FrogReaver
The most respectful and polite poster ever
Or maybe we can stop trying to tell people their playstyle isn't real. Seriously, please stop. It's incredibly insulting.
I am unsure what you are referring to here
Or maybe we can stop trying to tell people their playstyle isn't real. Seriously, please stop. It's incredibly insulting.
Don't GMs have goals too though?
Edwards ultimately decided simulationism doesn't exist. So...
More seriously, to my reading Edwards gives an interesting analysis of some things that can be done with games that have been gathered under the irredeemably vague label "simulationism". When I read his analysis I take into account his lack of empathy with the experiences players seek under that label, and the probable limits of his sample sizes (e.g. for actual play and testimony to what was experienced).
More importantly, Edwards is not the sole analyst of "simulationism". Other great analysts include Kim and Tuovinen, and we have Sorensen's manifesto (and others of its ilk from the FKR movement) and Baker's critiques. It doesn't matter that Edwards be exactly right or wrong, only that his analysis contributed to the body of theory.
As to what that body of theory says about D&D, above I have made some suggestions.
First, it doesn't just tell you that you fell down. It also tells you how far you fell down. To have fallen X distance, you had to be falling before you hit bottom.But it doesn't simulate the process of falling. It only tells you the result that you fell down. That's it. It could be gravity or it could be anything else. Heck, I could have teleported really hard to the bottom. The point is, we don't know. And, please, don't just focus on the one example to the exclusion of all else. What does it mean when I roll high on a performance check? What does it mean when I roll average on an Animal Handling check? After all, according to you, these are both simulating something. So, you should be able to use the mechanics to come up with a definitive answer. One that excludes other answers. That's what a simulation does. It tells you HOW something happened.
These rolls are not simulating anything. They are simply giving you results. Results without any process. That's not what a simulation is.
This is why it's so baffling to see people champion D&D as a simulationist game. It's so bizarre. It's like watching people INSIST that a Ferrari is a fantastic off road car. I agree that it's a great car. I agree that it's totally fun to drive. But, it is, in no way an off road car (and please don't point to the various off road Ferrari's out there. Please don't be that pedantic.) I get that you want simulation. I love that idea. I love sim games. I think they're great. I have played lots of them and I absolutely adore them.
But none of them have ever been D&D.
I gotta admit, I'm not seeing the issue here. I've seen LOTS of modules which state something like, "if the party makes noise here, there is a one in X chance of a random encounter". That sort of thing is hardly new or unusual. It's been in adventures for many, many years.The whole thing with the cook does strike me as odd (not wrong as such, but if a GM did that I think I would be a bit startled). I think it's largely because of the granularity of the roll to pick the lock on the door.
Yes, this is the common counter - and there has never been possible to reach an agreement on where the limit for sufficient competency lies. We have the hardliners on one side that rejects the notion any sort of expertise can justify the removal of mechanics, while the hardliners on the other side seem to think any average human are going to be sufficiently competent to surpass mechanics - especially in the presence of non-mechanical support material.
Most seem to be somewhere between these extremes. A common division line seem to be that most people do not feel themselves competent to simulate combat without mechanical aid, but assume themselves competent enough to simulate basic social interactions better than typically proposed mechanical attempts at simulating this.
Woopsie. (Emphasising the "without" would have been even more helpful, as I misread this at first)
I don't have any objections to it's use in those games either. To me that still doesn't exclude the posibility of this technique falling in under what i thought @EzekielRaiden intended to describe with their category 2?
I don't really see any need to add anything to what I already said.I gotta admit, I'm not seeing the issue here. I've seen LOTS of modules which state something like, "if the party makes noise here, there is a one in X chance of a random encounter". That sort of thing is hardly new or unusual. It's been in adventures for many, many years.
So, why would a failed skill check be unusual for a random encounter? Or adding an encounter for that matter? It's pretty common practice.
I just don't see any reason why being flexible shouldn't be the norm.Which mostly just serves to prove you're more flexible than some.
Why is who separating what?
Why is the GM separating the party? Very often, because it makes things more difficult and potentially more interesting and dramatic. It's an adventuring trope with a long history, after all.
Or were you talking about in-game reasons? I dunno; you'd have to talk to whoever is doing the separating.
The fact that the GM's roles in both trad and narrative games are built around the principles that range from very similar to actually identical. It's silly to complain about things being written down neatly in one game when it's been part of the rules and expectations of another game that I know you play and seemingly enjoy.
Actually, no rules in D&D tell you how far you fell. No matter what, you hit the bottom at the end of the round according to the rules. You can fall ten feet or ten thousand feet and you will take exactly the same amount of time to hit the bottom, and you will ALWAYS hit the bottom before 6 seconds.First, it doesn't just tell you that you fell down. It also tells you how far you fell down. To have fallen X distance, you had to be falling before you hit bottom.
Second, the game has gravity. If it didn't, the spell couldn't reverse it and the game wouldn't say this in the 5e PHB on pate 195.
"For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."
Third, you still can't get past the wrong definition of simulation. It's not the scientific one where you would get answers from the simulation. A simulation in an RPG does NOT tell you HOW something happened. That's not the definition used. That's not its purpose. It's just there to imitate a process, which is one of the other definitions of simulation.
Why is it so hard to accept that RPGs use a different definition of simulation than the scientific one?