Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8013371" data-attributes="member: 6696971"><p>I'm only skimming, but this conversation is diverging wildly onto many different subjects. I'm going to try to say a few things about two different play priorities and how they can diverge and create tension with respect to agency.</p><p></p><p><strong><em>Say "Yes" or Roll the Dice and Play to Find Out</em></strong></p><p></p><p>These are Vincent Baker's beautiful axioms from Dogs in the Vineyard and Apocalypse World. They're the pithiest way to cut to the heart of emergent, story now gaming.</p><p></p><p>The ideas are simple. Don't plan plot. Create conflict-charged obstacles and situations that provoke the PCs to action (the games' premise). In the crucible of these conflicts, the players will declare actions for their PCs. If they're even remotely feasible, either "say yes" or "roll the dice."</p><p></p><p>The games based on these are "challenging" in a great many ways, but they typically aren't challenging in the way that Classic D&D Dungeon Crawling (say, Moldvay or RC or 1e) is challenging. They definitely have elements of that and some decision-points and some games definitely have tactical and strategic decision-points at their core (Blades, not a derivative but an AW-offshoot, is chock full of them).</p><p></p><p>However, the machinery and the primary ethos is about all the participants at the table finding out what happens when thematically-laden PCs meet thematically-provocative obstacles. These games are nearly fully player-facing. As such, one of the primary aims of both the ethos and the mechanics is to create a gaming experience/table situation of diffuse authority. If the authority becomes too concentrated in one party (say, the GM), one or more aspects of these games' fundamental tenets ('play to find out', for instance) suffers or is rendered untenable. Consequently, GM latitude becomes constrained in comparison to other games (say, 5e D&D) while players' latitude, agency, and responsibility become proportionately increased.</p><p></p><p><strong><em>Skilled-play, Challenge-based D&D</em></strong></p><p></p><p>What happens if we adopt Vincent Baker's axioms fully into an old school dungeon crawl game without taking significant, system-spanning (meaning holistic) mechanical measures to ensure the retained coherency (if not primacy) of the primary play priority (like, say, Torchbearer amazingly does)?</p><p></p><p>The game falls apart.</p><p></p><p>You have to have a stocked (denizens, puzzles, treasure, theme) and keyed dungeon with map of sufficient resolution (the architecture and layout needs to be tight with heightened attention to creating navigational decision-points that are compelling and testing...not arbitrary).</p><p></p><p>The codified map + obstacles and the resolution mechanics (Wandering Monster Clock, Exploration Turns and related mechanics, Monster Reaction, etc) are the most fundamental components of play.</p><p></p><p>If they aren't codified and of sufficient resolution and/or the GM fudges things (either with respect to the layout of the dungeon or the resolution mechanics), then the competitive integrity of the primary play priority (testing player skill in overcoming the challenge of the delve) is rendered null.</p><p></p><p>So, porting in the diffuse authority and emergent play of a game like Dogs and AW to Moldvay Basic is completely disastrous (without going to the extreme lengths that Torchbearer goes to)! Yes, Dogs and AW players have MUCH more authority and related agency...however, that authority/agency creep ported direclty into classic, dungeon-crawl D&D would render play incoherent because you're no longer testing player skill in overcoming the challenge of the delve!</p><p></p><p>Again, games like Torchbearer and Blades have amazingly managed to pull this off (delve/heist games that also manage emergent story now play)...but the design requirements are MASSIVE. You can't just adlib your way through it mechanically. So, failing the unbelievable mechanical rigor of those two games, you're better off understanding the focus of your play and the reasoning that your table's authority (and agency by proxy) is either diffuse or concentrated. Overwhelmingly in the TTRPG world, you can't have your cake and eat it too (except in the most rare cases like TB and Blades)...and if you think you are, you're almost surely fooling yourself because you're running afoul of either emergent story now or testing skilled-play via challenges...or running afoul of both at any given time.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8013371, member: 6696971"] I'm only skimming, but this conversation is diverging wildly onto many different subjects. I'm going to try to say a few things about two different play priorities and how they can diverge and create tension with respect to agency. [B][I]Say "Yes" or Roll the Dice and Play to Find Out[/I][/B] These are Vincent Baker's beautiful axioms from Dogs in the Vineyard and Apocalypse World. They're the pithiest way to cut to the heart of emergent, story now gaming. The ideas are simple. Don't plan plot. Create conflict-charged obstacles and situations that provoke the PCs to action (the games' premise). In the crucible of these conflicts, the players will declare actions for their PCs. If they're even remotely feasible, either "say yes" or "roll the dice." The games based on these are "challenging" in a great many ways, but they typically aren't challenging in the way that Classic D&D Dungeon Crawling (say, Moldvay or RC or 1e) is challenging. They definitely have elements of that and some decision-points and some games definitely have tactical and strategic decision-points at their core (Blades, not a derivative but an AW-offshoot, is chock full of them). However, the machinery and the primary ethos is about all the participants at the table finding out what happens when thematically-laden PCs meet thematically-provocative obstacles. These games are nearly fully player-facing. As such, one of the primary aims of both the ethos and the mechanics is to create a gaming experience/table situation of diffuse authority. If the authority becomes too concentrated in one party (say, the GM), one or more aspects of these games' fundamental tenets ('play to find out', for instance) suffers or is rendered untenable. Consequently, GM latitude becomes constrained in comparison to other games (say, 5e D&D) while players' latitude, agency, and responsibility become proportionately increased. [B][I]Skilled-play, Challenge-based D&D[/I][/B] What happens if we adopt Vincent Baker's axioms fully into an old school dungeon crawl game without taking significant, system-spanning (meaning holistic) mechanical measures to ensure the retained coherency (if not primacy) of the primary play priority (like, say, Torchbearer amazingly does)? The game falls apart. You have to have a stocked (denizens, puzzles, treasure, theme) and keyed dungeon with map of sufficient resolution (the architecture and layout needs to be tight with heightened attention to creating navigational decision-points that are compelling and testing...not arbitrary). The codified map + obstacles and the resolution mechanics (Wandering Monster Clock, Exploration Turns and related mechanics, Monster Reaction, etc) are the most fundamental components of play. If they aren't codified and of sufficient resolution and/or the GM fudges things (either with respect to the layout of the dungeon or the resolution mechanics), then the competitive integrity of the primary play priority (testing player skill in overcoming the challenge of the delve) is rendered null. So, porting in the diffuse authority and emergent play of a game like Dogs and AW to Moldvay Basic is completely disastrous (without going to the extreme lengths that Torchbearer goes to)! Yes, Dogs and AW players have MUCH more authority and related agency...however, that authority/agency creep ported direclty into classic, dungeon-crawl D&D would render play incoherent because you're no longer testing player skill in overcoming the challenge of the delve! Again, games like Torchbearer and Blades have amazingly managed to pull this off (delve/heist games that also manage emergent story now play)...but the design requirements are MASSIVE. You can't just adlib your way through it mechanically. So, failing the unbelievable mechanical rigor of those two games, you're better off understanding the focus of your play and the reasoning that your table's authority (and agency by proxy) is either diffuse or concentrated. Overwhelmingly in the TTRPG world, you can't have your cake and eat it too (except in the most rare cases like TB and Blades)...and if you think you are, you're almost surely fooling yourself because you're running afoul of either emergent story now or testing skilled-play via challenges...or running afoul of both at any given time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top