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

Nope. Because the die roll ONLY takes the character's skill into account. There are no DC's. You open that lock, climb that wall, solely on your skill. There's no rocks, ropes or anything else. A DM that added those is ignoring the simulation. And, nor are you allowed retries. If I fell because of a broken rope, I could certainly retry. I could retry if there was a crumbly rock.

But the system does not allow me to retry. Because the system tells me that my skill is not enough to climb this particular thing. Nothing to do with any outside elements. Only my skill. I failed to hide in shadows, not because the baddies had really sharp eyes, but because my skill was insufficient. It was insufficient regardless of the observer. And, again, I can't try again. Why not? Because I lack the skill to succeed in this instance. If I become more skilled? Then I can try again.

That's what simulation looks like. When the mechanics provide answers as to how and why a result occurred.
They are not isolated rules. The ability check rules, the strength rules, the equipment rules, and the DC rules are all part of the climbing rules. Collectively they are the same as the climb percentage of the past.

The failure percentage is essentially a built in DC. If you don't exceed the number(percentage DC), you succeed. If you roll too high, you don't meet the "percentage DC" and fail.

Also, thieves were automatically successful until halfway up. No roll to represent skill. Just the game(DM) saying it happened like the rain example when the party walks outside. You said earlier that wasn't sim. I'm curious how you read something that it both sim and not sim simultaneously.
 

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AD&D is not really very sim in its approach. It's got maybe a thin veneer of sim in it, but, again, the mechanics, such as they are, don't really inform the players how any result is achieved. One cannot even point to something like skills, since they don't even exist in AD&D. Why did you character fall while climbing is a secondary question to how did you determine in the first place that the character fell down? So much of AD&D is free form and ad hoc adjudication. I mean, good grief, we can often see saving throws like Save Vs Paralyzation to set the difficulty for jumping across a span. :erm: That's about as far from simulating anything as you can get.
Right. AD&D, up to and including UA, is really pretty thin on resolution mechanics despite its many many pages.

There are thief abilities, which don't generalise in any clear fashion to other characters (eg the notorious how do I resolve my fighter's attempt to climb or hide?), and don't interact clearly with rules like those for surprise. The ranger class description references woodcraft abilities, but nothing besides tracking is spelled out. Barbarians have a bit more detail, but not much and again generalisation to other characters is very unclear.

There are detailed rules for listening at, and opening, portals - but that tells us the game is focused on dungeon exploration, and these don't clearly generalise either (eg how does the roll to bend bars, for instance, relate to the chance of heaving over a heavy statute?).

Even when it comes to a relatively core element of play - evasion in the wilderness - Gygax eschews rules for fatigue/exhaustion, saying that they are too difficult and contextual. (Although oddly enough, there are rules for fatigue/exhaustion in relation to forced marches.)
 

It was the exploring and developing the conception that heightened appreciation. Were the stash of gold genuinely extrapolated from that, and not part of a separate pursuit of power over the game world, that would be one thing. I think the amount stipulated was 1,000,000gp? That seems less representative of anything concretely drow.*

I suppose it raises the question, can I fake a simulative experience? Certainly I can give false testimony, but I'm thinking here of whether insincerely dropping 1,000,000gp in from other motives would be incompatible with sincerely experiencing something simulationist?

*Taking the reference to mean that D&D drow are the subject, so that I can access objective standards for what drow treasures are like. The final treasure in Vault of the Drow comprises four well-hidden, heavily trapped chests

Chest 1 contains 11,230 g.p. and 3 packets of 12 applications each of the special dust of disappearance.​
Chest 2 holds 4,389 p.p.​
Chest 3 contains 20 potions and 8 scrolls (all clerical or of protective nature).​
Chest 4 contains 37 pieces of jewelry set with gems (1,000 - 6,000 g.p. value each), a sack of 103 10 g.p. base value gems, a small pouch with 41 50 g.p. base value and 29 100 g.p. base value gems, and an ivory box (covered with an invisible contact poison which must be saved against at -6) lined with satin which holds 13 diamonds (base value 5.000 g.p. each) and a talisman of lawfulness.​
Something over a quarter million worth in gold pieces. To me an unembellished 1,000,000gp doesn't enhance my appreciation of anything drow, but I agree that some sorts of treasures could.
I actually referred to faerie gold, taken from the dark elves in my MHRP game. MHRP doesn't rate treasure in the same way that D&D does: it was a persistent asset, with a die size that I can't recall.

On your remarks about "faking a simulative experience": I'm not sure what you're suggesting. I mean, the events of play had led the PCs to the bottom of the dungeon, where they found the dark elves. The player (as his PC) thought that dark elves would have gold, and wanted for himself. So while the other PCs fought dark elves, this player had his PC trick one of the dark elves into taking him to the treasure room; and then he had his PC steal the gold.

I'm trying to work out why this is not simulationist. Mechanically, the existence of the treasure was established by the player making the necessary role to create an asset. (MHRP does not use map-and-key resolution.) But I don't see how that makes it not simulationist, if the measure of simulationism is immersion, noetic satisfaction etc.

Multiple posters in this thread have pointed to examples of play from Burning Wheel as not being simulationist. You appear to do so here, with your reference to Circles tests and Wises tests.

But by @Enrahim's and @clearstream's accounts in this thread, those episodes of play are simulationist because (i) they foster immersion and (ii) they foster understanding and appreciation of the subject matter of the shared fiction.
Without thinking of BW specifically, but a thought raised by some sorts of possible objections: suppose I hold both positive and negative requirements for what I'm willing to count as "simulationist"? So whereas I hold the positive requirement

I observe some sufficiency of game text articulating heuristics to be incorporated into the cognitive processes of play in light of other text such as principles and examples that are productive of any of immersive, noetically satisfying, explorative or investigative experiences of a subject when used in accord with its principles and for that purpose

I also hold the negative requirement

I observe some scarcity of game text etc... counter-productive to any immersive etc...​
And this is because such text can act to spoil or shatter the play-world itself. This might better explain how folk like @Hussar select the games they preference as "simulationist". For them, D&D is excluded even if the weather mechanics are simulationist, because they see other text that spoils their experience. I put that down to their resisting the game's principles for how that text is to be successfully used.... but I think the point stands, because that text still spoils their experience.
I don't think @Hussar is talking about game texts. I think he is talking about actual processes of resolution.

And I posted about episodes of play, not game texts. Those episodes of play fostered immersion, and fostered understanding of the subject matter of the shared fiction. Here's an example:
When the body was back in the workshop, Thoth used his Second Sight to read its Aura, looking for traits. This test failed, and so Thoth learned that the corpse had been Stubborn in life - perhaps why this particular sailor had not evacuated the Sow - which is a +1 Ob to Death Art. I also made a roll to determine the state of the body, which determined that the fire had damaged it to the same degree as a year of death, which added a further +4 Ob penalty. Thoth successfully performed Taxidermy - against Ob 5 - to preserve the corpse, with a roll good enough to carry over +1D advantage to the Death Art test but did not what to attempt the Ob 7 Death Art (with his Death Art 5) until he could be boosted by Blood Magic. And so he sent Aedhros out to find a victim

Aedhros had helped collect the corpse, and also helped with the Taxidermy (using his skill with Heart-seeker), but was unable to help with the Death Art. He was reasonably happy to now leave the workshop; and was no stranger to stealthy kidnappings in the dark. I told my friend (now GMing) that I wanted to use Stealthy, Inconspicuous and Knives to spring upon someone and force them, at knife point, to come with me to the workshop. He called for a linked test first, on Inconspicuous with Stealth FoRKed in. This succeeded, and Aedhros found a suitable place outside a house of ill-repute, ready to kidnap a lady of the night. When a victim appeared, Aedhros tried to force a Steel test (I think - my memory is a bit hazy) but whatever it was, it failed, and the intended victim went screaming into the night. Now there is word on the street of a knife-wielding assailant.

Aedhros's Beliefs are I will avenge the death of my spouse!, Thurandril will admit that I am right! and I will free Alicia and myself from the curse of Thoth!; and his Instincts are Never use Song of Soothing unless compelled to, Always repay hurt with hurt, and When my mind is elsewhere, quietly sing the elven lays. Having failed at the most basic task, and not knowing how to return to Thoth empty-handed, Aedhros wandered away from the docks, up into the wealthier parts of the city, to the home of the Elven Ambassador. As he sang the Elven lays to himself, I asked the GM for a test on Sing, to serve as a linked test to help in my next test to resist Thoth's bullying and depravity. The GM set my Spite of 5 as the obstacle, and I failed - a spend of a fate point only got me to 4 successes on 4 dice.

My singing attracted the attention of a guard, who had heard the word on the street, and didn't like the look of this rag-clothed Dark Elf. Aedhros has Circles 3 and a +1 reputation with the Etharchs, and so I rolled my 4 dice to see if an Etharch (whether Thurandril or one of his underlings or associates) would turn up here and now to tell the guards that I am right and they should not arrest me. But the test failed, and the only person to turn up was another guard to join the first in bundling me off. So I had to resort to the more mundane method of offering them 1D of loot to leave me alone. The GM accepted this, no test required.

Then, repaying hurt with hurt, Aedhros followed one of the guards - George, as we later learned he was called - who also happened to be the one with the loot. Aedhros ambushed him from the darkness, and took him at knife point back to the workshop, where Thoth subject him to the necessary "treatment"
Here are the instances of resolution that multiple posters in this thread have characterised as "non-simulationist":

*Narrating the consequence of a failed Aura-Reading test as the observation of an undesirable trait ("Stubborn").

*Narrating the consequence of a failed Sing test while wandering the streets at night, trying to must up some degree of self-possession, as being harassed by a guard.

*Narrating the consequence of a failed Circles test, hoping to have a friendly or at least helpful Elf turn up, as another guard turning up to join with the first.​

But as I've posted, I don't see why these wouldn't be simulationist on your account. The whole episode focuses attention on the town at night, what happens in its underbelly, and the character of Aedhros who is part of that underbelly but is bitter and spiteful about it. It is immersive, and it generates noetic satisfaction (by enhancing the intellectual as well as emotional grasp of the town, the characters, the events).

EDIT to bring the two examples of play together:

One way to gain increased understanding of a fictional place is to learn about it via maps, lists of what items are found at what places, etc. Similarly, one way to gain increased understanding of a fictional being is to learn about their physical capabilities.

But those are not the only ways. Another way to gain increased understanding of a fictional place is to learn that its underbelly - including guards who will harass you unless you bribe them - reaches even into the supposedly elite quarters. And one way to gain increased understanding of fictional beings is to learn things about them like, they were so stubborn that they burned to death in the ship fire because unwilling to evacuate or they will take revenge for a small slight, even if this serves the ends of Thoth whom they hate.

Or these things might be combined: we learn about the dark elves, and their faerie gold, and the trickster who has come to visit them, by witnessing - in play - how he tricks them out of their gold.

I don't see that these immersive, noetically satisfying experiences need to be confined to the sorts of wargaming-esque concerns that animated D&D in its original form.
 
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You're adding words and requirements that are not in the definition. Soundtrack in a movie? Not diegetic. Person getting eaten by a shark? Diegetic. A player hoping that the runes give directions? Not diegetic. Person falling off a cliff? Diegetic.

Diegetic: existing or occurring within the world of a narrative rather than as something external to that world.
When the player had a hope for the runes, that was the player playing their character. So that hope is actually diegetic in the sense of the word as @Hussar and I are using it (which is the standard usage as best I'm aware): the hope was evident in the fiction as well as to the audience.
 

You don't have to know how the results were achieved. Like at all. In order to be diegetic, all that needs to happens is 1) the thing happens entirely within the fiction, and 2) the audience can see or hear it happen.
No. "Diegetic" does not just mean "depicted event". It is about the interplay between what is real and what is imagined. I'm not a very sophisticated critic of movies or radio plays, but I think the notion is reasonably clear.

When the shark bites the leg of the swimmer, that is an event in the fiction. But it is not diegetic: no one actually sees a shark bit of someone's legs - it is all special effects.

Whereas when the radio is playing in the fiction, and the audience can hear what is on the radio, that is diegetic: a sound occurs in the fiction, which also occurs for real and thus is experienced by the audience.

Other examples of diegetic noises: dialogue, orchestras, bangs like the one you mentioned. Examples of non-diegetic noises: inner monologue, most of the soundtrack of a sci-fi or adventure film, a clashing of cymbals to emphasise or underline some dramatic event in the fiction.

Some visual events might be diegetic: eg a character moving their arm, perhaps taking a sip of water. But many visual events are non-diegetic: eg stuff done via special effects, or manipulating perspective and visibility (eg the plane in Casablanca; or a love scene that depicts the characters as engaged in acts that the actors are actually not performing). Using non-standard angle or frames, to convey some emotion or narrative idea, is also a non-diegetic visual event/phenomenon.
 

They are not isolated rules. The ability check rules, the strength rules, the equipment rules, and the DC rules are all part of the climbing rules. Collectively they are the same as the climb percentage of the past.

The failure percentage is essentially a built in DC. If you don't exceed the number(percentage DC), you succeed. If you roll too high, you don't meet the "percentage DC" and fail.

Also, thieves were automatically successful until halfway up. No roll to represent skill. Just the game(DM) saying it happened like the rain example when the party walks outside. You said earlier that wasn't sim. I'm curious how you read something that it both sim and not sim simultaneously.
Please stop nit picking. It's incredibly frustrating. Note, the "climb halfway rules" (which I honestly had forgotten) aren't really part of the issue. If you don't like climbing, then how about opening the lock? Obviously the character cannot "half open" the lock. And I love the cherry picking of the rules of climbing since it SPECIFIES that your character has slipped and fallen (AD&D PHB P 28) if you fail the check. As in, anyone ruling a "broken rope" or "crumbly rocks" is actually ignoring the system.

The problem is, in later D&D, your chance of success is not based on your character. It's based on a combination of factors - what DC does the DM decide that the climb is and a die roll that massively overshadows the character's actual skill. And the die roll includes everything from being hungry to broken ropes to whatever the DM decides is appropriate.

IOW, you have no idea why the character fell. It could be any number of reasons. The mechanics do not, in any way, inform you of how you fell. In earlier editions, that explanation was built into the system - you failed because you were not skilled enough. And we know you aren't skilled enough because you cannot try again until you improve your skill. In 5e, I can try so long as my HP hold out or I succeed. Skill doesn't play into it at all. I can have a 3 Str, no proficiency in Athletics, and still climb a DC 15 climb. No matter what, so long as I have enough HP, I will climb that wall. Skill plays no role in it at all.
 

inner monologue
Actually, that one is diegetic. It exists for both the character and the audience. It is considered diegetic because it has real existence for the character (the character is actually thinking these words) and for the audience listening to it. A 3rd party narrator, such as the Grandfather from The Princess Bride would be non-diegetic. Although, to be fair, that gets a bit wonky because there are actually three layers in that story - the story of the Princess Bride, and then the layer of the grandson and grandfather and then the audience layer. It can get complicated.

But, at the end of the day, no one thinks that the Wesley can hear Peter Falk describing the scene.
 

Right. AD&D, up to and including UA, is really pretty thin on resolution mechanics despite its many many pages.

There are thief abilities, which don't generalise in any clear fashion to other characters (eg the notorious how do I resolve my fighter's attempt to climb or hide?), and don't interact clearly with rules like those for surprise. The ranger class description references woodcraft abilities, but nothing besides tracking is spelled out. Barbarians have a bit more detail, but not much and again generalisation to other characters is very unclear.

There are detailed rules for listening at, and opening, portals - but that tells us the game is focused on dungeon exploration, and these don't clearly generalise either (eg how does the roll to bend bars, for instance, relate to the chance of heaving over a heavy statute?).

Even when it comes to a relatively core element of play - evasion in the wilderness - Gygax eschews rules for fatigue/exhaustion, saying that they are too difficult and contextual. (Although oddly enough, there are rules for fatigue/exhaustion in relation to forced marches.)
Oh, totally agree. AD&D falls down as a sim leaning system simply because the rules are too specific. I can use Thieves Skills to climb a surface, but, there's no guidance to how my fighter can climb. Heck, my fighter cannot even jump. We have no mechanics at all to determine that. Mostly, a lot of those mechanics revolve around the "roll a d20 and don't roll low" system. :D
 

So after a few dozen pages of people talking about the primacy of the setting and the role of the GM as the near-sole contributor of the setting... is anyone really surprised that for many of us, what's being described is a GM-focused and/or GM-led game?
No.

What's surprising is just how much complaining there is about GM-led games, and GMs in general.
 

No. "Diegetic" does not just mean "depicted event". It is about the interplay between what is real and what is imagined. I'm not a very sophisticated critic of movies or radio plays, but I think the notion is reasonably clear.

When the shark bites the leg of the swimmer, that is an event in the fiction. But it is not diegetic: no one actually sees a shark bit of someone's legs - it is all special effects.

Whereas when the radio is playing in the fiction, and the audience can hear what is on the radio, that is diegetic: a sound occurs in the fiction, which also occurs for real and thus is experienced by the audience.

Other examples of diegetic noises: dialogue, orchestras, bangs like the one you mentioned. Examples of non-diegetic noises: inner monologue, most of the soundtrack of a sci-fi or adventure film, a clashing of cymbals to emphasise or underline some dramatic event in the fiction.

Some visual events might be diegetic: eg a character moving their arm, perhaps taking a sip of water. But many visual events are non-diegetic: eg stuff done via special effects, or manipulating perspective and visibility (eg the plane in Casablanca; or a love scene that depicts the characters as engaged in acts that the actors are actually not performing). Using non-standard angle or frames, to convey some emotion or narrative idea, is also a non-diegetic visual event/phenomenon.
That's not what the definitions and explanations say.
 

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