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D&D 5E Roleplaying in D&D 5E: It’s How You Play the Game

The situation you describe above involving the plinth could both a) happen and b) be handled much the same* in any edition of D&D; I'm not sure why you're specifically praising 4e here other than 4e happened to be the system you were using at the time.

Sounds like it was a cool battle. :)

* - in end-result effect; though the actual mechanics invoked might be a bit different in each edition.
I don't think it was really praise, more just an example of a rightward arrow, a situation where the fictional account of the environment dictated a specific use of the rules that was at variance with the most basic straightforward interpretation of RAW (IE RAW doesn't really discuss elevation that much, and even if it did a blast would probably catch someone in between you and the target in its area, but the plinth was held to modify this). Now, you MIGHT also argue that the rules account for 3d and if you count the plinth as a wall, then the rules cover this situation, but the sense of the example is certainly clear.

As you say, DMs using other editions of D&D would probably make similar rulings, for basically the same reason, which is that players generally reason from fiction to mechanics and we expect the fiction to be both logical and preeminent. So, I think what all this really illustrates is the degree to which the fiction is central. This is really the essence of 'open games', that instead of being entirely rules and cues, they include a fiction which at least has the POTENTIAL to shape how the other elements are used, and definitely explains when and why they are used, if nothing else. (IE even in AD&D combat or 5e combat the fact that we invoke melee rounds and the orc is swinging at the fighter is a RESULT of fictional considerations about orcs and fighters and of this particular orc and fighter and their fictional relationship).

This is the sense of the whole Lumpley Principle thing, the fiction is at the center of the game. It COULD be there aren't 'rightward arrows', but EVEN THEN the point is fiction and the game is ABOUT the fiction. I think we all fundamentally agree on that.
 

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Alright, poking my head back in here right quick just to comment on this.

I've seen this before and I want to push back a bit.

There is definitely not an anarchy of structured turns or a complete lack of "you go I go" in PBtA games. Here is my best list of "I (the GM) go" in Dungeon World.

* Situation Framing.

* All 6- moves.

* Obstacles/adversaries with dynamism/volition. For instance, I'm going after you go in social conflict and physical conflict where I have active adversaries "on the field." The "I go" here are soft moves that are cued by and informed by Instincts, Moves, and Special Qualities/Tags. If its Front related, I'm activating a Danger or a Doom.

* 7-9 moves that don't have encoded 7-9 soft moves and/or a player has to choose a cost/danger and I have to imbue that with gamestate-impact : fiction. These would be things like (a) all Defy Danger, (b) a player chooses danger or cost on a move or they pick a thing and I pick a thing (like Volley or Cast a Spell or Journey moves), (c) when one of the perception/memory/connection (et al) suite of moves requires me to render a vision/idea/person but make it conflicted/murky (in a way that complicates the players' decision-tree in an interesting and hopefully thematic way), (d) "swingback" (be it social or physical) and I have to choose the move that my NPC/Monster/Obstacle is making (and related tags).

* I've made a soft move and telegraphed that it will go off unless a PC intervenes (the hail of arrows from the archers will pincushion them if they don't find cover/bring their shield to bear...the avalanche will sweep them from the face if they don't get out of the zone...the cohort will fall in the crevasse if they don't get over there to grab them before their grip fails, etc), and they haven't sufficiently resolved the hazard/threat.




So, in actual play, there is a fairly heavily encoded "you go I go" aspect to play. Its just that it is contingent upon intersecting layers of structure each with multiple (again, intersecting) factors as to when and how "turn" is expressed around the table. I may not make a move at all when the players Undertake a Perilous Journey. However, if those players resolve their moves in such a way that I must go (in answer to their moves - see above), then I go. Further, if the players decide they want a Discovery on their Perilous Journey moves (I run with the Custom Moves from Perilous Wilds), then I'm framing a thematic scene around a Discovery (which could turn into danger, or even a Front Doom, dependent upon how the scene unfolds). But when it comes to social conflict with the Hedge Wizard of the town? Yeah, I'm attacking you socially and you're going to have to deal with it with a Defy Danger Charisma before you can go on the offense just like if my Hobgoblin is swinging their mace at you, you're going to need to Defy Danger/Defend (or something kindred) before you can go on offense (unless you just want to soak the damage!). You don't just get to say your piece and that is that. My Hedge Wizard has a dramatic need and its going to advocate for it.
Sure, I agree with all of this. I was basically just generalizing on how things go in game. If the players look to me like 'what next', guess what? I'm making a move of some sort, I really don't have a choice! It is likely to be framing some sort of situation, and that probably involves something in the soft move range, though frankly it could simply be "well, you sat around for a while, wolves show up" too! This, as I observed, is the classic way in which wandering monster checks were typically employed in the 'good old days'.

But yes, players act, GM acts, PbtA games in general typically have this structure of back and forth. It makes sense, the story of the PCs evolves through moves, primarily, and everyone participates in that, so they logically must have a back and forth of moves.
 

I think there are texts that make this point fairly clearly: written by RPG designers like Edwards, Baker, Czege, Clare Boss and Laws.

{i]The system[/i] of a RPG has a lot of components: instructions to participants on what they should do; and processes that guide them through the development and consultation of the fiction and the use of cues. Very few published RPGs actually spell out, or even try to spell out, the whole of the system. I think Apocalypse World comes closest to this particular ideal, at least of RPGs that I know.

Here is Baker again:

Dogs in the Vineyard's rules ground play solidly in the immediate details of the game's fiction. In a Wicked Age's rules allow play to float above the game's fiction, more abstract. . . .​
There are a couple of places in the game where there are supposed to be rightward-pointing arrows, but they're functionally optional. I assert them, but then the game's architecture doesn't make them real. So it takes an act of unrewarded, unrequired discipline to use them. I suspect that the people who have the most fun with the Wicked Age have that discipline as a practice or a habit, having learned it from other games.​

And he also has this:

Here's my personal rephrasing of IIEE. For this thread you can take it as definitional:​
In the game's fiction, what must you establish before you roll, and what must you leave unestablished until you've rolled?
In other words, what fictional stuff do you need to know in order to roll at all, and what fictional stuff should you let the roll decide? . .​
Here's a quick resolution mechanism.​
1. We each say what our characters are trying to accomplish. For instance: "My character's trying to get away." "My character's trying to shoot yours."
2. We roll dice or draw cards against one another to see which character or characters accomplish what they're trying to accomplish. For instance: "Oh no! My character doesn't get away." "Hooray! My character shoots yours."
What must we establish before we roll? What our characters intend to accomplish.​
What does the roll decide? Whether our characters indeed accomplish what they intend.​
What do the rules never, ever, ever require us to say? The details of our characters' actual actions. It's like one minute both our characters are poised to act, and the next minute my character's stuck in the room and your character's shot her, but we never see my character scrambling to open the window and we never hear your character's gun go off.​
Maybe we CAN say what our characters do. Maybe the way the dice or cards work, there's a little space where we can pause and just say it. Maybe that's even what we're supposed to do. "Always say what your characters do," the rules say, maybe. "No exceptions and I mean it." It remains, though, that we don't HAVE to, and if we don't, the game just chugs along without it. We play it lazy, and we get the reading-too-fast effect that Frank describes.​
Contrast Dogs in the Vineyard, where if you don't say in detail what your character does, the other player asks you and waits patiently for you to answer, because she needs to know. She can't decide what to do with her dice without knowing. Dogs in the Vineyard's IIEE has teeth, it's self-enforcing.​
In a Wicked Age has a similar problem to the example's. Maybe a worse problem. The rules say "say what your character does. Does somebody else's character act to stop yours? Then roll dice." That's what the rules [i[say[/i]. But if, instead, you say what your character intends to accomplish, and somebody else says that their character hopes she doesn't accomplish it, and you roll dice then - the game chugs along, not noticing that you're playing it wrong, until suddenly, later, it grinds to a confusing and unsatisfying standstill and it's not really clear what broke it. If you play In a Wicked Age lazy, the game doesn't correct you; but instead of the reading-too-fast effect, you crash and burn.​
So now, if you're sitting down to design a game, think hard. Most players are pretty lazy, and telling them to do something isn't the same as designing mechanisms that require them to do it. Telling them won't make them. Some X-percent of your players will come to you like, "yeah, we didn't really see why we'd do that, so we didn't bother. Totally unrelated: the game wasn't that fun," and you're slapping yourself in the forehead. Do you really want to depend on your players' discipline, their will and ability to do what you tell them to just because you told them to? Will lazy players play the game right, because you've given your IIEE self-enforcement, or might they play it wrong, because the game doesn't correct them? Inevitably, the people who play your game, they'll come to it with habits they've learned from other games. If their habits suit your design, all's well, but if they don't, and your game doesn't reach into their play and correct them, they'll play your game wrong without realizing it. How well will your game do under those circumstances? Is that okay with you?​
Take Dogs in the Vineyard again: not everybody likes the game. (Duh.) But most of the people who've tried it have played it correctly, because it's self-enforcing, and so if they don't like it, cool, they legitimately don't like it. I'm not at all confident that's true of In a Wicked Age.​
You could blame the players, for being lazy and for bringing bad habits. (As though they might not!) You could blame the text, for not being clear or emphatic enough. (As though it could be! No text can overcome laziness and bad habits.) Me, I blame the design, for not being self-enforcing.​
Anyway, you're the designer, and maybe it's okay with you and maybe it isn't, that's your call. (It's my call too for my games, and for the Wicked Age, yeah, maybe it's okay with me.) But I raise the question because from experience, slapping yourself in the forehead when people don't play the way you tell them to gets pretty old. If you don't want the headaches, do yourself a favor and make your game's IIEE self-enforcing.​

And finally, there is this example in the comments on the "3 resolution systems" page:

Case 1:​
1. When you want to describe the weather where the characters are, roll. On a success, say what the weather's like there. (On a failure, it's 76°, few clouds, with a pleasant little breeze.)​
2. When your character's taking strenuous action, if it's oppressively hot where your character is, you get -2 to your roll.​
That's boxes to cloud, then cloud to boxes.​
Case 2:​
1. When you want to give another player a die penalty, make a roll. On a success, a) say what's making life hard for their character, and b) give them a -2 to their roll.​
That's a) boxes to cloud, with a simultaneous b) boxes to boxes.​
(So, Guy: no, it doesn't count as a rightward arrow.)​
In case 1, the more time and conceptual space between those two rules' applications, the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so for the entire session all the players roll -2 for all their characters' strenuous actions. . . .​
Rob: You seriously read that to mean that the (unmentioned) oppressive heat the character's suffering is responsible for the -2, not the successful give-a-penalty roll?​
How do you want me to write it so that it's rock-solid-clear that the successful give-a-penalty roll is responsible for the -2?​
Maybe this: When you want to give another player a die penalty, make a roll. On a success, give them a -2 to their roll. (Also, incidentally, say what's making life hard for their character.)​
An arrow cubes to cubes. (Also, incidentally, an arrow cubes to cloud.) Right?​

In my view, at least, this is very concrete attention, in the context of both general design principles and particular designs (DitV, In a Wicked Age), to how a RPG system does or does not generate, via its use, the desired fiction. For instance, what gives the DitV IIEE "teeth" - what makes its rightward-pointing arrows not "functionally optional" - is that a player can't build their dice pool without having regard to the fiction (what is the arena of conflict? what traits and/or belongings are implicated?). This means that playing the game will oblige players to attend to such elements of the fiction as (i) how does this relate to my traits and (ii) how does this relate to my belongings and (iii) how far am I prepared to escalate this conflict to get what I want.

We could contrast, say, D&D, which doesn't distinguish arenas of conflict (shouting vs punching vs knife-fighting vs shooting) so as to make (iii)-ish fiction salient. Nor does it have anything analogous to DitV traits, at least in most versions, that would make (i)-ish fiction relevant. (4e is a sort-of exception, because if the fiction relates to a Quest that in turn implicates the XP available, and so makes Quest-ish fiction salient.)


So, what arrows does 5e mandate, as not functionally optional?

When combat is being resolved, very few as discussed upthread already. Most of the attack resolution process, and quite a bit of the attack declaration process (eg I sneak attack or I use Menacing Strike) is cues-to-cues. The brute fact of A attacking B generally involves a rightward arrow at some point.

Outside of combat, there seem to be a range of approaches across the 5e player population. The "goal and approach" crowd insist on player declaration of something in the fiction which the GM then uses either to establish a rightward pointing arrow (ie calling for a check) or to just arrow back to the fiction (eg the GM says what happens next, yes or no or something more complicated, without calling for a check).

Those who allow players to declare checks (eg I make a WIS (Perception) check) allow cues (the result of a check) to yield new fiction (eg You see a such-and-such) - these are leftward-pointing arrows with no rightward pointing arrows of the sort that Baker is critical of in his toy example (eg we never actually see the PC searching the room).

It seems that the game will work perfectly well either way, because nothing about the check resolution process requires having regard to the fiction in the way that the DitV process does. To me, this seems to be linked to the distribution of authority over the fiction across the various participants - the players can never put the fiction to work themselves.
As an example of the questions this sort of thing raises, in the original version of HoML things were pretty close to 4e in structure. PCs and NPCs would make checks, and the DVs of these checks would, in the case of an attack, be one of the FORT/REF/WILL defenses. This was symmetrical, and it doesn't really engage the fiction all that much, as each participant can select a power and carry out their attack, and perhaps sometimes a reaction is triggered.

I thought it would be more engaging to move all the rolls to the player side, which is not all that difficult, you just have the player roll a defense check and make NPCs attacks carry a DV they must meet, and their 'defenses' simply become bonuses to the check. But then it seemed like if you go that far, why not make it a bit more interactive and here we have an opportunity to reference the fiction more directly. That is, why not let the player pick a defense? They have to do so with reference to the fiction however. This is a lot like the way DW characters might use Defy Danger to avoid some kind of attack. Now ANYTHING becomes game to be a 'defense', and you don't even need the 3 canonical ones anymore.

There is a problem buried in this though, what really motivates the player not to just say "oh, I dodge" every time? Now, maybe the FICTION of the form of the attack is a constraint here, but it is often going to be a weak one. Every time an orc attacks the rogue "I dodge", orcs typically attack with weapons of some sort, and its hard to see a fiction that doesn't allow for a dodge (maybe we can come up with some, and maybe doing so is an answer to this, make more interesting monsters). This whole 'rightward arrow' thing gets fairly tricky! Games like 4e that have a lot of D&D-ish legacy seem like they particularly struggle with this. I mean, I could just write a PbtA variant that would probably deal easily with this issue as it wouldn't use something like turn-based combat. DW for example enforces fiction as the starting place for all action simply by not providing any other possible source for it!
 

I don't think anything in RPG design turns on whether rules are considered to be constitutive of the practice of playing a particular game, or rather to operate in a regulative fashion within a practice that has an existence or a nature that is independent of those rules.

A system that enables (in an earlier post you said causes - I don't know which formulation is canonical, but they're neither synonymous nor equivalent) fiction to progress in the designed direction might consist entirely of regulative rules. For instance, using a map or a GPS is not constitutive of driving a car, but a car which comes with a set of maps, or a GPS function, is likely to enable its driver to progress in their desired direction moreso than one which lacks those features.

Rather than focusing on a metaphysical debate about the role that rules play in constituting or influencing gameplay, I think that the sorts of matters Baker raises are relevant: are the arrows you want your game to create, and the cues and fiction at the various ends of those arrows, "functionally optional" or not in the play of the game?
Right, if I think of my game design conundrum, as outlined in my last post, I don't think 'constitutive' vs 'regulative' is really a useful way to look at it. I think something like the clouds, boxes, and arrows, OTOH is a really useful model. You can literally map it all out! "OK, so the NPC is attacking the character, what in the fiction must be consulted here?" This is the kind of question I ask in terms of building rules. I couldn't even tell you what makes a rule 'constitutive' or not, really. I don't know how that would be helpful. I mean, I GUESS that a rule like "monsters attacks have an associated DV and when attacked the player must pass a defense check against this DV to avoid the 'on a hit' effects of the attack" feels 'constitutive' in terms of defining a process and its associated conceptual framework (IE what a defense check is). That fact doesn't tell me anything about how the fiction and game state interact and if the process will produce the desired sort of play. Lumpley OTOH seems quite germane to that.

I'm certainly open to gaining an understanding of how a constitutive/regulative classification could be useful, but it isn't really all that obvious on the face of it, to me.
 

This is all fog.

I've played a lot of D&D. I don't need to make reference to the shared fiction in order to determine whether or not an attack roll is successful, hence to determine whether or not a damage roll is required, hence to apply the result of that roll to a hit point tally.
Well, yes you do: you need to reference the fiction to see if an attack roll is necessary in the first place (i.e. has someone changed the fiction state by having their character move to attack) and-or whether said attack has any chance of success (e.g. on a melee attack is the foe within reach?); and again to determine the odds of said attack doing anything useful (e.g. in the fiction, what armour and-or other defenses does the foe have?).

Yes these things are abstracted as to-hit rolls and AC and suchlike because - unless a group is in full-on LARP mode - it has to be, but it all stems from the fiction first.
There can be epiphenomenal leftward arrows if a table likes - that is to say, participants can narrate stuff about the fiction in response to those various dice rolls. @clearstream gave some examples. So did @Ovinomancer. But none of those matter to resolution - eg whether we narrate the hit to the Orc as the Orc reeling, or the Orc parrying, or the Orc taking a cut to the forearm, or anything else, nothing about the resolution process changes.
Once it gets into the abstraction piece, you're right - the resolution process is separate and nothing in it matters to the fiction until narration resumes. My point is that without the fiction there's no need for the resolution process in the first place, and thus the running of the "resolution process subroutine" is in fact caused by (events and actions in) the fiction.
It baffles me that this point even needs to be made. Gygax was aware of it - he argues against the use of rightward arrows in this very context, in his DMG (p 61):

As has been detailed, hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures as well) are concerned. Therefore, the location of hits and the type of damage caused are not germane to them.​
Yeah, let's leave the meat-vs-luck hit points debate for another time, shall we? :)

In the end, it still all comes back to narration.
And those who want meaningful rightward arrows in their combat (ie such that the leftward arrows are not merely epiphenomenal, but actually have teeth) designed a whole series of games that deliberately depart from D&D's attack resolution process - games like RQ, RM, etc. These feature the very hit location and special damage rules that Gygax eschewed!

Even at your table you use a system that departs from core D&D hp - a system with CON as "flesh" hit points, of the sort first set out by Roger Musson in an early White Dwarf and then set out by WotC in some d20 products around 20 years ago - in order to generate rightward arrows that are absent in core D&D!
It's all just a question of what level or degree of abstraction one is willing to accept, and that runs on a pretty wide scale from table to table.
The only version of D&D to depart at all systematically from Gygax's conception in this respect is 4e D&D - with its much-derided "damage + condition" as the default structure for the consequences of a hit - but even in 4e there is a lot of reliance on cues to mediate the relationship to the fiction, as @AbdulAlhazred discussed upthread. Nevertheless, this departure of 4e from the D&D default was an essential part of why I was prepared to play the game in a serious fashion. The conditions, not the hp loss, are what generate a robust and constrained set of leftward-pointing arrows.
The condition idea, though over-used, is sound in itself; I'd probably use something similar myself except I find it a bit restraining due to the presence/absence of a condition being so binary: a character either "has" a condition or it does not, with no real middle ground for narration or imagination. Now in some cases e.g. 'unconscious' there really isn't much middle ground, but in others ('prone' is the one that always bugs me, for some reason) there's lots of middle-ground options where, for example, someone can be on one knee or leaning against a tree or whatever, rather than being flat on the ground which 'prone' implies.

But, that too is another debate for another time. :)
 

Right, if I think of my game design conundrum, as outlined in my last post, I don't think 'constitutive' vs 'regulative' is really a useful way to look at it. I think something like the clouds, boxes, and arrows, OTOH is a really useful model. You can literally map it all out! "OK, so the NPC is attacking the character, what in the fiction must be consulted here?" This is the kind of question I ask in terms of building rules. I couldn't even tell you what makes a rule 'constitutive' or not, really. I don't know how that would be helpful. I mean, I GUESS that a rule like "monsters attacks have an associated DV and when attacked the player must pass a defense check against this DV to avoid the 'on a hit' effects of the attack" feels 'constitutive' in terms of defining a process and its associated conceptual framework (IE what a defense check is). That fact doesn't tell me anything about how the fiction and game state interact and if the process will produce the desired sort of play. Lumpley OTOH seems quite germane to that.

I'm certainly open to gaining an understanding of how a constitutive/regulative classification could be useful, but it isn't really all that obvious on the face of it, to me.
Is it right then that you take the OP as a question about design? I took it as mainly a question about play, but also a question about what is there. Good "what is there" discussions are hard to find; maybe because payoffs are often not found in the very short term.

Something I've noticed are surprising parallels in the written explanations of play between D&D and DW. Consider the OP's quoted "it's you as a player determining how your character thinks, acts, and talks." And DW's "the players say what their characters are thinking, feeling, and doing." There is mirrored language in many places.

A question I have based on what you describe about defenses is - how do we know which G should be launched from a given F. The valency F=G is explicit in DW. If the fiction is like this, do this game thing. Although the D&D basic pattern directs players to work fiction to mechanic and back again, it leaves it up to each DM to solve F=? on a case-by-case basis at their table. The words in the basic pattern are often glanced over and assumed to have the traditional implication. D&D instructs players in plain language to go F -> G -> F, but the game works even if they don't do that every time or very much at all.

Except where the fiction is identical to the exemplified trigger, interpretation in both games results in diverging judgement calls. D&D more diversely over the whole player base, but at each table able to be just as consistent.

D&D Foe's Turn
When you describe a foe attacking a character, say let's roll dice. On a hit, reduced HP forward and say what happens in the fiction.

See how one sided that is? But it's over fast and players will have their say.

HOML Foe's Turn option B
When you describe a foe attacking a player, say what defence to roll. On a failed roll, reduced HP forward and say what happens in the fiction.

HOML Foe's Turn option A
When you describe a foe attacking a player, ask player how they defend? When player says how they defend, say roll dice. On a failed roll, reduced HP forward and say what happens in the fiction.

Or player could say what happens. Reduced HP forward is like say -2 forward. Life will suck more in some situations. Risk is elevated.

[What do you think of option B? It might be palatable given players have a similar fiat, i.e. say what defence they are attacking.]
 

Games like 4e that have a lot of D&D-ish legacy seem like they particularly struggle with this.
I agree. I worked hard, as a 4e GM, to create situations in play that would encourage the players to engage the fiction and so get those rightward-pointing arrows; but it's not trivial due to the huge overlay of rules and cues that those rules reference, together with the "every one takes a turn and contributes to the fight" aspect. Clearly a lot of groups didn't really manage it at all, given their complaints about the "boardgame-y" or "videogame-y" nature of 4e combats.

I don't have any straightforward solution to this issue. I think it also comes up, via slightly different "vectors", in MHRP/Corte+ Heroic. In that case, my solution has involved developing ideas about Doom Pool use and how this interacts with Distinctions - building on examples found in some of the published adventures.

EDIT: A very simple example from the "plinth" combat: acidic rain is falling (10 acid damage at the end of your turn), and so staying within the shelter of the temple matters. This is not marked on the map, so the map serves as a cue to remind people of the fact that "inside" (under shelter) there's no rain but outside you better have your acid resistance up.

That's not the richest fiction of all time. But it's a bit like Baker's example of oppressive heat. It helps create a sense of the fictional space that is not just a map or board.
 

Is it right then that you take the OP as a question about design? I took it as mainly a question about play, but also a question about what is there. Good "what is there" discussions are hard to find; maybe because payoffs are often not found in the very short term.
I'm not sure exactly what would be covered by 'what is there'. I tend to focus more on design and how it relates to process mostly because endless debates about how people are doing stuff tend to just bog down in arguments about who's preferences are being insulted. I can concretely discuss the design of a game, it is just an objective set of facts. Analysis has some factual basis, theories of design have some factual objective relationship to actual game designs. FROM THERE I can meaningfully discuss actual practice in terms of those, but starting at practice in this kind of discussion seems fairly fruitless, from experience.
Something I've noticed are surprising parallels in the written explanations of play between D&D and DW. Consider the OP's quoted "it's you as a player determining how your character thinks, acts, and talks." And DW's "the players say what their characters are thinking, feeling, and doing." There is mirrored language in many places.
I think this is because they are FUNDAMENTALLY very similar. As an illustration imagine some fundamentally different forms of RPG. You could have a game where the players take the part of different characters as they play, even action by action, or however such a game might parse things. I could imagine an RPG where everything was determined by some sort of mechanical process and the players only provide color. My point is, games where each player assumes the role of a single character and a Game Master arbitrates and assumes the roles of (nearly) all NPCs is ALREADY a narrow subcategory in the broad landscape of possible games that might reasonably be called RPGs. So, yes, there are significant similarities. The one you cite here seems almost diagnostic of a category, given all that it seems to imply.
A question I have based on what you describe about defenses is - how do we know which G should be launched from a given F. The valency F=G is explicit in DW. If the fiction is like this, do this game thing.
Well, DW makes all its choices in fiction, the players are expressly not given the authority to name moves. They 'start with the fiction' and 'end with the fiction', and the GM supplies access to the mechanics in the middle where she determines it is appropriate. Given the well-defined agenda and principles a GM should be fairly constrained however. Like, if the player responds to a hard move with an attempt to avoid damage, the GM PRETTY MUCH has to go to Defy Danger. So, yes, DW is fairly explicit, but the player has almost infinite fictional options and they translate to relatively few moves.

Now, in HoML there are actions, but not really a limited set of moves. I guess you could sort of think of it in a similar way, you start at the fiction, declare an intent and an action, and then the GM selects an 'aspect', the governing knack, ability, proficiency, or feat that governs it. This is actually probably a bit messy in that knacks describe general approaches, whereas a feat is a pretty specific technique, but I think in practice it can work OK. In the case of a defense the intent is usually going to be fairly obvious, to avoid damage. HOWEVER, there's opportunity there to be a bit more open, maybe you can accept the consequences of the attack in return for doing some damage of your own, or to achieve some other intent. Its a lot more open-ended than the original 4e D&D-derived model, almost a completely different beast, and I have not really fully come to grips with that. I mean, maybe I want to constrain it to mostly defending yourself and relegate everything else to attacks, I'm not sure yet.
Although the D&D basic pattern directs players to work fiction to mechanic and back again, it leaves it up to each DM to solve F=? on a case-by-case basis at their table. The words in the basic pattern are often glanced over and assumed to have the traditional implication. D&D instructs players in plain language to go F -> G -> F, but the game works even if they don't do that every time or very much at all.
I'm not sure when you would go fiction -> fiction in D&D, though it is certainly possible to imagine someone doing it. Actually Gygax suggested that the combat system was inappropriate for situations where, for example, one side wasn't in a position to fight back (I think there's a 1e DMG example of killing someone who's sleeping or something like that). Anyway, certainly mechanics -> mechanics (looping arrows) is, as @pemerton has pointed out several times, pretty common D&D practice.
Except where the fiction is identical to the exemplified trigger, interpretation in both games results in diverging judgement calls. D&D more diversely over the whole player base, but at each table able to be just as consistent.

D&D Foe's Turn
When you describe a foe attacking a character, say let's roll dice. On a hit, reduced HP forward and say what happens in the fiction.

See how one sided that is? But it's over fast and players will have their say.
Well, it is true, there's not some huge burning need to do it the way I've done it in HoML, the player will get back in front of the dice pretty soon anyway. 4e even gave players a lot of choices in terms of reactions and such too. I just thought it might open up a more direct and substantive interchange between fiction and mechanics where you cannot simply stay in the mechanics box all the time, which does tend to happen in D&D, and especially in WotC versions IME.
HOML Foe's Turn option B
When you describe a foe attacking a player, say what defence to roll. On a failed roll, reduced HP forward and say what happens in the fiction.

HOML Foe's Turn option A
When you describe a foe attacking a player, ask player how they defend? When player says how they defend, say roll dice. On a failed roll, reduced HP forward and say what happens in the fiction.

Or player could say what happens. Reduced HP forward is like say -2 forward. Life will suck more in some situations. Risk is elevated.

[What do you think of option B? It might be palatable given players have a similar fiat, i.e. say what defence they are attacking.]
Well, yeah, the GM could roll NPCs attacks, and the player could STILL describe which defense is relevant. Honestly, who rolls the dice isn't that critical, but what I noticed in D&D combats is people tend to tune out when they aren't on the spot, and giving them some dice to roll is a pretty clear signal to stay engaged. Not sure how well it will work out, but its worth a try. Either way I still need to work through all the possible options that might be invented for when you are defending.
 


I agree. I worked hard, as a 4e GM, to create situations in play that would encourage the players to engage the fiction and so get those rightward-pointing arrows; but it's not trivial due to the huge overlay of rules and cues that those rules reference, together with the "every one takes a turn and contributes to the fight" aspect. Clearly a lot of groups didn't really manage it at all, given their complaints about the "boardgame-y" or "videogame-y" nature of 4e combats.

I don't have any straightforward solution to this issue. I think it also comes up, via slightly different "vectors", in MHRP/Corte+ Heroic. In that case, my solution has involved developing ideas about Doom Pool use and how this interacts with Distinctions - building on examples found in some of the published adventures.

EDIT: A very simple example from the "plinth" combat: acidic rain is falling (10 acid damage at the end of your turn), and so staying within the shelter of the temple matters. This is not marked on the map, so the map serves as a cue to remind people of the fact that "inside" (under shelter) there's no rain but outside you better have your acid resistance up.

That's not the richest fiction of all time. But it's a bit like Baker's example of oppressive heat. It helps create a sense of the fictional space that is not just a map or board.
Right, terrain is, I found, a really good way to do this in 4e. The other technique, which your descriptions of 4e play seem to use as well, is a lot of dynamic situations, rapidly evolving fiction, and such. I'm definitely going to see how this 'describe your defense' thing works in my game, it may not add much more, but it seems like it might help a little bit.
 

Into the Woods

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