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

I rather think there's a bit of a difference between writing the password down on an easy to use post-it note and sticking it to your monitor as a reminder to yourself, and going through the time and expense to inscribe runes that will last centuries that show the way out of a place you know the way out of and don't want others who come in to know about. Also, this is a dungeon, not someone's mansion or castle.

You're a lich. You'll be around for millennia, and spend centuries contemplating your shriveled navel. You're gonna forget stuff.

Or, the next avatar of the God of Necromancy is gonna come through in some number of centuries, and will want to know how to pop out to pick up peanut butter and Doritos without letting the Horde out. 'Cuz gathering them back up is like herding cats, and he's not the avatar of the God of Cats...

Or, what the runes literally say is that the temple is laid out in accordance with the Myth of the Devouring of Hongdoodle, and that myth includes how Hongdoodle's Hamster escaped being devoured by scooting out a hole in Hongdoodle's left boot, implying a postern gate right... over... there!

And that's without resorting to Necromancers just being freakin' irrational. Raising the dead back to a shambling, smelly, rotting semblance of life ain't exactly a sign of a balanced mind, you know.

Applying thought for a few moments generates plenty of possibilities, so long as you are open to them. So, not a great sticking point.
 

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And we pretend these falsehoods are true, for the time we pretend to spend in that world. Otherwise there would be no reason to suspend our disbelief.
I don't suspend any disbelief when I play, though. I know I'm pretending to be and encounter pretend things in a pretend land. Immersion helps make it feel more realistic, but at no point am I or anyone else I'm playing with actually pretending these things are real.

For an example of pretending a falsehood is real, see Santa Clause. We pretend he's real so that our kids have this magnified sense of joy and wonder at Christmas.
 

That happened to my wife some time back. Both of us very much dislike asparagus. At an executive luncheon a few years ago the restaurant served some sort of seasoned and bacon wrapped asparagus. She tried it and really liked it.

I have known that I am okay with mild funky cheese in the context of hot sauce for decades. But it is pretty specific and limited. If I said that in discussing food, and someone later made a dish for me, they'd be apt to assume they knew they could stretch the limits, and get it wrong.

Saying the generality has great value in protecting me form most failures. It may mean that sometime I missed out some someone's really awesome red-pepper-flake and blue cheese salad dressing, but I can live with that.
 

But, for me, the point of the conversation is to determine what differentiates simulation from just playing the game. Every RPG has situation resolution mechanics. Every RPG has some sort of mechanic for determining success or failure of an action taken within the game. Whether it's FKR's judge, or a Jenga tower, a magic 8-ball, D-Wayne, or a thousand other ways, they all essentially do the same thing - the player declares they are trying to do something and the mechanics tell us whether or not they succeed.

Fair enough. No problem. But, if sim is just illusionism (defined by the pretense that the DM is doing anything other than just making stuff up) then isn't simulation meaningless? If all I have to do to maintain simulationism in a game is have players who buy my line of justifications, that means that every single game out there is a simulation. After all, presumably @pemerton's players aren't disbelieving him when he declares that the runes are what the player suggested they were. His players are content, so, it's a simulation? Why is anyone contradicting him?
For the record, I have both played and run GURPS 3e and 4e.

OK, problem number one here is that you are misunderstanding what I mean by illusionism. In reality, if the game tells you you failed to climb the cliff because of XYZ, then that's basically the same as if the GM tells you you failed to climb the cliff because of XYZ--the only actual difference is that one reason was made up by the GM and the other was made up by the writer. The illusion here is the belief that having it in the book is somehow a better sim than coming up with the reason yourself. They're both similating and/or narrating the results, but the authorship is different.

Now, the reason made up by the writers may be more in tune with the game's theme, goals, general mechanics, whatever, than what you come up with, but that doesn't necessarily mean it does a better job at providing a good game. As I've pointed out, there's Gygax's "diseases you pick up because you're basically living in the germ-filled wilderness" tables in the 1e DMG. In tune with Gygax's vision of how to play AD&D? Yes. Does it simulate the reality of living in the germ-filled wilderness?" Also yes. Does it make for a better, more fun game? I for one would say no, since even if I were to run the grittiest, most down-to-earth game possible using AD&D1e, I still wouldn't find it interesting or fun to have a PC die of dysentery. We're playing AD&D, not Oregon Trail. (It's also not particularly realistic once you consider the fantasy elements and nonhuman biology.)

If the idea of simulation is to give the reason for why something does what it does, then yes, we--players and GM alike--want some level of verisimilitude. We don't want lolrandom. But we don't need or want a game to give us every single answer either, because that would, quite frankly, take up way too much room in the book and require too much detail and time to sort out--and it would be highly limiting. So we want a middle ground. We want a game that does the job well enough to give us the info we need to narrate this particular instance.

Do I need to know exactly why you failed to climb a cliff? Probably not. I can look at the situation and make something up. I can ask the player why they think their climb failed--assuming they didn't immediately volunteer a reason (as is common at my table--a player rolls badly and will often narrate the reason for it).

I've talked about doing the math to figure out why a particular roll failed, but that's honestly not that important. If you have disad because of the darkness and the rain, and you failed, but the fail was because your low roll was a 12 +2 for stat +0 for skill and that didn't beat DC of 15, meaning failed because your skill wasn't high enough, the game isn't magically more interesting or realistic if you say that versus saying that you failed because of the darkness and the rain. Nor would it be more interesting or realistic if there was a "d6 reasons your cliff climb failed" table, or if the skill said "fail by 5 or less: choose one the following: breaking rope, high winds, dangerous cliff face; fail by 5-10: choose one of the following: bad planning, weak arms, mischievous cliff pixies."

These are all perfectly decent ways to play an RPG, but the latter two aren't "better" because the reason for the fall is given within the text. And a sim game can't take everything into consideration, because that would limit you to what the writer thought about, and that would inherently limit what the GM can do. If the GM wants there to be mischievous cliff pixies, but there's nothing in the text that can be interpreted to include such a thing, they're either out of luck or they have to make something up--which means that the sim game isn't simulating.

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To me, pemerton's runes aren't a sim problem as a problem with the concept behind it. He said he put down those runes to be "fun and interesting" but otherwise gave them no meaning. Thus, the players effectively have a blank check to do anything with those runes. I've said before that the players shouldn't be playing on god mode, but by "hoping" that those runes pointed the way to the exit, and "finding out" that they actually do mean that, they've shaped the entire dungeon and its history and the way its creators thought and built and the lives of everything that lives in that part of the dungeon, all of which will be different now that there's always been an exit there--meaning the players were playing on god mode. In other words, the problems with pemerton's runes is that they're seriously OP.

And as he has thus far refused to say whether or not people can do the same with a sign written in a language in which they are literate, we can't figure out exactly how far this goes. Does the system encourage this sort of thing? Did pemerton misread the rules, or take them too far? Does the game consider how this ability changes the world? Was this just pemerton? Does he take these things into consideration when running his games? Or does he simply put no thought into them, in the same way that Gygax never considered that his dwarfs and elves could have different immune systems or different internal organs?

Same with the Lock and the Cook. The players don't have a problem with it, so, it's simulation? But, if the players have a problem, then it stops being simulation? :erm: That can't be right.

If simulation is to have any actual meaning, it has to be differentiated from just playing the game. If there's no difference based on system, no difference based on mechanics, but, the only difference is, "Well, it's simulationist because I say it is" then the term is pointless. It's just tribalism. "I like this game. I don't like that narrative stuff, so, what i like must be simulationist." is not a productive definition.
But a productive definition is not a useful definition, because games can't be neatly, or even messily, pigeonholed like that. All games have simulationist and narrativist elements. All games have gamest elements to them. I just got the new Discworld: Adventures in Ankh-Morpork game. There are literally no numbers in your stats. There are only traits. The size of the die you roll depends entirely on how well you can convince the GM that your traits will let you do what you want to do (literally; the game uses the words "plead," "coerce," and "bribe") and you roll against a random number the GM rolls on a d8. This is the most narrative non-indie game* I know of, with no numerical mechanics beyond a maximum of four Luck Points you can spend on certain things, and you can still game the system by creating "perfect" traits, if you really wanted to (and didn't understand Discworld).

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*I've seen Indie games where the "rules" are basically "you're X; here's the situation," and that's it. And some of them don't even tell you what the situation is. I'm not sure these should actually be classified as games so much as prompts for improv acting, but they were categorized as RPGs on Itch when I got them, so...
 

Why would the founders of a place filled with undead create runes to show intruders the way out and escape the undead? I could see a warning with runes that say something like, "Abandon hope all ye who enter here, for the walking dead bar your way." Providing an escape path or even clue would be counter productive.
The question makes assumptions about the place that I did not have in mind.

If the runes were made by someone who entered after the fact and wanted to warn people who enter later on, why make them runes instead of just writing in common, "Undead are coming to eat your face! Go down the east tunnels if you want to live."?
That seems like a reasonable possibility for some imaginary world, but I have described the circumstances in this one... where the play is occurring.

I pictured that the ancient runes might have a linguistic structure that doesn't translate directly into English: the character's talent and training allowed them to discern that certain tunnels would lead back to the light yet I doubt it was put so plainly. Suppose some player like you wished to understand the builder's motives in placing such a warning? I think I would ask how long you wanted to linger here, pondering the runes to discern an answer?
 

Though I find that there are still times where even those for whom this gets "stuck in their craw" will do things that are retrocausal, and handwave the issue.

As said previously, the way that perception checks are handled is usually like this. The things which cause the perception to go well or poorly occur before the roll, thus producing the effect required. This is rarely, if ever, commented upon as being any kind of problem, and I'm still really not sure why. Retrocausally concluding that the character must have been distracted by something because they didn't observe well doesn't look any less problematic by these lights than retrocausally concluding that the runes did in fact say something like what a well-trained expert would expect them to say, or to at least contain useful information that the expert was hoping to find.
That would be a fertile area of investigation; we could do more of that, and less of trying to find the angle that allows us to declare it's all made up and doesn't matter.

Personally, I think there's two things going on. First, reactive checks are generally treated differently than proactive action declarations. I think they lead to an inversion of the normal process. Instead of declaration an action, evaluating, and then narrating results, the binary result is assumed, evaluation occurs, and then a small filler action is declared to justify the outcome.

I think the whole thing could be clarified by moving perception (and possibly knowledge type skills) to be defenses. That, and/or responsibility could be clarified around who actually narrates an appropriate interstitial action. You can certainly imagine the player rolling a 2 and saying "Darkelf is distracted by the bookshelf and not paying attention" without prompting.

The second thing going on is a matter of scale; the rune example reaches way further back in time and outside of the character. You're not filling in an interstitial action within the last minute or so, you're filling in an action taken by someone else an indeterminate amount of time in the past, whoever carved the runes in the first place.
 

This contention though is a big irritant to me. It is dismissive that I do not choose my games for reasons. When I say I like a game that plays a certain way I think reasonable people would believe me. We may struggle to identify the commonalities of the games we play but they are real things. Having them dismissed can be annoying.
I think there's a distinction between "how you like your game" and what a good objective description of that game are. I don't have any problem with what people want to do, it's largely none of my business. I just point out that highly subjective 'viewpoint' descriptions of them often fall short in terms of evaluating, and improving, play
 

Seems like an unproductive distraction to me. At best you show d&d can be played in more ways than I propose. So just add the needed adjective to the front of d&d to narrow the scope and then the point we make still remains.
Yes, that is what I meant in another post when I wrote that a version of D&D is played. The point is to acknowledge that it is a version, and that the version is created through the addition of unwritten rules brought in by players.

There is no need to take this discussion to defining all d&d play.
Can you indicate where I wrote that it defined all D&D play?
 

Sure, but in Moria it was written in dwarvish, not some obscure runes that would take a history or arcana check to decipher. While dwarvish might be runic in origin, it's still a racial language that anyone who knows dwarvish could read. Moria is also a city, not a dungeon so inscribed guide stones would make a lot of sense. Gandalf was the one looking at the markers, but if he had not been there Gimli could have read them just as easily. Easier in fact since he grew up with that language.

The scenario presented is a dungeon, not a city like Moria. And runes, not a racial language. Those differences mean a lot.
The script used by the builders of Moria is explicitly called runic in the text. The Book of Marzabul is written in at least two different scripts, one of which is explicitly runic. Most of the Fellowship couldn't read it, and I don't think Gimli could read Tengwar. We know that Gimli was unable to guide the fellowship through Moria because at least some of the inscriptions required interpretation with the lore that only Gandalf knew.

Moria at the time of the passage by the Fellowship is fairly explicitly a dungeon by the definitions offered in the various DMGs. It's probably also the ur-example of a lot of dungeon crawling tropes.

Essentially as I said before, if you want to insist that you don't want to imagine examples that would make sense, you are welcome to do so. Declaring that it's impossible to do so, or that offered examples are illogical isn't really supported. Particularly when some dungeons (of the White Plume Mountain/Deathtrap Dungeon/Undermountain tradition) are at least partially created as "tests" or by various madmen who would place such text in such a way as to require interpretation by someone with specific understanding.
 

Right, I'm probably in the only deconstructions superhero bucket. You can find me 10 years ago claiming that superhero stories aren't appropriate for games; at the very least I know I've complained about Batman/Superman pairings as unplayable. I'm pretty comfortable putting subjects/genre outside the gameable space if they can't hold up to player scrutiny.

While its a bridge too far for me, you won't hear me say its not a consistent position. Though I'm not sure I think the proper term is "hold up to player scrutiny"; its more a case that the player must understand the genre enough to understand there are certain steps they don't take and that its going to be on look-and-feel grounds rather than formalized rules. I think there's obvious problems for people who can't or are unwilling to do that of course; its why I questioned many years ago whether certain kinds of immersionists could play high -convention genres without dissonance coming from either them or everyone else.
 

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