I quoted the relevant passages upthread. There is no "the rest", is there?But only the first part of that passage supported their point! Why would they bring up the rest?
(Not that you would ever accuse me of lying or manipulating information.)
I quoted the relevant passages upthread. There is no "the rest", is there?But only the first part of that passage supported their point! Why would they bring up the rest?
Who says any of us care what Luke Crane (or Gary Gygax, or Ron Edwards, or or or) have to say about this? We all make our own decisions and play our own games. I don't see how these constant quotes from the "giants" or RPGs do anything more than score debate points. I'd much rather talk about what we each ourselves think and feel.Sure. That doesn't mean that it's a fallacy to believe them because of their expertise. I can tell you that drivers in Australia travel on the left (British or Japanese style) rather than on the right (US or French style). Why do you believe me?
All you've got is testimony. I mean, you could travel to Australia and check it out. But most human knowledge depends upon accepting the testimony of those who are qualified to give it (ie authorities). That's why the notion that it's a fallacy to appeal to authority is a fallacy.
I think if someone wants to know what Luke Crane thinks action resolution should look like, reading the rules that he wrote is a pretty good way to learn.
But someone upthread said that, on the contrary, that would be a fallacious appeal to authority!
(Ironically, that same poster probably expects the rest of us to take their posts as authoritative evidence of what they believe.)
I use Level Up's combat and character-building rules for my 5e play. They're not perfectly verisimilitudinous, but they get me near what I want, and I keep working to make them work better for me. Your opinion that that's not good enough to suit your personal definitions is just that, and I'd thank you to respect that opinion.I don't think you're lying. But you appear to use the D&D combat rules. That's enough for me to infer how versimilitudinous combat is. I believe that you use the D&D PC building rules. Which is enough for me to infer how verisimilitudinous the characters are.
Which is all I have done. I prefer verisimilitudinous RPGing.
Yes, it's a consequence of failure. If you succeeded, you wouldn't suffer the complication. Eg if you get to the top of the cliff in time, your friend who is to be sacrificed at the appointed time will still be alive.
I don't know what this means. The complication is an event, so I'm not sure what you mean by saying that it "exists only because of the failure".
I mean, if I lose a D&D combat, my PC is dead only because of the failure. That was the point of rolling the dice! If someone - the GM? - has already decided what is going to happen next, why are the dice being rolled?
Character death due to arbitrary roll is not high-stakes, though; it's random crap. In fact, character death is the least imaginative of stakes to be high.
If the house is one that is likely to have a cook, why is it shocking or unrealistic for there to be a cook?
How does that work? Do you pause the game or end the session early so you have time to prepare? Do you rely on random tables? Do you literally populate every single building in every single settlement in your world before the game starts? Are your players allowed to take any actions that you haven't already prepared for?
Sure, we can rp characters staying at home.But you can decide not to climb in the first place, and bear whatever consequences that decision may carry.
If the character hadn't failed to pick a lock there would have been no screaming chef. The only reason the chef exists in the fiction is because of a failed check. If that's not clear enough there's nothing else I can say.
Everyone I know in 35 years of roleplaying together is looking for those things, yeah. There are other joys to be had too, but they are often better served in board games like Roll Player Adventures, Tainted Grail, etc.I was re-reading some fairly old V. Baker posts recently (I think I talked about this ages ago in this thread as well), and he notes that if "what you want out of roleplaying is suspense, resolution, story, theme, character, meaning" then "PCs, like protagonists in fiction, don't get to die to show what's at stake or to escalate conflict. They only get to die to make final statements. Character death can never be a possible outcome moment-to-moment."
Apocalypse World has this via the "When life becomes untenable..." move choices, and we have newer explicitly narrative focused games like Fabula Ultima, Daggerheart etc that do some really cool stuff around death as well. I think that this is one of the weird ways in which Dungeon World is straddling multiple worlds/cultures of play in its design in that it drops the fantastic framing of AW's move for a pretty cool but less narrative fulfillment focused Death's Door.
Is there nothing else to do in this hypothetical game than climb a wall?Sure, we can rp characters staying at home.
Good game!