Micah Sweet
Level Up & OSR Enthusiast
Not really interested in appeals to authority.This makes Gygax's AD&D non-traditional, then, given that it expressly contemplates retrofitting fiction to explain surprise:
Not really interested in appeals to authority.This makes Gygax's AD&D non-traditional, then, given that it expressly contemplates retrofitting fiction to explain surprise:
I'm not sure who you're talking about. I've only ever heard that kind of jargon from Narrativist-leaning folks.There are multiple posters on these boards who advocate "goal and approach" as a thing for resolving 5e D&D action declarations. I have seen it come up a lot on the 5e D&D boards.
You are welcome to have that opinion, but I simply disagree. Why the roll is being made specifically makes a large difference to me.The cook is in the house, or perhaps lives in the house and is running an errand, or perhaps works at the house and is running early, or on time, or late, . . .
Yes, everyone reading this thread knows that.
The point that @hawkeyefan and I are making is that the cook is not more or less "fixed" or "quantum" because the roll used to determine their presence and response is the roll to open the lock, rather than some other roll that you or @Maxperson might make.
Yes, everyone reading the thread knows this. The point is that in both cases the narration follows the making of a roll. In neither case is the narration forced by the logic of the fiction without any intermediating process. And a roll is a roll - one roll is not more "quantum" than another roll.
But the output of the rule using the modifier is not an evaluation of the character's skill (necessarily, if it's color, it might be)?The modifier in (say) Burning Wheel or 4e D&D does represent the character's skill. That's why it's called a skill rating or a skill bonus.
My point is that D&D is not a very "simulationist" game: it has lots of mechanics that don't take much input from the fiction, and that produce results that then need the fiction to be retrofitted in: its to hit rules, its damage rules, its action economy, its saving throws, its surprise rules, etc.
Gygax's DMG is full of mini-essays justifying these as elements of game design, against the widespread criticism of them from those who wanted more "simulationist" RPGing. And there a whole slew of games intended to improve on D&D as far as simulation is concerned: some of the main ones from the late 70s and early 80s are C&S, RQ and my personal favourite RM.
Far more fun would be a tarrasque made of ice cream.But we’re not talking about a tarrasque with ice cream… we’re talking about perfectly sensible things.
Yes, I am pretty sure that is the case. The independence of the world is in conflict with the wish to have a good story strongly focused on specific characters and themes for instance. That is something a lot of people value a lot higher than the feel of independent world, so the trade-off is a trivial choice. I suspect you might be one of them?
I think for trad it's often more like:This is a very interesting conversation, and let me see if I understood correctly by applying the monster encounter in the wild conversation to the cook behind the locked door situation.
(I didn't read every single post, so I apologize if this is something that already came up.)
I'm trying to describing the process in which a PC would run into a cook after picking the lock.
Trad Approach
- player succeeds a lock picking check.
- GM rolls for a random encounter, which says there should be an NPC behind the door. The GM decides a cook would make sense.
Narrative Approach
- player gets a mixed success for breaking into a building (which maybe a lock-picking move)
- player and GM discuss what the complication should be. They decide that a cook would make sense.
Does this seem correct?
Okay. Let me try and explain.
So if a random encounter is successfully rolled, that monster is in that spot. Period. It was always going to be in that spot. When the party goes through that area, they will encounter that monster.
If the party decides before the time of the random encounter to say teleport back to town because they forgot Millhouse the Forgettable, that monster is still going to be in that location at the time the random encounter showed, even if the party isn't there. The roll doesn't decide where the party is. The players do.
The PCs' location is set by the players. The NPCs' location is set by the GM's notes. If they happen to intersect somewhere then there's an encounter no matter what the dice say. If there's no free-roving NPCs or monsters then the GM wouldn't be using random encounter tables for that area.
Sure. But to the point you're plotting out everyone's movements? Nah. It's much easier to figure out the NPCs' interests and then, if the PCs go somewhere that's related to that interest, figure out if it would be logical and fun to have them there or not.Of course it does, and in those instances you do the best you can and hope it's enough.
But when you can see something coming a mile away, such as the house you've placed the McGuffin in, why not prep it fully ahead of time and thus make it easier to run in the moment?