EzekielRaiden
Follower of the Way
I see this as "adding to one's experience" in the same way that clarifying that you don't have blue eyes, you have grey eyes (to reference the Dr. Demento D&D bit) "adds to the experience". Technically, yes, it "adds" a piece of information you did not already have, but that information does not functionally change the situation in any meaningful way. You are outside. No threats, nor any change in threats. You need to get inside. Your (thus-stated) only means of entry is now verboten. That's...a gameplay dead end, except there isn't a labyrinth in which to situate that dead end.It appear point (b) is the contested part.
I am not sure if you accept the "no retry", but knowing that we cannot take that way in adds to my experience at least.
But there is no such clock. You are now adding something to the situation that was not present--Lanefan was quite specific that everything is quiet, that no change in the context has occurred other than the knowledge that you can't pick this door.And in games with random monsters and hidden clocks the players are usually aware that these procedures is in play, so knowing the "clock is ticking" add something to their experience even if they cannot hear it.
Frankly, I'm not going to engage with this because it's explicitly in conflict with what several posters--IIRC including you!--have told me. This would be unacceptably "arbitrary" GMing--in the sense of capricious and fickle.And even in the last and most far fetched example, the players are likely aware the GM can do anything at their whim, and their mode and tone changing is indeed a very real addition to their experience.
No. See above for an example which technically meets the definition of "adding to the experience" but which I think both of us would agree does not meaningfully (genuinely, whatever) add anything.So all of these clearly can be said to "add to the experience". So I guess the only point of lack of clarity is the "genuinely"? Is this a purely subjective term allowing you to declare anything you don't feel good about as "bad"?
Examples of other things that don't meaningfully add to the experience, in the vast majority of cases:
- My example WAAAAAY back, where the GM stonewalled a player trying to act on their established, GM-approved backstory
- The GM revealing that a particular businessman won't do business with the party, when equivalent alternatives are available
- Learning that a wealthy merchant wears brocade silk rather than damask silk
- The gender of some particular character or other (NPC or PC)
- The precise heraldic description of a noble house's coat of arms
- Any character's (NPC or PC) favorite color
- The particular instrumentation of a piece of music heard in the world
- What date a particular city was founded
These are pieces of information which, technically, add to the experience. The later examples might be valuable information for adding richness to a world, but otherwise they are not particularly productive; in the vast majority of cases, it wouldn't be seen as a problem if the GM simply invented an answer on the spot, so long as they stuck with it. Whether a specific merchant is wearing fancy expensive silk of one type rather than another, for example, is almost never going to be super important. We can, I know, contrive a situation where that thing is the MOST important thing ever, but let's...not? Like can we agree on at least that much, that while it is theoretically possible in the infinitude of potential campaigns, it just isn't going to matter at any time in the vast majority of campaigns?
Conversely, well, I feel I've been pretty clear about what qualifies as meaningfully mattering. It's something that does, directly, increase tension, rather than only incidentally implying greater tension (especially tension merely manufactured by GM fiat); or, something that in-the-moment introduces a new threat or concern that must be dealt with one way or another (because even doing nothing means dealing with it...just means you deal with the threat coming to bear or the concern flowering into a problem); or, something which actually takes away a resource the players were relying on.
For that last bit, this is why I keep emphasizing the "couple minutes"/"five minutes" thing. If the Thief was trying to pick that lock for, say, over an hour, then sure, that's a sizable investment of time. (It's one of the reasons why I dislike how long Short Rests are in 5e, and I've never wavered in that position.) Spending a LOT of time is a resource cost--and should almost surely come with significant other changes. Y'know, changes like servants and guards moving around, damage to one's equipment, leaving behind suspicious evidence...in other words, exactly the kinds of things I keep talking about as being much more than "nothing happens". Wasting an hour when you have only, say, a six to eight hour window to get your heist done? That's a huge cost, around a sixth of your time. Wasting one to five minutes? Even if we assume five minutes spent and only five hours available, that's one-sixtieth of your available time. It's simply not a meaningful cost. Call it a sorites paradox issue if you like, one or two or three grains if sand ain't a heap but 10k, 9999, 9998 are--but the point remains, teeny-tiny nickle-and-dime actions need to pile up immensely before they can rise to the level of being even noticeable. As in, you need to have ten, maybe fifteen of these little teeny-tiny time-wasters in order to have it add up to any kind of meaningful cost.