Lanefan
Victoria Rules
Well, to me it is. Just because something isn't remembered doesn't mean it never happened.If nobody remembers well enough to contradict what’s happening now, than what happened a year ago isn’t really relevant.
Well, to me it is. Just because something isn't remembered doesn't mean it never happened.If nobody remembers well enough to contradict what’s happening now, than what happened a year ago isn’t really relevant.
Their characters are pretty much interchangeable widgets. The players, not so much.To be fair I've been reading a lot of the defences of the traditional GM role in this thread and thinking the whole time "you are writing as if players are interchangeable widgets"
See, to me the only functional difference between the first bolded piece and the second is that the second only came true after a successful die roll.The player didn't say "Gee, I sure wish these runes were a map showing the way out". Here's what actually happened:
...As they wandered the dungeon looking for a way out, I described them coming into a large room with weird runes/carvings on the wall. One of the players (as his PC) guessed that these carvings might show a way out of the dungeon, and made a check to reduce/eliminate the complication. The check succeeded, and this established that his guess was correct....
If whether you are willing to make an accommodation for the player is not dependant on who the player is and the nature of your relationship with them, then at least for the purposes of the discussion here, they are interchangeable widgets.Their characters are pretty much interchangeable widgets. The players, not so much.
Sometimes even the greatest of skill can't overcome sheer bad luck, and bad luck gets lumped in as one more factor to consider for narration of the skill-check roll.Really? The rope breaking or the cliff face crumbling is due to my skill? 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.
So you're saying I'm supposed to play favourites among the players? Accommodate for one but not for another?If whether you are willing to make an accommodation for the player is not dependant on who the player is and the nature of your relationship with them, then at least for the purposes of the discussion here, they are interchangeable widgets.
So, by this definition, simulation has nothing to do with the system. It's mostly due to the person running that system? Is that a fair approximation?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.
Sorry, but going to separate this one out.That is I really cannot see how your proposed classification provide anything practically useful to the discussion?
I agree. I really do. The mechanics are perfectly functional and fine. I use them all the time. But, the problem is, we're trying to claim that the mechanics are simulationist. That's the problem. Did you fall because your skill was insufficient? Was it just bad luck? Did you fall because you ate the last piece of pizza and the DM is annoyed with you? What actually happened?Sometimes even the greatest of skill can't overcome sheer bad luck, and bad luck gets lumped in as one more factor to consider for narration of the skill-check roll.
You could be an expert climber but by sheer bad luck your rope finds that one sharp bit of flint on the whole cliff face that you didn't realize was there, and gets frayed apart just when you need it most. Or you happen to put your entire weight on the only loose rock around, a rock that didn't seem loose when you tested it. Etc.
Most of the time - maybe even almost all the time - you'll get up that cliff no problem. But this time, your luck says 'no'.
Only if you treat the context of the game as an interchangeable slot to put the widget in.So you're saying I'm supposed to play favourites among the players? Accommodate for one but not for another?
'Cause that's how this reads.