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

Only if you don't care about the tone and flavour of your RPGing.
The exact phrasing doesn't matter, because people aren't machines who spit out the exact perfect phrase every time.

I don't know what languages you have in your setting, so for the sake of this example, we will say that the PCs in question speak and read the Common Tongue.

Imagine if you placed a sign in the dungeon written in Common.

Would you let them hope what the words on it meant and roll to see if it were true? Or would you actually figure out what the sign said ahead of time and then tell them when they came across it?
 

log in or register to remove this ad

Seriously, man? How are the players "warping reality" any more than the GM is? Especially since I'm talking about game elements and locations that didn't previously exist at all. How's that "warping" anything?

If the GM in passing generates off a table or creates via fiat a village along the way, and the player comes up with an inn with a couple NPCs in it, they haven't "warped" or even changed anything. They've added a tiny bit to an otherwise blank spot in the campaign.

"Reality warping powers". And people wonder why I roll my eyes at hyperbole.
Only the GM gets to warp reality.
 

This analogy is not perfect. It is good in that we have in both cases a feel that we can question the "validity of" (Are you really railroaded? Do you really have reality bending powers?) The problem I see is that the first uses a relatively well defined term that can allow the question to gain traction. The second is less established, and hence it might be possible to make it a tauntology by defining reality bending powers as whatever the game invoking this feeling does.

Yeah, I don't really follow that. It reads to me as "this one's okay because it closely aligns to my thinking, this one is not because it does not."

No, that's an acceptable opinion with which I happen to disagree. Just like mine is for you, I'd wager.

Okay, fair enough. I'm surprised to hear that given how defensive you tend to be, but I'll keep that in mind!

For sure. My feeling, though, is that if you are hitting your personal threshold and we haven't gotten to a bad extreme, then you should find a game where your threshold isn't being exceeded.

Well, this depends, right? I don't disagree with what you say, but I also don't expect to know ahead of time if this will happen in a game, and if so, how often. Most of the members of my longstanding play group have GMed and can GM. Most are at least decent most of the time, and often very good. But They also do things that I would not do, and which I do not appreciate as a player.

I'm not saying it's bad enough to abandon the game (although in one instance I essentially did that, but it was fairly unique). But it can impact my enjoyment of a given portion of play.

So this isn't an extreme where it's easy to be like "look at this viking hat jaggoff, I'm out of here". It's my good friend of 35 years who just made a GMing decision that I don't like. Some such will be minor and so no big deal, I may not ever bring it up. This is probably most of them. But there are times where it's something significant enough that impacts my enjoyment of play... for a short period of play, or a whole session, or maybe even multiple sessions.

That's more the kind of stuff I'm concerned with when we talk about misusing GM authority. And my problem with 5e in particular is that it was constructed as a kind of Rorschach test... some people look at it and see 3e, some see 2e, and so on. It leaves so many things open to interpretation.... so there are naturally going to be different interpretations.

So it leaves itself more susceptible to these kinds of instances of GM judgment that may be dissatisfying for some.

I also think that some instances of bad DMing are bad and not just a matter of taste. However, since those are simply instances of a bad decision instead of a bad DM, my experience is that the DM will try to make it right somehow, which mitigates the negative aspects of the experience quite a bit.

That may be. Honestly, though, I've come to kind of accept that there are all kinds of people and all kinds of games may be enjoyed. For some folks, a hard GM railroad is a RPG failure state... and while I absolutely understand why, there are people out there for whom that's a perfectly acceptable and fun way to play. So I tend not to define any kind of play as objectively bad.

Having said that, sure, sometimes a GM may just make an error. Like get a rule wrong or what have you. Again, to me, that's not indicative of any kind of larger concern about GM authority or anything like that... that's someone just misremembering.

I'm only saying you seem to be describing a modal shift between "perceiving" and "authoring", enough that the mental shift can disrupt immersion. And all I'm saying is that when I picture environments in character, whatever authoring I'm doing is "subconscious", because I just see an image being generated.

As I presented, I'm simply demonstrating my own case wherein dictating the contents of the immediate fictional surroundings helps me stay in character, rather than draw me out of it.

For me, this kind of thing is pretty easy to do and doesn't tend to damage my sense of immersion, though I have to say that it depends on the context. How familiar is this place to me? Do I know the patrons? The owner? Have I been here before? Once, five years ago? Or did I grow up in the kitchen? What has already been established in play about all these things?

All of that matters quite a bit to how easily I can picture and describe these things, and how easily it is to author them. Or, perhaps a better way of putting it, how like my character remembering it feels for me as a player to author them. Yeah, I like that better.

I've found that when I say things like what I've quoted, I tend to get a reaction!

Similarly to how, when I've posted about GMing that I thought was bad or even terrible, many posters have replied by telling me that I'm wrong.

Yes, I'm somewhat surprised at the reaction to my last post! It certainly seems more enlightened than many past responses to similar posts.
 


Really? The rope breaking or the cliff face crumbling is due to my skill?
100% If you were more skilled on that attempt, you would have kept the rope away from that sharp edge. Were you more skilled on that attempt, you'd have recognized the crumbly rock as unsafe and not used it.
That's an interesting take. See, you've added in all this stuff that ignores the die roll. If the character's bonus was high enough to climb without a roll, then, sure, I'd buy that it was purely skill and strength. Fair enough. But, it's not. There's that pesky d20 roll in there that is not tied in any shape to skill or strength. And the d20 roll is not tied to anything. We always roll a d20. The variability is always the same, no matter what.
The d20 roll is not random chance. It's also skill, but represents that skill is variable in individuals. Have you never tried to do something and gave up frustrated for a bit, then came back later and succeeded where you failed before? It's not like your skill increased. Skill is just a bit variable depending on circumstances.

The d20, proper stat, and training are all combined to be the ability check. Trying to break up the individual components doesn't work. It's like trying to break up a cooked cake into its ingredients.
 


Ummm... I'm confused. @pemerton, in that link you provided, was pointing to how he agreed with my points.
The only point where I think we might have differed is in some of the subtleties raised by @Don Durito, especially around skill systems. But we're broadly in agreement, and 100% in agreement that the core D&D resolution processes (combat, hit points, saving throws) and PC build processes (character classes, XP, levels) are not simulationist.

Think about it this way. Let's drag out the old 4e chestnut, Come and Get It. Now, every single critic will tell you that this is 100% NOT simulationist mechanics. That was the primary example of how 4e wasn't sim. Ok. Now, according to you, the process doesn't matter, only the result. So long as the DM can justify the result in a plausible, logical manner, it's a sim mechanic. Well, guess what, it's trivially easy to post hoc justify why Come and Get It works. Coming up with some sort of reasonable narration is trivially simple. So, that means that 4e is 100% a simulationist leaning game? After all, it passes your criteria.

If the only criteria for sim mechanics is that I have to justify the results, then the definition is meaningless.
Right.

Exactly what the constraint/criterion is, that must be satisfied by a mechanic for it to count as simulationist, isn't straightforward to articulate. But that it produces an outcome that can be retrospectively explained within the fiction can't be enough - because as you say all RPGing resolution meets this requirement.
 



I'm sorry, but, "strict"?

Seriously?

Asking that a simultionist system provide any information about how the result was achieved is strict? Note, again, I'm not talking about how much, or the quality of the information. Just that the system provide any information about how the result was achieved.

Isn't that the basic definition of simulationism? If it's not. If there is no need for the mechanics to provide any information about how results were achieved, then what differentiates simulationism from any other system? Whatever post hoc justification the DM makes? Again, doesn't that mean that all mechanics are simulationist so long as the DM uses the "appropriate" justifications?
I think the overall anti-tesis to your thesis is yes to your last question. I think the issue is that once you give the GM the level of powers and responsibilities found in traditional RPGs, it is no longer sufficient to merely look at the ruleset to identify the relevant properties of a game. You need to look at the rules + GM combination.

That is you could have a game using the rules of D&D that is not feeling like a simulation at all. And you could have a game using the rules of D&D that feels like a heavy simulation. It depends heavily on what the DM is doing.

This is why in scope of rulesets, I have found it more meaningful to ask the question - do the provided rules support or hinder the interesting simulation of the game? And as this depends on what we want simulated I find blanket labling a ruleset "good for simulation" a realy extraordinary claim.

In particular I am certain there are rules that support certain simulations that do not have the property you describe. One such example might be the basic structure of an RPG. Compare that with the "one word each" game. I am pretty certain you can agree some structuring and distribution of responsibility is important for supporting an environement where meaningful simulation can happen - even if this structure in itself does nothing to inform the narrative produced.

Hence I feel your classification based on level of information the ruleset provide as input to the narrative somewhat arbitrary. It say nothing about how suitable the ruleset for any particular simulation. I could seemingly make a ruleset that consist of random things that could happen given various in fiction conditions, and that would somehow seemingly pass your test as being "simulationist" no matter how absurd or possibly even internally self contradicting I made the entries.

That is I really cannot see how your proposed classification provide anything practically useful to the discussion?
 

Pets & Sidekicks

Remove ads

Top