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

Agreed. As I've said before, superhero is the only genre where I feel mechanics to enforce genre are useful to me, because most players IME have a hard time playing a character with super-powers in a modern setting and not running it into the ground genre-wise.

The problem is that mechanics are only going to get you so far there; if you don't go in with a character prone to act in a superheroic way, there's still going to be constantly off-genre things they're liable to do. And with a typical superhero setting that's actually something somewhat different from even something as close as "modern heroics with superhuman powers", so you still gotta engage.

The rules just allow certain, from lack of a better term, physical conventions to work the way they do in the genre (well, most of the genre; there's a notable exception in the otherwise very much traditional superhero setting in Invincible regarding this)>
 

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What makes you think they're entirely separable?
Then we're missing steps. Perhaps whatever the "simulation" (probably the wrong term, but we're stuck here) thing is we're taking about rests entirely on broad fictional authority resting in one person, but even then it's obvious there are some constraints on what they can propose, and there must be a reason authority has to be organized that way. We should be curious about those things, if for no other reason than to figure out how to design games to better fulfill them.

Frankly, it's not even really my thing; I think it's mostly just a convenient design starting point to ensure player decision making is interesting and matters to outcomes.

The most interesting this thread has gotten is when all the contrived situations get treated as experiments instead of as attempts to litigate the opposition out of the room. "It's when the GM has all the authority over the fiction" isn't useful unless you're trying to draw a bright line to differentiate something else. I want to know where the boundaries of the thing itself are from the inside.
 

Nope. Please stop telling me what I really think when I've told you why.



Right, where they then "guessed" that the chest contained gold?

You don't get why it matters. All I ask is that you accept that it does.
I don't object to an abstracted mechanic in principle, but I prefer the abstraction be minimized. My main issue with the runes example is creating the meaning of the runes by the player who would be specifically benefiting from the reading going their way.
Players declare actions to confer benefits on their PCs all the time.

The runes case wasn't mechanically easier than any other candidate action: it had a cost in the action economy the same as any other action declaration would have had; it required the player to roll their dice pool against the Doom Pool, just as would have been the case if (say) they tried to become unlost (mechanically, reduce or eliminate the Lost in the Dungeon complication) by turning into a wolf (the PC was a werewolf) and trying to smell where outside air might be coming from.

Which is the main reason why I don't take the idea of "getting out of jail free" or "cheating" seriously. It wasn't easier or structurally any different from any of numerous other action declarations which no one in this thread would bat an eye at.

The only difference in the runes case is that the resolution of the declared action also generated, on the way through, a bit of previously unspecified backstory. Which is why I have arrived at the conclusion that it is player as opposed to GM authorship that is the source of objections.
 

Sure. Judges don't have absolute authority in their courtrooms, but they do have extremely high authority and literally have officers of the court to force obedience when it is not given.


The judge also mostly sits silently, interjecting only to correct deviations from the rules. Further, it is seen as a profound violation of justice to have the judge also be the prosecution...and the jury...and the executioner...and... As a result, the analogy fails to apply to GMs, who


Because the GM...
  • represents the entire environment (the court) and the opposition (the prosecution) and the adjudication (jury) and the executioner (causing character death) and all of the rules and limitations (laws and procedures)
  • acts completely unilaterally, without any mechanism by which their decisions may be appealed or addressed in any way
  • is under no obligation to explain anything they do, or really, under any obligation whatsoever
Hence, for the specific reasons that make the judge analogy disanalogous. There's a reason the phrase "judge, jury, and executioner" is not used positively.
You now have added information compared with your original question I tried to answer.
Then why is absolute authority for GMs--meaning, absolute obedience from the players--so goddamn important?!

Absolute authority for X means absolute obedience from the people over whom X has that authority.
I think you have confirmed that the problem you see isn't wish for "obedience", as such, but rather a more complete package of traits?

For what it is worth. I like to offload a serious amunt of the environement and opposition to the rules or other agreed upon game material. I fully relly on the rules for absolutely all executioner-ing. And wordings of rules are only overruled according to my adjudication regarding the spirit of the rules, the game, and player wishes. To put anything into law player consensus is required.

I still expect serious levels of obedience in me trying to conduct the proceedings of an RPG, if I am granted that role. I can easily see someone strongly requiering/demanding it as a condition for taking on the role, as they see how it could easily devolve into a unmoderated debate if that respect is not shown - and they put too much work into other aspects of the role for them to willingly risk that to happen.
 
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Are we going to make any real attempt to get at why some mechanics cause a backlash and others don't? It looked like for a moment we might be trying to dig into that, but we seem to be back to sanctimoniously going on about GM authority again.
I have dug down, and have offered a diagnosis. You apparently reject it because it's "sanctimonious".

But anyway, here are two resolution systems:

*In classic D&D dungeon-crawling - I'm thinking Ghost Towers of Inverness, or Tomb of Horrors, or anything like that - we work out whether or not the PC falls down the pit or triggers the pressure plate by (i) tracking the PC's movement on a map, based on (ii) the player's description of where their PC moves.

*In any version of D&D I'm familiar with, we work out whether or not a PC falls when climbing a wall by rolling dice (d% in some versions, d20 in others) against a chance of success.​

Why do we not resolve climbing like we resolve walking down trapped corridors, by having the GM describe or provide a picture of the wall with its holds, and asking the player to describe how their PC moves up the wall?

The answer is not about realism, or abstraction. Dungeon movement can be abstracted - see eg the way getting lost and then getting unlost was handled in my MHRP game, or if you want a D&D example the way it was handled in this part of my 4e D&D game.

And there is no reason why the climbing resolution system I've described couldn't be implemented, if anyone wanted to. There are intricate descriptions of physical situations in White Plume Mountain and Ghost Tower of Inverness and Tomb of Horrors. We could describe surfaces with holds in the same detail, if we wanted to.

Here are two more resolution systems:

*The Symbol spellincludes the following bit of rules text:

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.​

Applying this rules text, to determine the result of an action declared for a character, may well require attending carefully to how the position their body and move their limbs and digits - eg do they open something?, do they see something?

*In any version of D&D that I'm familiar with, resolving an ordinary hand-to-hand fight between two opponents does not require having any regard to the details of how they position and move their bodies, and move their limbs and digits - we just roll a d20 to hit and then, if they do hit, an appropriate damage die.​

Why the difference in what we attend to in these different approaches to resolution? Again, the answer is not abstraction or realism. The triggering of a symbol could be abstracted, similar to the way that avoiding a blast of fire is not resolved by attending to how a character positions their body but rather simply by asking for a saving throw. Or the way that dodging sword blows and avoiding feints is just bundled up into a DEX bonus to AC.

And we could have a combat system that attends to details of physical movement. An adventure game book series from the 1980s, the Way of the Tiger, has diagrams that depict the different combat moves the main character can make, and the descriptions of foes and how they behave is meant to be used by the player/reader to help make sensible decisions about which sort of attack to use.

D&D has particular ways of doing things. Some of them have a rationale - like tracking movement on a map as an important part of the dungeon exploration game. Some seem to be closer to haphazard legacy.

The idea that there is some general principle that explains D&D as such, doesn't seem all that plausible to me.
 

From what @pemerton has described of this, the player is making good faith action declarations that follow the rules of the game they are playing.
In all fairness, taken at face value I have to agree with this.

Which means my issue isn't with what the player did in this case, it's that the game's rules are set up so as to allow it in the first place.

There's not much of a victory in solving something when you get to determine what the solution is; and - let's face it - most of us would see the runes-reading situation as a straight-up puzzle that needs to be solved.

It's like having three levers in a wall, all "up" when found. There's one combination or sequence that'll raise the wall to allow passage and another combination that'll bring the roof down and squash everyone in the room (all other combinations are neutral and do nothing). Here I say it's vital that the DM know the two solutions up front and that the players clearly state what combinations and sequences their PCs are trying (if any; for all we know they might just turn around and leave!) and-or anything they're doing to eliminate possibilities through things like divinations, etc.

Reducing something like that to dice-rolling defeats the whole point, I think. Ditto for the runes (and it only just now occurred to me to ask: did the party that encountered the runes not have any magical language-reading ability a la D&D's Comprehend Language?).
 

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