But now you're agreeing with me - there is no in-fiction reason that has been established prior to the rolling of the dice.The other part was stealthy and they missed their perception check.
But now you're agreeing with me - there is no in-fiction reason that has been established prior to the rolling of the dice.The other part was stealthy and they missed their perception check.
Different player groups and types, perhaps. I've seen (and played in) adventuring parties that hared off into the field with far less info to go on than that. Doesn't mean they all succeeded in what they were trying to do, of course, but some players are simply averse to info-gathering for whatever reason and don't mind mission failure as a consequence.No, what I mean is, I cannot conceive of a situation in Dungeon World (indeed, in any PbtA game) where you would GET TO the house, and know NOTHING except the bits you've permitted. Like...this is functionally skipping over hours, perhaps multiple sessions, during which a great deal more information would be gathered.
Hence why I question the artificiality of this. You've induced an enormous degree of ignorance that simply doesn't line up with the actual play experience I've had in any system, let alone Dungeon World.
Payday 2 is a...video game? Not familiar with it.I know exactly where the guards, cameras, and loot is in a given stealth-based Payday 2 mission--and yet that is still tense and challenging because my informed-ness does not translate to instantaneous success. Knowing that a threat is present is not at all the same thing as having already defeated it. Knowing where your heist target is is far from already having the thing in your hand.
Indeed.And, as always, no plan survives contact with the enemy, something I know you know well.
OK - there are many posts being made, and I will concede that I may have not followed every sub-division of every topic.Where how I read the kind of trad @Faolyn appeared to want to discuss in this reply chain being exactly what you describe as "the most austere sort of map-and-key resolution."
This invalidates the rest of your post as a relevant reply to my post.
If the GM chooses to use the tools, then the outcome is not inferred from the prior state of the fiction. The fact that there are other occasions when the GM chooses not to use the tools doesn't change that.In particular this claim:
Is missing the key distinction I made between game-mechanics and GM tool. If the encounter roll and reaction roll is indeed game mechanics then I acknowledged it indeed is even worse than BW resolution with regard to living world considerations. However this analysis do not work out if these are tools the GM choses to use to resolve the situation
the problem was never with when the decision was being made, the problem was always with the state of the world changing between the functionally unrelated roll succeeding or failing. is there a cook behind the door? we can't know until we make this causally unrelated lockpicking check!So, is making it up before a good thing or a bad thing?
Because you normally create your adventures in advance, right? Meaning you know what's going to happen on a success and failure. But here, you're thinking it up in advance, meaning you know what's going to happen on a success or failure.
I'm not getting what the problem is. They're the same thing: you know what happens on a success or failure ahead of time. It can't simply be because you have more time to think, because your plans can easily be destroyed by unforeseen player action, unless you're railroading the players, which means you need to improvise anyway.
I think this line of inquiry is a dead end. Because it is impossible, in a RPG of the typical sort, which involves settings and situations that are more intricate (in their fictional content) than the most austere map-and-key scenario, for the fiction to all be pre-determined.That's explained well, but... why a guard? The Sing test failure introduces a complication, but why and even how does that add a guard to the fiction? Contrast with an encounter table listing "d3 guards".
I don't really grasp the relevance of this. Setting aside absurdist play (Toon, I guess? And some Over the Edge), everyone wants their RPG settings to cohere. That is not about the metaphysics of fiction; it's about aesthetic preferences.This can be answered only through what I think you are calling "the metaphysics of fiction" which I would characterise as philosophy of fiction. We're able to readily choose the more probable of equally false things to pretend is true. Is it a guard or an octopus, on these city streets? More probably a guard. Could Sherlock Holmes have taken passage to Wellington, New Zealand or Neptune? Probably Wellington. Both are equally false, but one seems more in keeping with the fiction.
This implies that as well as everything that has been entered into our fiction we have in mind additional references. The logic of the setting impresses itself on GM to make the complication a guard. Where "the logic" refers to experience of reference worlds (including the real one, and implying that it's more important for prep to capture exceptions than norms.)
I think this points to 2 important things.That's explained well, but... why a guard? The Sing test failure introduces a complication, but why and even how does that add a guard to the fiction? Contrast with an encounter table listing "d3 guards".
This can be answered only through what I think you are calling "the metaphysics of fiction" which I would characterise as philosophy of fiction. We're able to readily choose the more probable of equally false things to pretend is true. Is it a guard or an octopus, on these city streets? More probably a guard. Could Sherlock Holmes have taken passage to Wellington, New Zealand or Neptune? Probably Wellington. Both are equally false, but one seems more in keeping with the fiction.
This implies that as well as everything that has been entered into our fiction we have in mind additional references. The logic of the setting impresses itself on GM to make the complication a guard. Where "the logic" refers to experience of reference worlds (including the real one, and implying that it's more important for prep to capture exceptions than norms.)
This is cool! The thing is that it is the prior state of the fiction that informs the GM's choice whether to use the tool or notIf the GM chooses to use the tools, then the outcome is not inferred from the prior state of the fiction. The fact that there are other occasions when the GM chooses not to use the tools doesn't change that.
In games that use "fail forward" adjudication, the roll is functionally related to the consequence that gets narrated: the whole point of making the roll is to shape and constrain subsequent narration.the problem was never with when the decision was being made, the problem was always with the state of the world changing between the functionally unrelated roll succeeding or failing. is there a cook behind the door? we can't know until we make this causally unrelated lockpicking check!
The "problem" you are describing is a violation of this principle. That's it.To me, it seems that the real issue is this:
@AlViking and @Maxperson are affirming some restricted version of the following principle: Counterfactual statements about the real world, and counterfactual statements about the fiction, should tightly correlate with one another.
That is why they insist that what would the GM have narrated, had the roll succeeds must correlate tightly with the way causation is working in the fiction. This then leads to an idea that the purpose of the dice roll and the associated decision-making about resolution is to directly model the causal process that is taking place in the fiction.
No in-fiction reason for what before which rolling of the dice?But now you're agreeing with me - there is no in-fiction reason that has been established prior to the rolling of the dice.
This sort of example illustrates why I regard GM-prep-driven play, of this sort, as GM-driven.one feature of prep play is that it actually can strengthen the chance of the seemingly implausible to happen in the fiction. If the GM as part of prep had determined that the city has a thriving underground living animals market, and that there is a dubious institution using this to get specimens for arcane experiments; then suddenly adding an entry of "weirdly mutated out of place animal" on the random encounter table the GM make for that city makes perfect sense.
Imagine the players have not heard anything about this underground market, nor the research institution in their interactions in the city so far. Imagine the GM narrating that as you walk singing trough the streets a giant acid spitting octopus crawls out of an alleyway.
<sinp>
In prepped play this suddenly become an obvious mystery to uncover.
I don't know how you and @clearstream are using the phrase "metaphysics of fiction".In "normal" character driven play this appear a blatant breach of "metaphysics of fiction".
We can pick this apart, and thus see the difference from GM-driven play:Thoth successfully performed Taxidermy - against Ob 5 - to preserve the corpse, with a roll good enough to carry over +1D advantage to the Death Art test but did not what to attempt the Ob 7 Death Art (with his Death Art 5) until he could be boosted by Blood Magic. And so he sent Aedhros out to find a victim
Aedhros had helped collect the corpse, and also helped with the Taxidermy (using his skill with Heart-seeker), but was unable to help with the Death Art. He was reasonably happy to now leave the workshop; and was no stranger to stealthy kidnappings in the dark. I told my friend (now GMing) that I wanted to use Stealthy, Inconspicuous and Knives to spring upon someone and force them, at knife point, to come with me to the workshop. He called for a linked test first, on Inconspicuous with Stealth FoRKed in. This succeeded, and Aedhros found a suitable place outside a house of ill-repute, ready to kidnap a lady of the night. When a victim appeared, Aedhros tried to force a Steel test (I think - my memory is a bit hazy) but whatever it was, it failed, and the intended victim went screaming into the night. Now there is word on the street of a knife-wielding assailant.
Aedhros's Beliefs are I will avenge the death of my spouse!, Thurandril will admit that I am right! and I will free Alicia and myself from the curse of Thoth!; and his Instincts are Never use Song of Soothing unless compelled to, Always repay hurt with hurt, and When my mind is elsewhere, quietly sing the elven lays. Having failed at the most basic task, and not knowing how to return to Thoth empty-handed, Aedhros wandered away from the docks, up into the wealthier parts of the city, to the home of the Elven Ambassador. As he sang the Elven lays to himself, I asked the GM for a test on Sing, to serve as a linked test to help in my next test to resist Thoth's bullying and depravity. The GM set my Spite of 5 as the obstacle, and I failed - a spend of a fate point only got me to 4 successes on 4 dice.
My singing attracted the attention of a guard, who had heard the word on the street, and didn't like the look of this rag-clothed Dark Elf. Aedhros has Circles 3 and a +1 reputation with the Etharchs, and so I rolled my 4 dice to see if an Etharch (whether Thurandril or one of his underlings or associates) would turn up here and now to tell the guards that I am right and they should not arrest me. But the test failed, and the only person to turn up was another guard to join the first in bundling me off. So I had to resort to the more mundane method of offering them 1D of loot to leave me alone. The GM accepted this, no test required.
Then, repaying hurt with hurt, Aedhros followed one of the guards - George, as we later learned he was called - who also happened to be the one with the loot. Aedhros ambushed him from the darkness, and took him at knife point back to the workshop, where Thoth subject him to the necessary "treatment"

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