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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="pemerton" data-source="post: 6301705" data-attributes="member: 42582"><p>There are a range of techniques that are relevant to this issue, that I'm guessing those bad referees were not using.</p><p></p><p>First, "say yes or role the dice". So the default orientation is that players' action declarations for their PCs are successful.</p><p></p><p>Second, being clear on the stakes before the dice are rolled. So that a player knows what is at stake, and what will happen if a die roll is failed, before the situation is actually resolved.</p><p></p><p>Third, framing action declarations and stakes in terms of outcomes - how do things end up for my PC? - rather than process.</p><p></p><p>Player desire is crucial in my game, because it is what leads to action declarations for PCs, which in turn leads to things actually happening.</p><p></p><p>Choice of framework for resolution is not fiat. The issue of "more or less favourable" does't really come into play, because - at least in the system I was talking about (4e) - players have resources to deploy across multiple frameworks.</p><p></p><p>I've responded to this a couple of times.</p><p></p><p>From the fact that character X endures 10 arrows on one occasion, it doesn't follow that this is typical, or a basis for generalisation.</p><p></p><p>The only people who can make the generalisation are the players in the real world, who base it on the maths of the character sheet. But we can't project from that into the gameworld unless we take as a premise that the maths of the character sheet represents the causal logic of the gameworld. And of course that is a premise that non-sim players probably don't embrace.</p><p></p><p>The same reply applies here. For me, at least, "Biting Volley" doesn't map to a distinct event in the gameworld. Within the gameworld the archer character is just shooting arrows. It is only at the table that some of them are triggered by Twin Strike, some by Biting Volley and some by off-turn actions like Disruptive Strike.</p><p></p><p>That crunch of BW is part of what makes it appealing to me as (hopefully) the system for my next campaign, when our 4e game is finished.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6301705, member: 42582"] There are a range of techniques that are relevant to this issue, that I'm guessing those bad referees were not using. First, "say yes or role the dice". So the default orientation is that players' action declarations for their PCs are successful. Second, being clear on the stakes before the dice are rolled. So that a player knows what is at stake, and what will happen if a die roll is failed, before the situation is actually resolved. Third, framing action declarations and stakes in terms of outcomes - how do things end up for my PC? - rather than process. Player desire is crucial in my game, because it is what leads to action declarations for PCs, which in turn leads to things actually happening. Choice of framework for resolution is not fiat. The issue of "more or less favourable" does't really come into play, because - at least in the system I was talking about (4e) - players have resources to deploy across multiple frameworks. I've responded to this a couple of times. From the fact that character X endures 10 arrows on one occasion, it doesn't follow that this is typical, or a basis for generalisation. The only people who can make the generalisation are the players in the real world, who base it on the maths of the character sheet. But we can't project from that into the gameworld unless we take as a premise that the maths of the character sheet represents the causal logic of the gameworld. And of course that is a premise that non-sim players probably don't embrace. The same reply applies here. For me, at least, "Biting Volley" doesn't map to a distinct event in the gameworld. Within the gameworld the archer character is just shooting arrows. It is only at the table that some of them are triggered by Twin Strike, some by Biting Volley and some by off-turn actions like Disruptive Strike. That crunch of BW is part of what makes it appealing to me as (hopefully) the system for my next campaign, when our 4e game is finished. [/QUOTE]
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