechanics. "Murmur" allows the Shaman a sixth question on the list; this does not mean that other players could not get answers involving the whispers of spirits, but the Shaman gets the ability to explicitly ask about that. (Note, per the rules, I as GM must answer these questions truthfully; that's the reason why there is a fixed set of questions, not just any question one might want, though the fixed list generally isn't an impediment.)

The reason I bring up all of this preamble is because what, exactly, Lilia is going to roll will depend in part on what playbook she's using, because the Thief playbook has specific moves for dealing with traps and locks, which other playbooks don't have. That doesn't mean other playbooks can't get through locks--it just means they have to accept the limitations that come from a basic move rather than a specific one.

If Lilia is a Thief, then in this context, she would use the following move (note, "DEX" means modifier, "Dexterity" means full score):

Tricks of the Trade​

When you pick locks or pockets or disable traps, roll+DEX.
On a 10+, you do it, no problem.
On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

This move does not permit the Thief to declare what is on the other side of the safe, so the example is already negated before we even begin, as I have previously said, just in generic terms. The move does exactly what it says it does: on a 10+, you pick a lock, pick a pocket, or disable a trap "no problem". On 7-9, your picking/disabling still happens, but the GM will give you two options. Those options should, generally, be reasonably associated with one another. I referenced this much earlier with a slightly different example, but the idea was that Lilia hears voices far away on the other side of the door. She knows, now, that she doesn't have the time to finish picking with maximum finesse, so she has a choice: she can destroy the lock, which will be suspicious the moment anyone interacts with that door, or she can sacrifice one of her lockpicks, which (in context) makes sense to me as a -1 ongoing to picking locks.

Again, I want to reiterate: at no point in this move is there anything which gives the player free rein to declare anything about the contents of the safe. Instead, the hoped-for subsequent description is, I should think quite plainly, that they pick the lock without problems, meaning, no suspicion, no danger, no cost, as clearly defined by the move above. It's also worth noting that a failure (6- on the total roll result) means the GM should make a "hard move" (something bad definitely happens right now), or if they feel it more appropriate, a "soft move" (something bad is imminent unless prevented, which generally requires another roll). As with all things, whatever move the GM makes needs to follow from the fiction (and conform to the other Principles, that's just the most relevant one here).

Now we deal with the else: Lilia is not a Thief, and thus does not have the Tricks of the Trade move. This corresponds to the idea that Lilia is not actually trained in picking locks, otherwise she would have that move or its equivalent (perhaps something that only specifies locks and not traps). Under these circumstances, discussion must occur between player and GM. Let's say Lilia is a Wizard. So she consults her books--which would be a "Spout Lore" move, one of the basic moves, functionally the equivalent of a "knowledge" check in D&D. This is the text of that move:

Spout Lore​

When you consult your accumulated knowledge about something, roll+Int. ✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. ✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

So, on a full success, I would tell the Wizard something interesting and useful about this situation, such as "the steel used in this lock mechanism is known to be brittle, especially when it's very cold", when this Wizard happens to be in possession of a wand of ray of frost. Again, at no point in this particular move does the Wizard have any ability to declare what is inside the safe. They instead have the hoped-for description of "something that helps me get this lock open".

Alternatively, maybe Lilia decides that she doesn't have time to mess about with figuring out the lock, she's just going to break it and damn the consequences. That, to me, sounds like Defy Danger--here, the imminent threat is one of discovery, whether by making too much noise, or by being discovered soon after, or whatever else. Here's the text for Defy Danger (warning, it's a bit longer than most moves because it has many uses):

Defy Danger​

When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
  • by powering through, +STR
  • by getting out of the way or acting fast, +DEX
  • by enduring, +CON
  • with quick thinking, +INT
  • through mental fortitude, +WIS
  • using charm and social grace, +CHA
✴On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

Note that immediately after this move description, we get the following explanatory text: "You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies." So, trying to get through a lock when you don't know how to pick locks? That's a situation where it seems like you should clearly be rolling--because it's not something you should obviously succeed at--but no other move quite fits.

Naturally, some discussion will need to be had about what seems reasonable, what task the player is attempting to achieve, etc. If they just want the lock broken open, bashing it seems reasonable--that's probably STR. If they want to do this without leaving obvious evidence, that's probably a (clumsy) attempt to pick it, which might be DEX, INT, or WIS depending on their specific effort and what kind of lock it is (e.g. if it's a combo lock, you could listen for a click, which seems like WIS for evaluating the environment).

But regardless of whatever that discussion concludes, you will again see that there is no place--whatsoever--for the player to declare what is on the other side of the lock. No place at all. Instead, the hoped-for description is that the calamity doesn't occur, and as generous as I try to be with my players, there is no world where "the ruby I want to steal isn't on the other side of this specific lock" is "an imminent threat" nor a "calamity" that one has "suffer[ed]".

I suspect this answer will be at least somewhat unsatisfying, because as noted the short version is what I already said: the rules themselves forbid even trying to do the thing Lanefan proposed, and thus the example is invalid from the jump. But I hope that the thoroughness with which I have answered it is adequate for showing why this system is designed such that that obviously-ludicrous example is simply nonsense within the rules. Ideally, this would then give you reason to think that other systems would also preempt such an obviously ludicrous example.
 

Edit - ninja'd by @clearstream who said it better but a short version ...

Have you never had someone touch your shoulder and jumped a bit because you did not know they were there? Looked for something only to walk right past it? I'm going to assume you have, that everyone has at one time or other. Therefore you too have been surprised at one point or another. The game needs to abstract these things to a level that we can have reliable resolution in game, it does not need to, nor can it, give detailed explanations of how that happens.
But this has nothing to do with @pemerton's objection?

You're saying "you've been surprised". Of course. But that is irrelevant to the sequence in which the process occurs at the table. The manifesto claims that there cannot ever be any breakdown in time-sequence between events of play" (which is in the sense of "what we do at the table") and "events in the fiction" (meaning, what the events are in the world and how we determine what those events are).

As he said, in the dragon example, there is no breakdown. The dragon's death follows after the dragon having received enough blows to kill it. Mechanics helped us determine exactly which blows those were, and exactly how harsh the successful blows were, but the flow of events in the world consistently comes first, and the mechanics simply specify details or distinguish moments where an attempt succeeded vs moments where it failed, when both options were at least somewhat reasonable possibilities.

In the surprise example, as these mechanics are written, there is such a breakdown. An event which might be surprising occurs. This then triggers a roll to determine whether or not surprise happened. Then, after that, and ONLY because the mechanics said so, we invent (or, rather, may invent, as pemerton noted) ex post facto in-the-fictional-world explanations for why that result happened. But this is precisely what the manifesto forbids!
 

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).

Not really. My typing this is probably not an INUS condition of you having eaten your most recent meal.
A lot of the things we are connected to are necessary conditions for other things that are necessary conditions for other things and so on. The societal pressures that cause the conditions that result in gang activity and violence stem from necessary conditions we are connected to. And that's just one example. The whole world is interconnected and that includes necessary conditions for pretty much everything.

I caused Elon Musk to launch a SpaceX rocket! Woohoo!
 

Obviously the rules of the game tell the GM to do do something and the GM chose something that was plausible for the fiction of the world. I'm referring to fictional world logic, not game rule logic.
There is nothing "illogical" about a guard approaching a singing person.

When you as GM are struck with the urge to alter the fictional world outside of your diegetic methods, resist the temptation! As you change the fictional world, you deny the other players at the table their chance to play and have genuine impact on the world. Grant them the trust and dignity to make their own decisions.[
There is nothing "non-diegetic" about a guard approaching a singing person. And it did not preclude the other player at the table - ie me - having my chance to play.

if you are running a simulationist game, the GM is beholden to the world's fiction just as much as the players.
This is true of all RPGing.

So cause and effect means that the guard just doesn't pop into existence because of a failed check which was what I was comparing and contrasting. Perfectly fine in a narrative game, not so much for the simulationist GM.
You haven't actually specified any process here. Especially because, not far upthread, you said that you don't use a key. So what your criteria are for "popping into existence" are completely opaque to me. @hawkeyefan has also been asking you about them.
 

Obviously the rules of the game tell the GM to do do something and the GM chose something that was plausible for the fiction of the world. I'm referring to fictional world logic, not game rule logic.

Going back to Sorensen, the section about abstraction should apply to most games and is just setting a baseline. I don't read any more into than that. The relevant part of what he wrote is that if you are running a simulationist game, the GM is beholden to the world's fiction just as much as the players. So cause and effect means that the guard just doesn't pop into existence because of a failed check which was what I was comparing and contrasting. Perfectly fine in a narrative game, not so much for the simulationist GM.

For reference, from New Simulationism - Sam Sorensen

3. The The GM is a player. Accordingly, they are restricted in their non-diegetic ability to change the world, just like every other player.​

If the GM is also author, designer, and creator of the fictional world, they must adhere to the fictional world created before play begins. Once at the table, the world cannot be changed except by purely diegetic means.​
When you as GM are struck with the urge to alter the fictional world outside of your diegetic methods, resist the temptation! As you change the fictional world, you deny the other players at the table their chance to play and have genuine impact on the world. Grant them the trust and dignity to make their own decisions.​
I don't really agree with that. If a player wants a PC of some new race that I have no problem with and probably would exist somewhere in the world, it's okay for me to find a spot that they could/would live in and just add them there. Even if it's in the middle of the campaign.

Already established elements shouldn't be contradicted, but absent anything that contradicts what I want to add, there's no reason not to add something new. After all, probably 1%(if that) of even the Forgotten Realms is detailed out. There's room for all kinds of things nobody thought of when the game started.
 


As I said to you quite a few pages ago when you were talking about exactly this example you can be a deliberate jerk.
Except I'm not being a deliberate jerk, or any other kind of jerk for that matter. I'm simply declaring what seems like a reasonable action attempt with a reasonable-to-the-fiction intent attached.

I'm not saying I open the safe to steal a holy avenger sword, nor to steal the nation's founding constitution, nor to steal someone's teddy bear, nor to pull a bomb out of thin air and put it in the safe as a trap. None of those have as yet appeared in the fiction and - as you say - it's not my place to add them.

I am saying I open the safe in order to steal the Desert Rose, which has appeared in the fiction and which the fiction (as best we know it) places in this house.
What you're missing is that puzzle based play is a niche. If I wanted puzzles I'd open a book of puzzles or play a puzzle based computer game. They'd offer me more and better puzzles than any DM ever could. Puzzles slow the game down as half the players sit on their thumbs waiting for the puzzle fiends to solve it for them. If I wanted communal puzzle solving (and I sometimes do) I'd go along to my local Puzzled Pint where I'd get puzzles and socialising without the D&D rules getting in the way. You could eliminate all puzzles from a game and for many players the game would only be improved.

Puzzles are neither a core activity nor something that tabletop roleplaying games are inherently good at. Nor a good reason to play RPGs rather than puzzle games. So even if your arguments didn't appear to rely on the assumption that some players would be jerks then for many and in my experience most people it would not be worth sacrificing the immediacy, immersion, and emotional engagement that not having to play "mother may I" through the world gives all just to give a few puzzles.
Here I almost completely disagree. The entire campaign is a sort of puzzle, in the end, both on the micro and macro level; which the players-as-characters slowly both solve and amend through their thoughts and actions as play goes along, via in-character exploration/discovery and in-character piecing together of information.

Exploration in all forms is, at its root, puzzle-solving. Now if you don't like exploration as a pillar of the game then so be it, but that's purely a personal preference and by no means a common one, never mind universal.

Finding a ruby in a house is a puzzle: it's in there somewhere, now it's on you to go find it.
 

You accept that there are consequences for failing to attack, but you don't accept that there are consequences for failing a skill check.

The only difference between "because I didn't kill the guy first, he killed me" and "because I didn't get through the door, I didn't rescue the people on the other side, so they died" is that you're used to the first one, and the second one is a new idea.
There's a considerably more direct and immediate connection of consequence in the first example than in the second, assuming the combat in the first is strictly between me and my foe with nobody else able to intervene in any way. And even there, the projected consequence isn't ironclad guaranteed; my foe could still miss me.

In the second, there's a great many other potential factors that can arise between one thing (I don't get in the door) and another (the people die), not least of which is the actions of the very people I'm trying to save. This makes the connection of consequence much fuzzier in hindsight, and in fact non-existent in the moment in that the people are still alive after I've failed at the door lock.

And when playing a game, "in the moment" is all we have right now. Sure, downstream consequences can arise later, no problem there; and we'll deal with them if and as and when we get to them. But when we're resolving my attempt now to get in through the front door now we can't skip past that to 5 minutes later when those inside the house succumb to the smoke and flames and call it cause-and-effect. There's 5 minutes more worth of potential actions, by me and by others, to sort out first.

Only in hindsight, after the fact, can we conclude anything like "Those people died because I couldn't open the door".
 
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