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

But it absolutely does! Because the GM can simply write enough world-content to ensure that the timeline changes in the way they want.
Why would we do something that we don't want to do?
The players cannot, even in principle, prevent them from doing this. The GM has absolute and secret power. The absoluteness means they can do whatever the fudge they want. The secrecy means the players cannot possibly restrict them from doing it if the GM decides that that's what they need or want to do.


But nothing stops them. No player can possibly know they're doing it--and, as stated, the players would demand that the GM does change the timeline if things in the world make clear that the timeline needs to change, so the GM is expected to be using this power and to do so frequently.

This is the first time anyone's brought up "integrity" in this context, so I have no idea what you mean by this. Unless you are meaning that the GM exerting their absolute and secret power in certain ways is supposed to be somehow kept in check? I'm really not sure how, given that power is both absolute and secret. You and others have made quite clear that the GM can do functionally whatever they want, whenever they want, for things the players don't know at all yet or only know dimly.....which is always going to be the vast majority of the setting. It's simply not possible for the players to know enough to ever restrict the GM--to ever have any basis upon which to evaluate this alleged "DM integrity", whatever that might be.
What I mean is what I just said above. We don't want it to be the way you are describing, so why would we do it? All the other worries don't really apply, since we aren't going to do it that way.
 

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No.

In D&D combat, no one decides who lives and who dies. A mechanical process is used, and all the participants are agreed to go along with it. Whoever's hit point tally reaches zero, via that mechanical process, is the one who dies, as per the rules that everyone has agreed to follow.

Fine. So no one decided what the runes say.

No. Brenda didn't decide. Anymore than, when Coriander kills an Orc by reducing it to zero hit points, Brenda decided that the Orc died.
There's a difference between these two things.

One could argue that the dice decide whether Coriander or the Orc ends up dead. The dice, however, do not decide what Coriander-Brenda wants the runes to say. Brenda decides that, and the dice then determine whether her decision comes out true or false in the fiction.
In MHRP/Cortex+ Heroic, magic is not a player-fiat ability.
What does this mean in layman's terms? That those games don't have spellcaster characters as such, or that they do but the player has no control over what gets cast when, or ???
 

Which leads directly to the perennial question: when they don't match, which one takes precedence and which one has to change such that they do match?
For me the mechanics should change. The fluff is what is already put out as known, so the mechanics matching the fluff is the least disruptive change. Take the following example.

The fluff of the medusa is that her gaze turns people to stone. If the mechanic said people turned into marshmallow, which is the least disruptive change?
 

Why would we do something that we don't want to do?
That's the thing. You're assuming the GM would never want to do this. An infinitude of reasons are out there for why someone might.

What I mean is what I just said above. We don't want it to be the way you are describing, so why would we do it? All the other worries don't really apply, since we aren't going to do it that way.
Except--as I literally argued in there--you do!

Because if something happens in the world which should affect the timeline, of course you'll do it. So there is never a situation where you wouldn't want to affect the timeline because of new information.

And the person who has control over literally 100% of all new information established in the world is the GM. Functionally all of that information will go unseen and unheard by players.
 

That's the thing. You're assuming the GM would never want to do this. An infinitude of reasons are out there for why someone might.
I'm not really concerned with that. I trust the DM to have the integrity not to fall prey to that temptation(if it's even a temptation). I'm certainly not going to assume the DM does it.
Because if something happens in the world which should affect the timeline, of course you'll do it. So there is never a situation where you wouldn't want to affect the timeline because of new information.

And the person who has control over literally 100% of all new information established in the world is the GM. Functionally all of that information will go unseen and unheard by players.
I don't know what you are trying to say here. What happens to affect what timeline? And why is it happening without me knowing about it?
 

Would it have been a valid DM decision in light of the hope and positive result, for the DM to decide that the hope was not realized?

I don’t see why it would be, though I wouldn’t say there could be absolutely no reason to do so.

But the idea was reasonable, didn’t contradict anything already established, was relevant to the situation, and the dice went in the players favor. So why deny it?
 

I'm not sure citing persons who self-identified simulationists reject as having mischaracterised their playstyle is a particularly good method for engagement. The Narrativist-leaning people here understandably push back when others here mischaracterise their play, this is no different. Neither Edwards or Tuovinen are the authority you seem to hold them up as, even if their words resonate with you.

Well, quite. That should probably tell you something. Even @Hussar, who doesn't align with those self-identified simulationists, defines it in a way that's contrary to Edwards and Tuovinen.
(Emphasis mine.) Who are the "self-identified simulationists" that you are referring to? Am I, having identified sometimes as a simulationist, counted among them? Is Sam Sorensen one of them? John Kim?

It seems @Hussar is not one, but if not why should their definition of "simulationism" be laid down as some sort of trump card? That aside, it's exactly these differences in identifying "simulationism" that supply ample evidence of an identity that isn't stable across "simulationists" or schools of thought on the matter.

I'd thus be interested to know who your "self-identified simulationists" are, and to understand their viewpoints.
 
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I don’t see why it would be, though I wouldn’t say there could be absolutely no reason to do so.

But the idea was reasonable, didn’t contradict anything already established, was relevant to the situation, and the dice went in the players favor. So why deny it?
They way it seems to me, is if it's not really a valid move to deny the players idea if he makes successful roll, what the roll does is determine who is authoring the runes. If the roll is successful, the runes say what the player wanted them to say. The DM doesn't really author the runes unless the roll fails.
 

Well, no... characters' actions mattering works as much for negative outcomes as positive ones.

It's when "nothing happens" where their actions seem to have the least outcome.
Alas, the perils of leaving any ambiguity open to misreading! I meant of course something that I would prefer to exclude from play.

If a player would prefer to include negative outcomes for their character (which almost every RPG does) then that isn't something that player doesn't want, in the sense intended.

One example is where a player wouldn't want "nothing happens" to force play to stop. Fortunately few or no RPGs do that*, so players normally get to say what they do next.


*EDIT I'm picturing the rule. "If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, stop playing." You've failed at D&D!
 
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But whether or not something is important for informing a decision has nothing to do with whether it is part of the world or not. It has everything to do with tailoring to the gameplay of the player. Something which has been consistently seen as unacceptably "gamist" and fundamentally incompatible--indeed, actively antagonistic--to "sim".

Regardless though, this blows a MASSIVE hole in the alleged bright-line, hard-binary distinction claimed by a large number of people in this thread, AIUI including yourself. That is, this exception now allows for crafting an enormous amount of the world both (a) only after rolling, and (b) specifically because of rolling, and in particular, things that explain why failure occurred, but which are prior to the action and indeed part of the world itself, not part of the action.

Your action cannot create crumbly handholds. That kind of separation has been used, repeatedly, by numerous posters in this thread, as the key thing which differentiates "traditional GM" sim-based play from other things: actions not only do not, but cannot result in something in the world being revealed to be true when it was unspecified before. And yet only now, long after this alleged bright-line distinction, this extremely hard binary separation between "X may happen" and "X may not happen", we get exactly the opposite. Now, a player's failed roll can in fact be the thing which causes the GM to narrate that there were crumbly handholds in the otherwise solid wall. It's not the world causing this. It's not conclusions drawn from or extrapolated from the world's established contents. It's specifically a rule, a mechanic, an abstraction telling us that failure has occurred, and then the GM developing some new fact about the world which is the thing that caused the failure to occur.

A fact about the world is only established after the player rolled a failure. Had the player not done so, no such fact would be established.

I was told, many, many, many, MANY times, that such a thing is utterly verboten. Now you are telling me it's not only okay, it's commonplace and most "traditional GM"-preferring, sim-focused players will in fact go with that no problem.

This calls into question the entire alleged distinction between this approach to play and the things to which it was (allegedly) contrasted, like PbtA. Because now facts CAN be established after the fact, in response to a rule-adjudication, which invert the causative order (action occurs -> rule is applied -> failure results -> the in-world cause of the failure is declared, NOT action occurs -> the in-world cause of failure is determined -> rule is applied -> failure results), as was explicitly required by multiple posters, IIRC including yourself.


In the example given, two contrasting things were described. One was claimed to be of a PbtA-like origin (despite coming from someone who doesn't play such games, doesn't like such games, and admittedly knows little about them beyond this), the other was claimed to be the "traditional GM" sim-focused type result.

The first, allegedly PbtA-like result was that the failure reveals that the whole wall was always crumbly to begin with, even though previous fiction had established that it was sturdy. This specific overt unrealism, where a past fact is simply outright negated by a new fact established because of a roll, was claimed to be utterly unacceptable to the "traditional GM"-preferring, sim-focused player. (I will address why this example was deeply flawed in a moment; for now, simply know that it's a jaundiced and mostly false characterization.)

The second, "traditional GM"-style sim-focused result was that the failure reveals that the specific handholds the player used were more crumbly than the rest of the wall, which is otherwise sturdy and climbable, the PC just picked handholds unwisely. Despite this also being a point of unrealism--only establishing the causative agent of failure after the action has completed, thus inverting the causal chain--this has been defined as not merely acceptable, but maybe even desirable.

In other words, the only difference between the two I can see--because both still involve the (previously-claimed-to-be utterly unacceptable) inversion of the causal chain and establishing failure-causing determinations after the action has been completed--is that the first establishes what one might call a "big" fact, while the second establishes what one might call a "small" fact; the first has a fact which contradicts prior established fiction in an extensive way, while the second contradicts prior established fiction only in a narrow way. Hence, it is not contradicting prior established fiction that is the problem; it is not the inversion of the causal direction that is the problem; it is not rules inducing changes to the world that is the problem; because both paths do that. It is only and simply that certain degrees of fact-establishment are "too much", all of which comes down to the arbitrary (and I do mean arbitrary, as in capricious) feelings of the people at the table. The exact same determination, in the same campaign, with the same GM and players, could be a "big" fact in one context and a "small" fact in another simply based on the emotional state of the player, the degree to which they have chosen to inform themselves (e.g. by investigating further, by doing in-world research, by talking to experts or witnesses, etc., etc.), the scene in which the fact is revealed, and the degree to which the players' attention is drawn to the fact vs drawn away from it.
EDIT: I REALISE NOW THIS POST COMPLETELY MISSES THE BIG PICTURE. THIS IS GOING DEEP IN THE WEEDS OF THE FINER POINTS OF SCOPING. THAT IS NOT A RELEVANT TOPIC.

NEW POST WITH APROPERIATE ANSWER: D&D General - [rant]The conservatism of D&D fans is exhausting.

I don't think it is about contradiction, but that we now are getting close to find the nature of our comunication trouble :) I believe a lot of what you have read has been based on unstated assumptions we haven't shared, and that is hard to express.

I think your distinction between "big" and "small" here is the critical fault line. You want to use the same words describing these two phenomena, but for me at least these two phenomena are distinct enough to warrant different language. For instance I have in the past called what you label "big change" "create" while what you call here "small change" for "color". I have in at least two places in this thread so far tried to point out the importance of this distinction. The first was an attempt of explaining based on the granularities involved, compared to the granularity of action resolution. The other is the distinction presented here where it is about relevancy for decission making. I think both formulations are aspects of the same concept that expresses more clearly in different situations. But neither are defining the distinction in a way I feel is sufficiently communicative to bring across the concept.

So I fully apprivpciate your view. The commonality you have found between these two phenomena is (in my view) valid and real. And I fully understand if our communication so far has made any distinction seem arbitrary. I think this is to a large extent because conversation so far has been revolving around the cook example that at least to me so obviously is the "big kind" of change, that it has been natural to think of that as the implied topic.

Now that this distinction however have come to the forefront I feel optimistic we might collectively be able to come up with a delimiter that do not feel fulky arbitrary. But I fear there will have to be a level of subjectivity into it similar to how we earlier in the thread settled on that plausibility is something that is a scale with hard to define cut-offs. There are things that clearly is "big thing" like the cook or the crumbling wall. And there are things I believe is clearly "small things" like the color of the spatula the cook try to hit you with.

But where do the line between these go? I still think granularity compared to what is needed for action resolution is a promising candidate, but as you point out sort of require a gamist frame of mind. I think there migh be some corresponding formulation related to "scope of choice" that might be more generally applicable, but that I fail to fully grasp right now. I hope and would expect others in this thread might have more insights and possibly a better framework in mind that can help resolve this distinction.
 
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