D&D 5E Simulation vs Game - Where should D&D 5e aim?

Just to add a bit about Bill91's dirty adventurers not getting to see the king.

If they have a bath and clean up, will their chances to see the king improve?

Because afaic, that was the issue. No matter what the pc's did in Ahn's chamberlain example, they could never see the king.

That's the crux of the problem to me.
 

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I think innerdude's example shows that there is no special connection between a "real world" that is "dynamic and living" and "hidden backstory". The whole point of innerdude's example is that the backstory is known to the players, as part of the framing of the situation which they are engaging via their PCs.
It shows nothing of the sort. Of course it's possible to have things that the players know. However, the metagame implications of the players knowing every possible meaningful bit of information, not just some information some of the time, is hard to swallow.

What you state is not the rule for 4e, and I don't see why, when discussing the next edition of D&D in a public space I should assume that 3E rather than 4e rules apply (after all, there is a reason I play 4e and do not play 3E).
Despite this point's tangential nature, it is interesting that even the 4e text you quote directly undermines what you are saying.This is exactly what you're saying you don't/won't do, and exactly what I'm saying is part of the game:
However, it’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. If a player asks, “Can I use Diplomacy?” you should ask what exactly the character might be doing . . . Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.

When I play an RPG I am not setting out to learn what the GM had in mind.
Most people aren't, I imagine. That's why it's a secret.

What do you have in mind? I've just reread LotR - very little is hidden from the reader. Whatever its virtues, suspense is not really one of them.
Given how much action takes place off-screen, how much setup takes place in other material that was not published with the trilogy, and how much important information is in appendices, I don't see how you could possibly reach that conclusion.

And the reason why it is wrong for the GM to have a pre-defined result in mind, for me, is the same as the one that [MENTION=22779]Hussar[/MENTION] has stated: it substitutes GM narration for playing the game.
You're implying that there's a distinction between the two. I don't see how that could be true, given that the DM is the players' window into the world. Without him narrating the outcomes of their actions, they would be unable to participate at all (let alone his narrations of everything else).

This is so true that I've quoted it twice! The idea that the GM must veto players' declared actions for their PCs, or rule those actions automatic failures, in order to preserve consistency, strikes me as misguided. The players' conception of the ingame situation, and hence of what is possible within it, is as important as the GM's. Part of the GM's job is to translate that into mechanical framing, using the resources that the game provides.
The DM's conceptions are, by definition, more important than those of the players.

If the prospect of failure is so self-evident, then why is the scene even being framed? Why bring the king into the ingame situation at all if the players can't meaningfully declare PC actions in relation to him?Tell the players in advance so they can do something else worthwhile with their play time.
That's called metagaming. The reason to frame it this way is because this is how play unfolds. There is a whole world out there, some of which can be meaningfully interacted with, some of which cannot. Players often try to do things that are, for any number of reasons, inappropriate, wasteful, subversive, etc. One of the most important challenges of DMing is figuring out how to deal with it when they do.

Telling them that it's impossible is essentially playing the game for them. There's an element of discretion there; sometimes it's best to do that to make things go faster or more clearly. But fundamentally, it's something for the players to find out themselves.

But in fact I don't see why no reasonable player would expect to be able to meet and influence a king. Gandalf and Aragorn do so, repeatedly, in LotR. Conan does so, repeatedly, in the REH stories. And these are the ostensible models for our RPGing. I don't think it's at all inappropriate for players to want their PCs to engage in similar sorts of adventures.
Context does matter. One could easily come up with scenarios where the PCs' request would be entirely reasonable. However, those are the exceptions, not the rule.

D&D may aspire to those types of fantasy, but its characters develop slowly and the guidelines for creating them push us towards the ordinary, no towards epic heroics. Can a DM create something more auspicious? Sure. But a typical D&D character is just a treasure hunter, which is a far cry from Aragorn/Conan/etc.

I've just recently re-read LotR, following a re-watching of the movies. Both experiences were a pleasure. (If I didn't enjoy them, I wouldn't watch/read them.) I want RPGing to be comparably pleasurable.
I shudder to think of anyone describing the books as a pleasure. They're dry, endless, and virtually devoid of emotion. They read like a history textbook.

And that's why they work. Because the writing style conveys a sense that these events actually happened and are being chronicled in some way, as opposed to the books being enjoyable in and of themselves.

For me, there is a pretty clear difference. The players getting what they want by the GM saying yes is not a railroad. It's letting the players steer the engine.
Letting. If there was perfect transparency and the players knew what decisions were being made and why (as we know in the hypothetical) there really isn't any difference.

It's true that the players are driving the action. Of course they are! They're players, that's what they're supposed to do. That's why DMing by the book is not "fiat", it's not some kind of spiteful game of trying to screw the PCs. Setting meaningful restrictions does not deprive the players of the degree of agency they're supposed to have. It's not like anyone's being told what to do.

The situation in question was not a "hostile encounter".
...
Whether or not you like the game system, I don't possibly see how you can be saying you don't think it was the right decision. I'm not sure what the normative framework is that you're using, but I don't see any in the neighbourhood that can yield that conclusion. At the worst, it could be a case of "saying yes" that led to anti-climax, but as someone who was there I can say that no anti-climax ensued.
Somebody died. Sounds hostile to me.

It sounds wrong because the creature was denied a fair opportunity to live by engaging a variety of combat mechanics that it sounds to me would have been helpful. It's wrong in the same way as it is, for example, to have some characters roll Survival to forage for food and come back with a dead animal they killed (possibly one they could not have killed), except in this case, instead of killing a creature we've never heard of before, they killed a specific, identifiable one.

This bears basically no resemblance to how I GM RPGs, nor to what I am looking for when I play an RPG.
Which is probably why you use the generic "GM" and not DM. And also why we're discussing the game, not your game (or my game, or any of the others around).

I have not had this experience. Perhaps it is more localised than you think.
Perhaps. Perhaps not. The default behavior of D&D characters has often been defined as "killing things and taking their stuff", and they're called "murder hobos" in some circles. D&D encourages violent, aggressive behavior, and a great portion of the rules are devoted to it.

Moreover, the basic nature of roleplaying allows people to act in an alternate world that poses different sets of consequences. (Or, in the absence of strong DMing, no consequences for anything). People naturally have an id, or whatever you want to call it. They have desires that do not conform to our social reality. The game environment is an opportunity to indulge them.

Will there be some variation? Sure. I'm referring to examples largely with teenage boys, which is going to result in fairly reckless and antisocial behavior. Not atypical for D&D, but not universal. However, it seems to me that the forces above transcend demographics.

And this is one of the reasons why visionary and authoritative DMing is so important. People need supervision. The natural outcome of throwing several of them together into a violent, consequence-free world is ugly. The DM can provide one or both of a dose of realistic consequences for actions and a moral center. I try to do both. You may have some experiences with older adults or experienced RPGers, but if beginners were allowed to run rampant on a widespread basis, it would be fuel to the fire for all the moral panic people who hate D&D.

***

Interestingly, the whole getting to see the king example is a bit of a microcosm here. The players aren't attempting to act out some version of the aristocrats joke, to be sure, but they're doing something that's completely socially inappropriate in a real-world context. You generally cannot just walk up to some important person and expect them to interact with you. Showing the players that this is no more true for their characters than it would be for them prevents them from getting too full of themselves.
 
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Because afaic, that was the issue. No matter what the pc's did in Ahn's chamberlain example, they could never see the king.
Not exactly. I was talking about actions, not outcomes. The action of simply walking up to the gate and asking was never going to produce that outcome, regardless of the player's Diplomacy skill. Neither was trying to charm someone.

However, other possibilities might produce other results. That could range from some piece of context (bringing the king an important message from the neighboring kingdom, or bluffing that you have one) to complex (breaking in, impersonating someone). Maybe it's just a question of waiting in line with a group of supplicants when he takes audiences. On the whole, this line of action has a low probability of success, simply because the task is difficult; not that many people see the king. However, I don't make the blanket statement that this outcome can never happen regardless of what they do.

What I am saying is that the Diplomacy skill (or the spell) is not a form of "player fiat" and does not in and of itself entitle the player to any particular outcome.
 

What I am saying is that the Diplomacy skill (or the spell) is not a form of "player fiat" and does not in and of itself entitle the player to any particular outcome.

I don't think anyone is disagreeing with that. Your earlier position appeared to be that it was fine for a DM to "Just Say No" to players on the grounds that their PCs were "low-level", rather than him being more reasonable and taking things (like the approach the PCs were using and so on) into consideration and deciding whether to allow a Diplomacy check and at what difficulty and so on.

Personally I've let PCs roll against a DC they can't get, because their approach is ludicrous - and would treat a 20 not as a "WOO U WIN!" success but as them gaining a glimpse of how they might get if they change their approach. I think that's generally better that "Just Say No", because it's more immersive and interesting, imo, but equally, I don't treat success as "player fiat" in a mindless way. Who does?

EDIT - Also in 3.XE and before, some spells are "player fiat", effectively, which is a problem.
 

I don't think anyone is disagreeing with that. Your earlier position appeared to be that it was fine for a DM to "Just Say No" to players on the grounds that their PCs were "low-level", rather than him being more reasonable and taking things (like the approach the PCs were using and so on) into consideration and deciding whether to allow a Diplomacy check and at what difficulty and so on.
I'm positing a generic example. Take it out of the generic and add some bit of context that meaningfully changes the situation, and my conclusion no longer applies.

That is, if the PCs are fairly low in level (say, no more than 5th), have no existing relationships with the king or royal status, and no abnormal events are occurring around them that would facilitate their entry, and so on and so forth, then they probably won't get a check. The point I was making is about the skill check itself; the skill does not entitle one to an outcome precisely because the outcome includes other factors.

The approach the PCs are using is not itself covered in the Diplomacy check. A higher check does not indicate that the PCs have a more compelling reason to get in, simply that they articulated their reasons more persuasively. If the players themselves originate a compelling reason, the parameters of mechanical resolution may be radically changed.

Personally I've let PCs roll against a DC they can't get, because their approach is ludicrous - and would treat a 20 not as a "WOO U WIN!" success but as them gaining a glimpse of how they might get if they change their approach. I think that's generally better that "Just Say No", because it's more immersive and interesting, imo,
Which is perfectly fine and reasonable to me.

but equally, I don't treat success as "player fiat" in a mindless way. Who does?
Some do, perhaps. Depends on whether you believe them or not I guess.

EDIT - Also in 3.XE and before, some spells are "player fiat", effectively, which is a problem.
I'm not aware of what you're getting at.
 

Some do, perhaps. Depends on whether you believe them or not I guess.

I'm not aware of what you're getting at.

I think it's misinterpretation of their position, to be honest.

There are plenty of spells, especially in 2E, which basically dictate to the DM what happens in terms so absolute only fiat can counter them.
 

All I'm trying to point out is that auto-yes and auto-no are the same thing - the pre-determination of an outcome by the DM - and am further trying to point out the hypocracy of justifying auto-yes as desireable while at the same time slamming auto-no. To me both are perfectly valid and reasonable depending on the situation, while at other times the answer is uncertain and needs to be determined by mechanics or roleplay.

These times should be fairly common when the party is dealing with something for the first time, or with something that is often subject to change.

If something doesn't work where the players think it should they're going to do one of two things:
- find out why, leading at some point to whatever backstory you've cooked up (or at least to an adventure!)
- do nothing more, forget about it, and move on to something else
Neither of these options should hurt their immersion provided what happened was at least somewhat plausible. And sometimes the specific intent of something not working when it should is to get the players-as-characters to ask why.

Lanefan

This post has wisdom and sums up my views perfectly.
 

Ahn said:
The DM's conceptions are, by definition, more important than those of the players.

Read more: http://www.enworld.org/forum/showth...re-should-D-amp-D-5e-aim/page54#ixzz32vTcW9BL

Wow, again, just wow. I so do not want to play in your game. This is the opposite end of what I consider to be a good game.

The approach the PCs are using is not itself covered in the Diplomacy check. A higher check does not indicate that the PCs have a more compelling reason to get in, simply that they articulated their reasons more persuasively. If the players themselves originate a compelling reason, the parameters of mechanical resolution may be radically changed.

Read more: http://www.enworld.org/forum/newreply.php?p=6306323&noquote=1#ixzz32vU57sUb

Considering the scenario is actually pulled directly from the description of diplomacy in the PHB, I'm not really sure why you think this. It's hardly out there. It's using diplomacy for exactly what diplomacy is supposed to be used for. A higher check improves the NPC's reactions to the point where the NPC becomes helpful. A plain English understanding of the word "helpful" generally means that people do what you ask them to do.

And this is one of the reasons why visionary and authoritative DMing is so important. People need supervision. The natural outcome of throwing several of them together into a violent, consequence-free world is ugly. The DM can provide one or both of a dose of realistic consequences for actions and a moral center. I try to do both. You may have some experiences with older adults or experienced RPGers, but if beginners were allowed to run rampant on a widespread basis, it would be fuel to the fire for all the moral panic people who hate D&D.

Read more: http://www.enworld.org/forum/newreply.php?p=6306323&noquote=1#ixzz32vV6SKhM[/qutoe]

People "need" supervision? Wow, again, just wow. For all the crap I take for dumping on DM's, just how bad have your players been that you feel that the only way to play with them is to supervise them? That if you actually allow your players to act the way they want to, they will do nothing but be murder hobos and start another satanic panic.

Again, just ... wow.

I played D&D, not that long ago, with complete newbies around 10 years old. They most certainly did not act the way you think that players will default to. The players you have played with are not, in any shape or form, indicative of the broader gaming population if that is how you feel.

D&D may aspire to those types of fantasy, but its characters develop slowly and the guidelines for creating them push us towards the ordinary, no towards epic heroics. Can a DM create something more auspicious? Sure. But a typical D&D character is just a treasure hunter, which is a far cry from Aragorn/Conan/etc.

Read more: http://www.enworld.org/forum/newreply.php?p=6306323&noquote=1#ixzz32vWKXP86

You are projecting your experience here. What is a "typical" D&D character? "Treasure hunter" is a background you will see very, very rarely in any published pre-gens. It's almost never seen in D&D fiction. If this is all your players aspire to, or all you will allow them to aspire to, I'd suggest that you have an extremely limited view on what typical D&D play is.

I'm trying to think of the last player that sat down at my table with a "murder hobo" and it's been many, many years. I've had all sorts of characters come across the table, but, "just a treasure hunter" is not something I've seen in a long, long time.

I suggest that you are projecting your experiences on the game to a degree that makes your point almost a caricature.
 

A plain English understanding of the word "helpful" generally means that people do what you ask them to do.
Absolutely not. Being helpful does not mean that people will abandon rationality, or break rules, or do obviously foolish things.

People "need" supervision? Wow, again, just wow. For all the crap I take for dumping on DM's, just how bad have your players been that you feel that the only way to play with them is to supervise them?
They're only human.

Of course, when I'm a player I notoriously try to subvert NPCs in devious ways and I tend to rack up a high body count, so I'm not excluding myself from it.

Again, that's the natural thing to do. It's not a criticism to say that players are selfish or amoral; that's pretty much the D&D default. Killing things and taking their stuff is not moral behavior. The game is built with default expectations on combat encounters and treasure. The game defines alignment in objective terms that make it difficult for good-aligned characters to actually do those things. It's hard to escape this juxtaposition.

I'd argue that if you're playing D&D and your characters aren't approaching that "murder hobo" mentality, you're going against the grain. Which is fine for my game personally; I like going against the grain and I DM that way. But again, the game itself leads a certain direction.

As I've noted, the DM has accountability; there's no game if the players don't show. But who are the players accountable to? No one. That's why they need to be explicitly reigned in. If you're playing Baldur's Gate, you commit a crime and a seemingly endless stream of arbitrarily powerful guardsmen show up. There's a reason for that.

If this is all your players aspire to, or all you will allow them to aspire to, I'd suggest that you have an extremely limited view on what typical D&D play is.
It's not at all typical of what I see these days (though it was once), probably because I enforce a very different standard and perhaps because I have exceptional players. The "limited view" you're referring to is again, the game itself.

I suggest that you are projecting your experiences on the game to a degree that makes your point almost a caricature.
I suggest that you're seeing what you want to see, rather than what's there. Though, if one takes the same sentence and applies it to this mythical DM-tyrant idea you're so afraid of...
 

I think it's misinterpretation of their position, to be honest.
I think they've misrepresented their positions, to be honest. The whole "fiat" notion is not only judgmental, but contradictory. I see claims that other DMs would never impinge on the players' freedoms, but drop in on another thread and the same people are discussing ludicrous overreaches that would cause my players to cry foul, things that strike me as power grabs and that I would never even consider as valid DM actions.

Every DM exercises quite a bit of authority. Some may create their own limits or guidelines, and a few may even actually follow their self-imposed limitations. But there is no meaningful distinction between a game of D&D with this "fiat" and one without it. All of them do and should have quite a bit.

I think it's simply a question of people being so accustomed to what they're doing that they can't see it for what it is.

There are plenty of spells, especially in 2E, which basically dictate to the DM what happens in terms so absolute only fiat can counter them.
Again, I'm not really sure what you're getting at.

If you cast a haste spell, for example, you're definitely hasted (and, in 2e, aged IIRC). But that doesn't translate to being guaranteed any particular in game outcome other than you being hasted. Maybe there's some other category of spells with a different paradigm that I'm not getting.
 

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