Thomas Shey
Legend
A satisfying conclusion to the story being told.
Yeah, but that's still a win condition for them, so...
A satisfying conclusion to the story being told.
Really? 1 in 6 chance is "fixed" world? How? The presence of the guard is totally arbitrary. It's a 16 percent chance. Doesn't matter what the players do or what's going on in the world. It's totally arbitrary. So, how is it that any different than the percentage chance of a failed check?Cliff - DC 15, unstable rocks. Fixed.
On a 1-in-6 chance, a guard is present. Fixed.
A cook may or may not be present, depending on whether the player hits a 10+. Not fixed. Modified by the PCs skill.
That's my point. The "fluff" is 100% generated by the DM. The Dm could easily not mention the crumbling rock and it would make no difference. In other words, the system is not informing the narrative at all. Thus, not a simulation.The direct cause was a failed climb check. The crumbling rock was just fluff on why the climb check failed.
On the crumbling rocks…
Consider what’s been established. The pc is climbing a rocky cliff. A failed climb check need not mean you fall off the cliff. So I’m already a bit puzzled with why the result of the failed check is falling.
Now suppose we had fictionally established the detail that some of the rocks looked loose/crumbly. Now the fall result works! But the example is no longer adding crumbly rocks after the roll.
If a dm has you fall on a failed climb check (athletics in 5e) and those specific details aren’t present I think it’s a problem. Albeit a different class of one than the cook though.
My point is that I can understand the perspective that games that follow a Narrativist agenda can feel more like storytelling exercises than games to some people.Yeah, but that's still a win condition for them, so...
That's my point. The "fluff" is 100% generated by the DM. The Dm could easily not mention the crumbling rock and it would make no difference. In other words, the system is not informing the narrative at all. Thus, not a simulation.
My point is that I can understand the perspective that games that follow a Narrativist agenda can feel more like storytelling exercises than games to some people.
The degree of detail GMs describe can, however, vary considerably. I wouldn't be in the least surprised to hear a GM say "The cliff looks like a rough climb" without going into more detail, especially if the climb is incidental.
Holy semantical nonsense Batman! There's no lock picking skill, there's only proficiency with thieves tools whose only purpose is to pick locks and disarm traps!Sure, but there isn't even a Lock Picking skill... it's a subset of Tool Proficiency with Thieves Tools.
Sure, but in that case he probably isn’t having you fall on a failed athletics check either.