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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8490844" data-attributes="member: 82106"><p>Hmmmm, I'm not sure I really see much reason for this preference. That is, in practice, play in ANY RPG, certainly in most, even story games, revolves around something similar. There are things which PCs will learn in some fashion when they interact. I guess you could completely describe every possible defined element of every scene explicitly for the players beforehand, but my guess is that never really happens. Maybe its informal, maybe its even 'not really how its supposed to be done', but it kind of happens. That is the player says "My character seems to perceive a door here, I test that perception." Now, maybe in the above "all distinctions are explicit" there CANNOT be a point where the PLAYER 'discovers' that the door is locked, they would already know. So, maybe BW is like that, I'm not sure, I only played one variant a couple times long ago.</p><p></p><p>HoML deserves a slight commentary here, in that you CANNOT declare actions unless something is at stake. The game literally has 2 modes, one where 'nothing is at stake' and checks simply play no part, and 'challenges' where SC-like rules are in effect. However, those rules run on an 'obstacle, intent, action' model. Its perfectly reasonable for the GM to also just 'Say yes' but since this is inherently a stakefull situation being resolved via a series of rolls, the GM is likely motivated to present things in terms of situations that the PCs might not be able to handle and need to check to resolve, some kind of conflict, in the dramatic sense of the word. </p><p></p><p>Thus, I think, I've largely avoided the issue in that if a scene is posited, the players can reason that the obstacle is present, and it should generally be in the foreground of the scene. Imagine a locked door, the GM would normally just frame the scene as "you come to a locked door" or something analogous. There's no need to be coy about this kind of thing, and there isn't really an exploration process that is the focus of the game as in classic D&D. The PCs are heroic larger-than-life figures, if they fiddle with a locked door it is unlikely to be just any old door!</p><p></p><p>I guess the point is, combinations of process, agenda, genre can produce a few different forms of game play! That is not even touching on mechanical system details, which are rather secondary IMHO to the whole architecture of play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8490844, member: 82106"] Hmmmm, I'm not sure I really see much reason for this preference. That is, in practice, play in ANY RPG, certainly in most, even story games, revolves around something similar. There are things which PCs will learn in some fashion when they interact. I guess you could completely describe every possible defined element of every scene explicitly for the players beforehand, but my guess is that never really happens. Maybe its informal, maybe its even 'not really how its supposed to be done', but it kind of happens. That is the player says "My character seems to perceive a door here, I test that perception." Now, maybe in the above "all distinctions are explicit" there CANNOT be a point where the PLAYER 'discovers' that the door is locked, they would already know. So, maybe BW is like that, I'm not sure, I only played one variant a couple times long ago. HoML deserves a slight commentary here, in that you CANNOT declare actions unless something is at stake. The game literally has 2 modes, one where 'nothing is at stake' and checks simply play no part, and 'challenges' where SC-like rules are in effect. However, those rules run on an 'obstacle, intent, action' model. Its perfectly reasonable for the GM to also just 'Say yes' but since this is inherently a stakefull situation being resolved via a series of rolls, the GM is likely motivated to present things in terms of situations that the PCs might not be able to handle and need to check to resolve, some kind of conflict, in the dramatic sense of the word. Thus, I think, I've largely avoided the issue in that if a scene is posited, the players can reason that the obstacle is present, and it should generally be in the foreground of the scene. Imagine a locked door, the GM would normally just frame the scene as "you come to a locked door" or something analogous. There's no need to be coy about this kind of thing, and there isn't really an exploration process that is the focus of the game as in classic D&D. The PCs are heroic larger-than-life figures, if they fiddle with a locked door it is unlikely to be just any old door! I guess the point is, combinations of process, agenda, genre can produce a few different forms of game play! That is not even touching on mechanical system details, which are rather secondary IMHO to the whole architecture of play. [/QUOTE]
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