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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="Ovinomancer" data-source="post: 8496826" data-attributes="member: 16814"><p>Again, I'm not sure that you're situated correctly on this. SYORTD can very easily result in a 'no', but only if that's the result on the dice. Then we all find out together what 'no' looks like. What doesn't happen is the GM unilaterally deciding that the fiction is in this shape and so says no. It's an approach difference -- a different mode of discovery from the GM establishing facts and the players discovering them. Here everyone discovers at the same time. Again, this is just different, not better or even desirable. I like both modes of play, but I'd never want to run a B/X style resource management skilled-play dungeon crawl with SYORTD on the table -- it's not suitable for those goals of play.</p><p></p><p>As for possible worlds, I disagree -- this is a construct that's not necessary and can be misleading about what's going on in play by introducing a philosophical conceit that isn't needed. It can very easily be one world, and we're just discovering it together. There isn't one possible world where there's a secret door and another where there is not, but rather just this world, and we find out if it contains a secret door together. I mean, to use your construct the normal D&D method is that there's multiple worlds but the GM picks which one applies right now and the players do things to find out which world the GM has selected for this moment. The functional difference here isn't a difference in overall conception of the fiction, but rather what means is used to construct/discover it. Trad D&D uses "the GM decides" while the other uses the dice.</p><p></p><p>You already have a ton of this in D&D -- spells and class abilities. Button pushes that result in discrete sets of fiction authoring from the players. The issue really resides in that there's no way you can combine an approach that values and places the GM as storyteller with an approach that devalues and displaces the GM as storyteller. The intention of the types of play are different. System matters.</p><p></p><p>I am continually surprised as a player in the Blades game I'm in and in The Between game I'm in. Staggeringly so. Having another person conceive of the surprise first doesn't mean that it makes for better surprises, or that surprises cannot happen otherwise (and not just stochastically, either). </p><p></p><p>I think this is absolutely unwanted by the vast majority of D&D players because it requires placing character -- note not THE character, but character -- at risk, and the results can be having to play characters that aren't as you might wish to envision them. This isn't what D&D is really about.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8496826, member: 16814"] Again, I'm not sure that you're situated correctly on this. SYORTD can very easily result in a 'no', but only if that's the result on the dice. Then we all find out together what 'no' looks like. What doesn't happen is the GM unilaterally deciding that the fiction is in this shape and so says no. It's an approach difference -- a different mode of discovery from the GM establishing facts and the players discovering them. Here everyone discovers at the same time. Again, this is just different, not better or even desirable. I like both modes of play, but I'd never want to run a B/X style resource management skilled-play dungeon crawl with SYORTD on the table -- it's not suitable for those goals of play. As for possible worlds, I disagree -- this is a construct that's not necessary and can be misleading about what's going on in play by introducing a philosophical conceit that isn't needed. It can very easily be one world, and we're just discovering it together. There isn't one possible world where there's a secret door and another where there is not, but rather just this world, and we find out if it contains a secret door together. I mean, to use your construct the normal D&D method is that there's multiple worlds but the GM picks which one applies right now and the players do things to find out which world the GM has selected for this moment. The functional difference here isn't a difference in overall conception of the fiction, but rather what means is used to construct/discover it. Trad D&D uses "the GM decides" while the other uses the dice. You already have a ton of this in D&D -- spells and class abilities. Button pushes that result in discrete sets of fiction authoring from the players. The issue really resides in that there's no way you can combine an approach that values and places the GM as storyteller with an approach that devalues and displaces the GM as storyteller. The intention of the types of play are different. System matters. I am continually surprised as a player in the Blades game I'm in and in The Between game I'm in. Staggeringly so. Having another person conceive of the surprise first doesn't mean that it makes for better surprises, or that surprises cannot happen otherwise (and not just stochastically, either). I think this is absolutely unwanted by the vast majority of D&D players because it requires placing character -- note not THE character, but character -- at risk, and the results can be having to play characters that aren't as you might wish to envision them. This isn't what D&D is really about. [/QUOTE]
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