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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="clearstream" data-source="post: 8502474" data-attributes="member: 71699"><p>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.</p><p></p><p>Something I've noticed are surprising parallels in the written explanations of play between D&D and DW. Consider the OP's quoted "<em>it's you as a player determining how your character thinks, acts, and talks.</em>" And DW's "<em>the players say what their characters are thinking, feeling, and doing</em>." There is mirrored language in many places.</p><p></p><p>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 <strong>F=G</strong> 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 <strong>F=? </strong>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.</p><p></p><p>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.</p><p></p><p>D&D Foe's Turn</p><p>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.</p><p></p><p>See how one sided that is? But it's over fast and players will have their say.</p><p></p><p>HOML Foe's Turn option B</p><p>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.</p><p></p><p>HOML Foe's Turn option A</p><p>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.</p><p></p><p>Or player could say what happens. Reduced HP forward is like say -2 forward. Life will suck more in some situations. Risk is elevated.</p><p></p><p>[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.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8502474, member: 71699"] 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 "[I]it's you as a player determining how your character thinks, acts, and talks.[/I]" And DW's "[I]the players say what their characters are thinking, feeling, and doing[/I]." 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 [B]F=G[/B] 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 [B]F=? [/B]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.] [/QUOTE]
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