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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9679922" data-attributes="member: 6915329"><p>No, I got that you believe that. But it's not true. The player can learn and manipulate the situation--they'll often have moves to let them do just that--and it doesn't turn anything into any sort of "procedurally dynamic situation", whatever that actually means to you.</p><p></p><p>What actually happens is that the players and GM work together to find out what happens. </p><p></p><p></p><p>Same with fail-forward. </p><p></p><p>Well, maybe not. In a heist game like Blades in the Dark, The things you talk about above would be done in flashbacks, because that stuff is all fairly boring. </p><p></p><p>In Monster of the Week, there's a move called Read A Bad Situation, which goes as follows:</p><p></p><p></p><p></p><p>Now, MotW is specifically about fighting monsters, a la Buffy or Supernatural. But as you can see, if the PCs are investigating a vampire's den, they'd be able to find most of the information you've been talking about via this roll. What they wouldn't have to do is make a different roll for each and every thing they want to do, because with luck they'd be able to get three answers with one roll. Nor would they have to specifically roll to practice on the lock because that sort of thing is quite boring and unnecessary. And actually considered to <em>not </em>be the way to play in most tradgames, where you get one shot to do something like that and that's it. </p><p></p><p>Now, maybe you don't find it boring. OK, whatever. But "this is a thing I like" is very different than what you've actually been doing, which is trying to claim a game works differently than it actually does.</p><p></p><p></p><p>That's only true if you think of an RPG as something you can "win". Which... they're not. RPGs are pretty famous for being games you can't win; you can only enjoy playing them. </p><p></p><p></p><p>All I can say is that you're working from profound ignorance on how these games actually run. You may want to actually read some thoroughly, or even play one.</p><p></p><p></p><p>Again, you're completely misunderstanding how these games work. </p><p></p><p>And no, it would <em>not </em>be ideal if "nothing happens" is the best result because that is the most pointless and boring result. What it does is turn those types of games into people rolling the dice until they happen to roll high enough or low enough or whatever before they can continue--Lanefan's example of spending 2.5 sessions, each multiple hours long, on getting past one door. That is <em>such </em>a waste of time. </p><p></p><p></p><p>Having to roll only to find out either nothing happens or you win is <em>not </em>a system that sounds even remotely interesting to me.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9679922, member: 6915329"] No, I got that you believe that. But it's not true. The player can learn and manipulate the situation--they'll often have moves to let them do just that--and it doesn't turn anything into any sort of "procedurally dynamic situation", whatever that actually means to you. What actually happens is that the players and GM work together to find out what happens. Same with fail-forward. Well, maybe not. In a heist game like Blades in the Dark, The things you talk about above would be done in flashbacks, because that stuff is all fairly boring. In Monster of the Week, there's a move called Read A Bad Situation, which goes as follows: Now, MotW is specifically about fighting monsters, a la Buffy or Supernatural. But as you can see, if the PCs are investigating a vampire's den, they'd be able to find most of the information you've been talking about via this roll. What they wouldn't have to do is make a different roll for each and every thing they want to do, because with luck they'd be able to get three answers with one roll. Nor would they have to specifically roll to practice on the lock because that sort of thing is quite boring and unnecessary. And actually considered to [I]not [/I]be the way to play in most tradgames, where you get one shot to do something like that and that's it. Now, maybe you don't find it boring. OK, whatever. But "this is a thing I like" is very different than what you've actually been doing, which is trying to claim a game works differently than it actually does. That's only true if you think of an RPG as something you can "win". Which... they're not. RPGs are pretty famous for being games you can't win; you can only enjoy playing them. All I can say is that you're working from profound ignorance on how these games actually run. You may want to actually read some thoroughly, or even play one. Again, you're completely misunderstanding how these games work. And no, it would [I]not [/I]be ideal if "nothing happens" is the best result because that is the most pointless and boring result. What it does is turn those types of games into people rolling the dice until they happen to roll high enough or low enough or whatever before they can continue--Lanefan's example of spending 2.5 sessions, each multiple hours long, on getting past one door. That is [I]such [/I]a waste of time. Having to roll only to find out either nothing happens or you win is [I]not [/I]a system that sounds even remotely interesting to me. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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