Maxperson
Morkus from Orkus
There is! Have a D&D player decide.Sometimes people will be too scared to kill someone, sometimes they won't be.
Hmm. If only there was some way to resolve such uncertainties!
There is! Have a D&D player decide.Sometimes people will be too scared to kill someone, sometimes they won't be.
Hmm. If only there was some way to resolve such uncertainties!
So a minute ago, you said "it's not expressly mentioned." Now you say they refer to committing cold-blooded murder. Which is it? Where does "committing murder" fall under pain, surprise, fear, or wonderment?Well, given that the rules refer to committing cold-blooded murder, you've misunderstood.
In your example, you have PC 1 see that PC 2 had put an NPC in a headlock, and decided to kill the NPC. According to your example, that NPC was helpless--that is, he wasn't attacking anyone, he couldn't cause anyone any harm. How was that frightening? Or painful, or awe-inducing?Is that based on personal experience? Empirical research? Or mere conjecture?
Dude.And falling damage models(predicts what happens) falling and hitting the ground really hard. D&D sword swings model what happens when a sword hits the body. And on and on. They are really simple models, but they are designed to predict what will happen about what we know of these things.
They are simple models.
We aren't going to bridge this gap. I am fine with you not seeing it our way. From my perspective, you are just reframing things here. For example, I wouldn't say we prioritize setting over characters. What I would say is characters are part of the setting so generally you are influencing the campaign through your character. But I think this stuff:To clarify, it’s not the method that’s BS. It’s a GM making decisions and attributing those to “the world” that’s BS.
This is one of the reasons I tend to consider it more GM focused. The prioritization of setting over character.
As I said waaaay back, the GM should own their decisions.
Why can’t you just say “In a living world sandbox, the setting is the priority, and that’s a good thing”?We aren't going to bridge this gap. I am fine with you not seeing it our way. From my perspective, you are just reframing things here. For example, I wouldn't say we prioritize setting over characters. What I would say is characters are part of the setting so generally you are influencing the campaign through your character. But I think this stuff:
Is extremely annoying
Bilbo was a standard-issue small villager.Even LotR participates in it, with the discussion between Gandalf and Frodo of the pity that stayed Bilbo's hand, when the latter considered murdering Gollum.
You seem to want others to describe them in your language and style. That's understandable, but yours is not the only valid method, and your formality and academic methodology simply isn't objectively superior to a more casually stated vernacular.I'm not belittling anyone's processes. I'd just like people to describe them, instead of using ellipsis and metaphor like "the world responds to what the players have their PCs do".
I mean, "simulating a realistic world" seems to just be another way of saying "making things up about a world and trying to ensure those things are realistic". Like, no one is running models of the sort that engineers, economists and other natural and social scientists use when they run actual simulations - are they?
I believe that the term 'murder hobos' is exactly capturing this.Ok, I’ve got it: they’ve been secretly doing a piece of performance art this whole time about how the average D&D group is actually a collection of absolute psychopaths.
Apparently it's so much easier to tear down the way others do things so that your methods are the only ones that can work under your definitions. It really is starting to just feel malicious at this point. No one on the traditional leaning side is saying non-traditional playstyles don't work for their proponents. Seriously, you do you.There were no orcs because the reality of the fiction had been established long ago. Other than that, so what? If I'm creating an area for a game to take place I have to create it since i don'tuse a published setting. My approach when I create my world is that I do my best to make it logical, consistent and reactive to the characters, their actions and ripple effects. It will never be 100% but I'm tired of the extremist fallacy.
It's what works best for me, has worked well for players for decades. If you have a different approach that works for you feel free to share.
Why can’t you just say “In a living world sandbox, the setting is the priority, and that’s a good thing”?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.