hawkeyefan
Legend
It's a ridiculous concept that a master thief becomes a keystone cop over a failure. The failure wouldn't be that severe for a master thief.
We've been talking about a highly skilled thief for hundreds of pages. That's one of the big problems we have over here on my side of things. PC skill make it more or less likely that a cook will be in the kitchen at 2am.
A master thief will not make appreciably more noise on a failure.
We've been talking about a thief. You've just recently added the "master" designation.
PC skill doesn't make the cook more or less likely to be there, it makes it more or less likely for her to hear the efforts made to pick the lock. This has been explained so many times now.
And this is a dodge.
It's not. I said I don't agree. "One step removed is not direct" doesn't make sense to me. I've already explained that someone hearing noise I make is a direct result of me making the noise.
How could I possibly not understand that every PCs life in every game isn't boring, because designers don't design boring games?
Because games are designed to be fun. You don't need a useless and redundant principle to accomplish that.
What are you talking about? You're basically advocating FOR the principle.
Games are designed to be fun, sure, but there are times that doesn't work out to be the case. A game can certainly be boring. And the game isn't interesting on its own... it needs the players and the GM to make it interesting.
Because there's no such principle, or at least not one that every RPG ever made doesn't have as the basis for playing it.
Is the principle to not make the character's life boring, which is the default state for every RPG and doesn't need a special call out? Or is the principle to make the results of actions interesting, which is very different from making a character's life not boring? Because those are two completely different principles.
The game you are quoting conflates a non-boring life with interesting results.
No one has said that it exists for every game. It is a principle in certain specific games. It is advice to the players and GMs of those games... Apocalypse World and Monsterhearts are the ones that have been mentioned, but there are others as well. Not all PbtA games have it though.
This is why your denial of the principle as even existing is just silly. It clearly exists. We can open those books and read it. It was posted from Monsterhearts earlier in the thread by @Campbell .
You took it as a criticism of D&D for some odd reason and now you're ranting about how games are inherently fun and so the characters' lives are inherently not boring... and it makes no sense.