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

That may not be what they intend it to mean but it's what comes across in print through use of that phrase.
Do you remember when I said, previously, that it was very frustrating that you instantly defaulted to the most anti-charitable reading possible, and then stuck to it even when others had (repeatedly) told you that that was not accurate?

This is that approach occurring again. It would be worth your time to consider taking a charitable interpretation, or trying to ask more neutral questions, rather than immediately assuming that a thing must be deeply stupid, harmful, and ridiculous.
 

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Most of the people who run in a race lose. Nevertheless, they make it to the finish line.

In @hawkeyefan's example, the character failed to make the climb in time.
Exactly. As with many of these things, and as I previously noted with the assassin example or with the lock example, we care about the context and intent.

Failing to pick a lock does not, necessarily, mean "you literally just cannot get through this door, period, no matter what". With both real-world examples of lockpicking, and in-game examples, it is much more likely that a "failure" means "I don't know how to pick this lock fast enough to be worth doing". And that is why a re-attempt doesn't help, unless you change something; it would take you half an hour to pick the lock (or an hour, or whatever ungodly length of time one prefers to set as "just way to frelling long"), and so you can't do it in that context, with the goals and interests you currently have.

With climbing the wall @Lanefan, it is essentially guaranteed that you want to climb it for some reason, not simply because you got a wild hair up your hindquarters and elected to climb. Perhaps you are fleeing pursuit, and the wall offers a dangerous shortcut. Perhaps you are pursuing, and need to catch up. Perhaps you are trying (as was referenced a zillion posts back) to save someone who'll die without your help.

For all of these, climbing up...only to find that the horrible thing you were trying to prevent has already come to pass...is still, objectively, unequivocally, a failure. Just like how the assassin getting away is still objectively, unequivocally a failure, even if you've got his cloak, or she's bringing an assassin squad back afterward to take you down and you don't know that, or (etc.,)

Or, to use an example I've actually seen in real games: You followed the assassin to a particular building...but that building is vast and full of LOTS AND LOTS of people, and you don't even know if the assassin is still there or not. You failed to catch them. That's failure. It just isn't failure that results in "thumbs twiddled".

Failing a climb by moving so slowly that, when you reach the top, your friend has already had his heart cut out? Sounds like a pretty serious failure to me. Just means skipping the umpteen re-attempts before you finally pass the check; a simpler, more streamlined experience. Failing a climb by having it so when your eyes crest the top of the cliff, you see the squad of soldiers waiting to apprehend you sounds like a pretty bloody serious failure....we've just gone for the (slightly) more dramatic "being captured at the top of the cliff" rather than the (slightly) less dramatic "you rolled 4 checks, none of them were high enough, so you just got captured at the bottom of the cliff". Etc.

These things are still, quite clearly, failure, and that failure is the direct result of not climbing the cliff effectively. The one and only thing that changes is that we allow for "failure" to mean "reaching the top and getting nothing you wanted". Just like your own example of the pilot of the Titanic, where "success" cannot avert the collision, it's too late for that, but it can make the ship survive long enough for everyone to escape, or perhaps even, with a great deal of luck, to limp into port--but failure is guaranteed doom and makes everything so, so much worse.

If we can have a situation where "the collision is inevitable, we're determining how bad the consequences are", what is so horrible about "oh you'll reach the top, we're determining what the consequences are"? You were so keen on "guaranteed success on task A, we're determining the degree of success" and "guaranteed failure on task A, we're determining the degree of failure" earlier. What changed?
 

I do feel I should acknowledge that, whether I like it or not, "be a fan of the players" is a phrase that's here to stay, and I'm aware that no amount of gnashing of teeth on my part will change that.
I don't run narrative games so I have only seen be a fan of the players/characters here, but my impression as I've said upthread is that it is similar with many parts of the DMG 2014, where it offers good-natured advice on GM etiquette, handling different players and their creations.

I do not think it is an expression to buck the system.
At the end of the day we should all be charitable and logical in that narrative RPGs are still games with rules and principles, and what would be the point of those rules if "be a fan of the characters" was meant to ignore those rules.

EDIT: And to be fair to @Lanefan and @Maxperson's comments there is indeed a conflict of interest, how can there not be, I have spent months and years with these characters... frankly I do not know how a GM isn't a fan of the PCs at their table after some time.
 
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There are numerous people in this thread, and elsewhere, who I've seen using "be a fan" in a way I feel is too watered to down to be particularly useful. The quote you provided earlier seems to meet this criteria for me, as well.
I'm not sure what you think is "watered down" about the AW rules that I quoted upthread. It amplifies, and qualifies, the instruction to "make the players' characters' lives not boring", mostly by excluding certain sorts of ways of doing that.
 

I'm not sure what you think is "watered down" about the AW rules that I quoted upthread. It amplifies, and qualifies, the instruction to "make the players' characters' lives not boring", mostly by excluding certain sorts of ways of doing that.
Interesting. So what you are saying is that when it come to the actual crux of the matter, "make the players' characters' life not boring" is actually a shortening for "make sure you are only making the players' characters' life not boring in certain ways. Avoid other ways of doing so."?

Not the most intuitive short hand I have seen. I can see how people stumble on this one..
 

I'm not sure what you think is "watered down" about the AW rules that I quoted upthread. It amplifies, and qualifies, the instruction to "make the players' characters' lives not boring", mostly by excluding certain sorts of ways of doing that.
If you asked a random person in the TTRPG community, who has no pre-existing exposure to the phrase, what it means for a GM to be a fan of the players, I think they would mention a lot of things that definition excludes.

In the case of the AW definition, "watered down" may not be the best term, but it's certainly a much more limited version of the general case.

This thread is the first time I've ever seen that AW definition (I had no idea it came from there, although now that I do, I'm not surprised), and plenty of other people in the community use the phrase based on a general feel for what the words mean, rather than the specific, more limited definition used in AW.

That it was used in AW is perfectly reasonable -- it was clearly defined when it was used there. But its ongoing use as a general phrase in any and all contexts leads to confusion, as there is not a single, widely accepted definition. If the vast majority of people who used it only meant it in the way the it was intended in AW and only used to express how play in AW and similar games is intended to be, I would have no real problem with it, but IMO that's not the way it tends to be used. (I also dislike the phrase "tactical combat" as it's used in TTRPG circles, but I find that much easier to live with, because 99 times out of 100 I have a very good idea what people mean when they say it.)

To be clear, again, I'm not here telling anyone not use it. It's going to continue to be used in all sorts of contexts for a long time, and there's nothing I can do about it. It just happens to be a term I don't feel is useful in describe the way I GM -- neither when interpreted generally, based on plain English, nor in the narrower AW definition and, when I say I don't view it as a useful phrase for describing how I GM, I tend to be pushed to defend that position.
 


There's no way to enforce this. A PC can accept being persuaded and then change their mind back to their original position later on. A PC can accept that morale is broken and run away and then immediately restart their attack. If there's a reward or penalty, the players will weigh the benefits of actually changing their PCs' minds or accepting the reward or penalty. Even in the most narrativist, most immersive game imaginable, they'll do this. And if the rules and penalties or actual gameplay are too boring or too unfun or get in the way of the players doing their thing, they'll simply switch games.
So, essentially, we can't have these things in the game because we cannot trust players to actually play in character.

Hrm... how does that dovetail with the notion that immersive gamers want to inhabit their characters and act like it's a real world?

Seems that the notion of immersive gaming only goes as far as doing stuff that won't actually result in negative consequences for the character.
 

Interesting. So what you are saying is that when it come to the actual crux of the matter, "make the players' characters' life not boring" is actually a shortening for "make sure you are only making the players' characters' life not boring in certain ways. Avoid other ways of doing so."?

Not the most intuitive short hand I have seen. I can see how people stumble on this one..
Did you read the rules text that I quoted?
 

If you asked a random person in the TTRPG community, who has no pre-existing exposure to the phrase, what it means for a GM to be a fan of the players, I think they would mention a lot of things that definition excludes.

<snip>

This thread is the first time I've ever seen that AW definition
That's interesting. But not entirely surprising, I guess. There is a tendency for notions from indie RPGs to be picked up as slogans, without much interest in the context in which those notions were coined or the sort of work that they're meant to support.

"Fail forward" is similar in this respect.

This is what I understood to be @Campbell's point, upthread.

The notion that there's some generic thing "RPGng" which has "best practice" that's a type of agglomeration of everything anyone ever said, isn't right in my view.
 

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