I don't know this thread has moved very fast, as have most other threads on these topics, so I think if I am saying things like that, it is in expediency responding to posts. I have observed you mention you play trad. But the points were are arguing about are what is going on in trad play and what principles of play can produce agency. Those are the things being disputed
"If"? You've stated my preferences more often than I have in this thread.
You've also dodged a lot of what I've had to say. One response I recall that stands out was "Well there's a lot there to unpack and I don't have the time now, so I'm just going to address this one thing..." and then watching as you continue to post just as much as you had been.
Lots of talk lately about trad advocates not being a monolith... yet lots of demands that I toe the line or else I'm some dirty narrativist.
The flaw in your argument is that it incorrectly attributes the issue to the “loose hand” itself, when the real problem is a breakdown in communication.
Yes, mechanics can be an effective and terse way to convey how things work, whether it's what a character can do, the abilities of a monster, or how a campaign is expected to function. But that's just one way to communicate, and it’s not always the best one. People vary in how they process and understand information. What works well for one player may be opaque to another.
Moreover, using game mechanics to communicate how a campaign works carries an implicit assumption: that the rules are not just descriptive but prescriptive. Many people grow up believing that the fair way to play any game is to follow its written rules. If something isn’t in the rules, they may assume it’s off-limits or unfair to invoke.
This can lead to problems when designers rely too heavily on mechanics to convey expectations. Overly rigid application of those mechanics, especially by players or referees who interpret the rules as a complete representation of the world, can actually obscure the intended flexibility or tone. If that’s intentional, fine. But too often, I don’t see designers consider this consequence.
As for me, this concern is why much of my Living World sandbox framework is presented as advice, not as a rigid system of rules. I want to give referees tools, not prescriptions, because communication, not mechanical enforcement, is the key to clarity and trust at the table.
No, the problem isn't my attributing it to a loose hand. The problem is the loose hand. I am not just talking about the mechanics themselves, but also how they are applied, and how they are discussed.
For instance, 5e never says if DCs should be shared verbally with players. It gives the GM the authority to determine DCs, and players understand that they will roll a d20 and add a relevant stat and/or skill. So the process as described is incomplete.
This is for fear of "offending" any group by picking a design and sticking with it. I mean... if they'd said the following:
Always share the DC of any task with the player before they roll. We realize that sometimes a character may not be aware of exactly how difficult a given task may be. However, there are two things to consider here... first, as the GM, you are responsible for all the information the players have, and so we feel it's best to bridge any possible gap in details by providing the DC to the players. Second, remember that we're playing a game and games work best when the participants understand the processes.
The
@Lanefan s and
@Micah Sweet s of the world would have just ignored it an played however they liked anyway. Now, there's certainly an argument that could be made that the success of 5e tells us they made the right call, and maybe that's true. I'd classify it more as a business decision than an actual design decision... or maybe a design decision made primarily for business concerns.
As a designer yourself, you have to realize that this kind of incomplete design of fundamental processes is a lapse in design.
I took it as a metaphor for whatever "not fun" thing could happen in a campaign. For example, Total Party Kills.
No, I think it's just about if you create a table then you are responsible for the selection of all the possible results of the table, and as such, if one is somehow problematic or bad for play, you can't blame the table. You have to blame the GM.
I do see that loose hand as a strength, and find it actively unpleasant to play any other way. To me, adding hard restraints to GMs makes the game less playable.
How so?
He certainly doesn't seem to have much good to say about trad play.
That's only because you think the things I say are "bad", even though they are not. Trad play is fantastic for showcasing GM authored material... be that a setting or a plot or a living world.
GM-focused play is not bad in my eyes. Somewhere along the way, it somehow became fashionable to rag on any game that is GM-focused, and so people had to start twisting their definitions (or as is the case in this thread, demand that others use their specific definition of a term). But if we look at the hobby at large, there are many people who love that kind of play. Adventure paths sell. Homebrewing entire worlds is popular. These are not bad things... they just may or may not be to someone's taste.
But trad play is fantastic at these things. Some of my fondest memories are playing through the old adventure modules with my older brother GMing for me when I was like 7. I've played plenty of such games and had a blast doing so. Trad play really suits prepared material of all kinds. It benefits from the large amounts of preparation and heavy investment by the GM. It excels when players are interested in exploring the GM's setting.