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

I think this shows a similar idiosyncrasy to mine with roll-under. There's acknowledgement that it's not born of logic, but perception/familiarity.

There's talk of agendas and creative goals and such - all rather conscious/pro-active language - but I think not enough weight is given to subconscious quirks. It sort of gets touched on and glossed over with "preferences", ostensibly because there's not much to dissect there without getting deep into psychology instead of game design.

I think the pushback on roll-under has multiple factors. We generally think that higher numbers are better. Obviously they aren't if you're talking about cholesterol, but for most of our daily interactions and especially with games high is good. Maybe you never played TSR era D&D where sometimes high was good sometimes low was good but for quite a few people it was a bit counterintuitive that rolling low was what you wanted. Then of course we get into things like THAC0 which was even more unintuitive for some.

So I wouldn't discount basic psychology when it comes to people preferring roll over instead of under. On the other hand, we are all influenced and shaped by past experiences. I tend to wear work or hiking boots most of the time because I find them comfortable. I find them comfortable because I grew up on a farm where walking around in mud and other mucky substances or tromping around in snow was just normal. Meanwhile if I go jogging I'm putting on running shoes. I grew up with pickups so I don't see why anyone finds them appealing unless you need to haul heavy stuff on a regular basis. I don't have any music from my high school or college years on my main Spotify channel.

People are complex and saying we are shaped by our experiences is stating something that should be obvious. Meanwhile, I happen to prefer D&D's approach to the game ... and I don't think it really matters how I got here and I don't see why anyone else would care as long as they can find something that suits them better.
 

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I’m not sure what you mean here.
I'm drawing a parallel between dismissals of player guided exploration as "mere color" and the no true Scottsman dismissal of simulation, and claiming one cannot justify both arguments.

I think I’m pointing out that the specifics of the example can place the crumbling rocks either above or below the level of abstraction? Depending on the specific details the defense is either, ‘it’s color’ or ‘the crumbling rocks were already established’.
I'm not sure this is relevant, in that the exact threshold of necessary detail about the situation is capable from player to payer and group to group. My point is that we don't need agreement on a universally accepted point of detail for the technique to work in principle. Negotiating the relevant level of detail is a table by table or maybe system by system decision.
 
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Honestly didn't think I'd find myself agreeing with pemerton, but I'd say this is true. There is nothing meaning;y different between the cook (or whatever) being there as a result of this roll vs that roll at a mechanical level, but the presentation is different and that matters to some people due to... oh, idiosyncrasies.
I don't think this is right. It is meaningfully different because if the character improves in an unrelated skill, then in one case they are less likely to encounter cooks and in the other case just as likely.
 


Honestly didn't think I'd find myself agreeing with pemerton, but I'd say this is true. There is nothing meaning;y different between the cook (or whatever) being there as a result of this roll vs that roll at a mechanical level, but the presentation is different and that matters to some people due to... oh, idiosyncrasies.

I want to play a game where the rules of the game are there to implement a fictional world not to dictate how it works. If a consequence always happens on a failure that dictates that the rules take precedence over the world.
 


Not less player agency. But a changed focus of play. Rather than trying to enact their will on the world via their player character's limited abilities to affect the world via in fiction causality, the players get a direct chanel to the creator to petion their character's case. Of course someone looking for how to affect the world effectively would want to make use of this divine channel rather than the mundane one!
And again, you're out of your depth. You have clearly never participated in Narrativist play, as your characterization of how it works does not comport with reality. You're making the mistake of overlaying your trad agenda and (to paraphrase @clearstream) lusory attitude on a game which they don't apply to.
 

I am reading that passage quite differently. I agree that if it had indeed claimed that it would be ridiculous, and I think @The Firebird would agree as well. The key differences in my reading is that it isn't the actions by the player that matters less, but the actions of the characters and that it hence isn't the game that feels less substentiative, but rather the characters feel less substentiative. Would you find such a claim as ridiculous, as I don't?

Yes, I find that equally ridiculous. The characters in most of my narrativist games tend to be at least as substantive as any in my trad games. I mean, the game is much more about the characters... it wouldn't really work if they were not substantive.

Nice! I think this is good wisdom to share. For effectivity sake I tend skip it in cases where the failure mode seem obvious tough (which I find is most of the time in my games)

Oh I'm sure there are times where I fail to establish the stakes before the roll is made... usually, like you suggest, when the stakes are pretty obvious.

How do you discern between those citings being a criticism against FF as a whole, rather than a more narrow critisism against entering this failure mode?

In many posts in this thread, it's been flatly stated. It's not a warning or offered as an example of what not to do... it's cited as the reason not to use the method.

You are right. That doesn't happen, just as the magician isn't actually cut in two :) It is all about making an experience where the players cannot actually tell the difference. If the players can accurately guess what was prepared, and what you improvised on the fly, there are still room for improvement!

This is one reasons the claim people here are sceptical to FF because of the need to improvise, rings hollow to me. What they are doing arguably require taking the art of improvisation to a way higher level than what is needed to just blurt out the first cool complication that come to mind.

I imagine this is a big part of things... I'm not trying to hide anything from the players in that sense. I'm not trying to make them think I've prepared all of this ahead of time. I don't mind if they know I am improvising.

There's no need for the illusion.

I think the mechanism at play here is that each individual are filling in an answer in their mental model of what is going on, but it is not of sufficient importance to negotiate into the shared fiction. With this process in mind it is an important requirement that there are some possible causal relationship that can be filled in. If no such option exists then the process crashes, and someone are likely to speak up.

Well, I think that the issue is that, for many trad players and GMs, the rolling of the dice is so tied to the task attempted that they see it as synonymous. They don't even differentiate it... they describe the character attempting to climb and the roll of the dice interchangeably... no differentiation between fiction and actual process. I think this tends to lead to confusion at times, and we should always try and differentiate fiction and real world practice.

This view is at the heart of why people are flipping out about a roll "causing" a cook to appear. Instead of looking at the roll as a prompt for the GM to narrate a cook on the scene as a complication. They view it as the character making the cook appear.

This is a failure to separate the real world event (the dice roll) and the in fiction event (a cook becoming aware of the break in). For them, when a player rolls dice, that IS the character attempting the action in the fiction.

Which is a perfectly fine way to play... but it doesn't have to be the case.
 

Careful, @Micah Sweet might come to the conclusion that you're actually a Narrativist!

Then you can count me in that number as well, although it depends on the check. Previous versions had this a bit more spelled out that for example if you're doing a check to see what you know about a specific monster they gave ranges. The higher the number the more you would know about the creature.

The 2024 DMG talks about degrees of failure and success, it's something I use for knowledge checks on a somewhat regular basis and other checks if it makes sense.
 


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