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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Neonchameleon" data-source="post: 6301808" data-attributes="member: 87792"><p>The problem is that you are trying to define D&D. And what you personally are trying to define D&D as is a <em>tiny</em> fraction of D&D - and one that even 2E recognised was not even close to the dominant playstyle of D&D as played by the end of the 1980s. There is more common ground between Storygames and White Wolf games than there is between White Wolf and your D&D. For that matter a lot of people find Dungeon World to be D&D in the form they want to play it. And the Dungeon World advice literally tells you to leave blanks on maps to be filled in by the player.</p><p></p><p>You are quite literally trying to define at least 75% of D&D players as not playing D&D. And then saying that Storygames do not play like the extreme substrain of D&D you consider to be the only true D&D. Were you aware that D&D 3.5 had in its basic set the <a href="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#sunrod" target="_blank">Sunrod</a>? An item that costs 2GP, weighs 1lb, and sheds bright light for <em>6 hours.</em> Such an item was designed with one purpose in mind, and only one. To make needing to be sure you take enough torches with you <em>irrelevant</em>. Pathfinder and 4e are more extreme - in both games the Wizard can, if they so wish, cast Light <em>for free</em>. </p><p></p><p></p><p></p><p>Right now you are quixotically fighting a war that was fought and lost in the <em>1980s</em>. By the time Zeb Cook was writing in the front of the 2E PHB that there were no winners and losers in roleplaying games and the point of playing was to have fun and socialise your side had lost. Utterly.</p><p></p><p>Trying to throw both AD&D 2E and White Wolf (who literally called their GM the "Storyteller") out of the RPG hobby, as you are, is a direct attempt to shatter the hobby. Dragonlance started coming out almost exactly <em>thirty years ago</em>. That was when the battle you are trying to fight actually took place. When the Dragonlance Saga (the first Adventure Path) came up with the Obscure Death Rule and a near-reset after each module to get you all on track (something no Storygame I'm aware of has)</p><p></p><p>In the five years between the start of Dragonlance and the publication of 2E your side got crushed. D&D hasn't been as you describe for twenty five years. And Storygames are <em>all</em> much heavier on continuity than either Adventure Paths (as Dragonlance was and Paizo is churning out at the rate, I believe, of one module per month) or 1990s White Wolf Railroads (also produced by TSR in which the NPCs do all the important stuff).</p><p></p><p>If you reject 25-30 years worth of D&D, as you do, why do you think you have the right to circumscribe the hobby?</p><p></p><p></p><p> </p><p>The hobby as you define it is moribund. It consists of a <em>fraction</em> of the OSR and not much else. If there is destruction involved it happened in the late 80s at TSR and the 90s by both White Wolf and TSR. The hobby as defined under the banner of Role Playing Games includes White Wolf, who had all the creative energy of the 1990s. And even if you wish to lay claim to D&D (something to which you have no rights at all, trying to refight a war that was lost over 25 years ago), Storygames <em>do not claim to be D&D</em>. So why is your argument against Storygames?</p><p></p><p></p><p></p><p>It's impossible to tell - no such survey has ever been done. But your question is biassed in and of itself. The question would be "How many of them <em>respect</em> wargames because of what they do better than storygames even if that is not what they wish to play?" And the answer would be most of them.</p><p></p><p>Still, for a quick estimate we can look at the current biggest names in Storygame design. Ron Edwards is not on that list and hasn't been for many years. By my reckoning there are three on the A list - Vincent Baker, Jason Morningstar, and Luke Crane. Vincent Baker has designed and published a wargame (Mechaton). Luke Crane recently spent six months solidly playing nothing but oD&D several times a week, in exactly the manner you indicate before producing his own version, Torchbearer that's very heavy on the logistics and tracking. Jason Morningstar (who writes GMless games) writes games much closer to what you'd consider a Storygame to be. He is also a second generation gamer with his dad and uncle both being, in his words, "hardcore wargame nerds".</p><p></p><p>So of those designing the best Storygames and right at the top of the tree that would appear to be 3/3. I know of no way of telling lower down.</p><p></p><p></p><p> </p><p>I understand it. It just happens to all be false. As false as the claim the moon is made of green cheese. No. As false as the claim that earth is flat when I've flown enough that I've seen the curvature of the earth with my own eyes.</p><p></p><p></p><p> </p><p>Strictly false. People keep notes - GMs especially. People in many Storygames track hit points and wound levels. And Continuity is <em>all important</em></p><p></p><p></p><p> </p><p>Once more you seem to be trying to throw out White Wolf. And even Rolemaster. Sandboxes are not the only thing to play.</p><p></p><p></p><p> </p><p>Bwuh?</p><p></p><p></p><p></p><p>Storygame situations are <em>all important</em> to both precedent and outcome.</p><p></p><p></p><p></p><p>Zero forethought I can agree with. Fiasco is a game that bills itself as being about "... and poor impulse control". On the other hand a story is <em>all about narrative continuity</em>. If you have no memory you have no story. So this is strictly false.</p><p></p><p></p><p> </p><p>Once more this just isn't true. Even in Retrocausality (<a href="http://failforward.co.uk/post/75503597751/i-played-retrocausality-tomorrow" target="_blank">a game where you rewrite the past</a> a la Bill and Ted) what happened matters. In fact what happened in the past gets looked at <em>more critically</em> in Retrocausality than in most other games because you get fragments of spiralling continuity.</p><p></p><p></p><p></p><p>Once more you are talking through your hat. Stories have a beginning, a middle, and an end - and characters in Fiasco or Montsegur 1244 end up in a position <em>utterly</em> unlike their starting positions. So there is always progression. A lot of Storygames, like both Vincent Baker's Apocalypse World and Dogs in the Vineyard and Luke Crane's Burning Wheel have Experience Point mechanics. Jason Morningstar's Grey Ranks both had a start, a middle, and an end <em>and</em> tracked character advancement and destruction. And Grey Ranks was unequivocally a GMless Storygame. (Monsterhearts, which calls itself a Storygame on the cover also has XP).</p><p> </p><p></p><p> </p><p>A string of <em>objectively</em> false statements might contradict my assertion that narrative is ongoing. But they are objectively false meaning they are utterly worthless.</p><p></p><p></p><p></p><p>And Storygames are actual games with actual mechanics. Pick up a copy of Monsterhearts. It shows that it's a Storygame right there on the cover. And you'll find the <em>subject matter</em> very different to ones you are used to. But the actual mechanics? Skill rolls? XP and levelling up? Patterns within each of the character classes and mechanical synergies? Show your assertions to be strictly false. Your accusations here show nothing more than that <em>you do not know what you are talking about.</em></p><p></p><p></p><p></p><p>What isn't helping anyone is you passing off outright strictly and objectively false information as true and then blaming other people for not following your misunderstandings and misrepresentations and treating them as if they were true.</p><p></p><p></p><p></p><p>There are differences in tracking. As a DM either you can choose to ignore continuity and leave e.g. a static dungeon or you have many, many pieces to track the location of. It's a different sort of challenge. The DM's job in a small scale sandbox is a juggling act. The players job is somewhat different.</p><p></p><p></p><p> </p><p>This has not been true for any Storgyame I have <em>ever</em> played, even one page RPGs - where you do have stats and do take notes. Please stop passing off your false assertions as if they were true.</p><p></p><p></p><p></p><p>This also isn't true. It isn't even true for <em>Freeform</em>. Prep is normally low for a Storygame <em>once the rules have been written</em>. But that doesn't mean that you can just bring anything.</p><p></p><p></p><p></p><p>Indeed. Storygames as you describe them <em>are close to a figment of your imagination</em>. There might be a Storygame that fits the descriptions you have given. But if there is I have literally never encountered it. I will accept that figments of your imagination that do not show up in actual popular storygames aren't part of the same hobby as actual RPGs. But I have never played a figment of your imagination. I have played possibly dozens of storygames.</p><p></p><p>And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games.</p><p></p><p></p><p></p><p>The majority these days <a href="http://www.enworld.org/forum/hotgames.php" target="_blank">is split between modern editions of D&D</a>. I'm currently in two Pathfinder campaigns, one 4E campaign, and waiting for my copy of 13 True Ways (which I backed on Kickstarter) to arrive. I also play Storygames and run Fate now and then, and was involved in an OSRIC campaign a while back. Yes, all the RPers I play with either live in or commute to London. But I've a pretty good idea of what's common in the field and of the top 12 games on the hot games list literally the only one I haven't played is DCC. And this is in multiple non-overlapping groups.</p><p></p><p>I would, however question how you fare on such a list. What you have experience of playing.</p><p></p><p></p><p></p><p>And this isn't true either.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>Telling other people their identity is one of the key oppressions put forth by PM theory.</p></blockquote><p></p><p>I don't think that I have seen as ironic a juxtaposition in my life - certainly not this year. You are telling me point blank what I am doing based on a series of misunderstandings, misrepresentations, and fabrications, and then have the sheer nerve to claim "Telling other people their identity is one of the key oppressions put forth by PM theory."</p><p></p><p></p><p></p><p>I am quite happy to say that nothing I do is what you would describe as a Storygame. This is down to your descriptions being strictly false.</p><p></p><p>*******************************************************************************</p><p></p><p></p><p></p><p></p><p>I'm going to say expand. Because there isn't a highly trained team of ninjas stealing all your old books.</p><p></p><p></p><p></p><p>Being fair Fiasco plays in a single session. It's also arguably not an RPG. (And if you haven't already seen it I'm going to recommend the <a href="http://www.youtube.com/watch?v=WXJxQ0NbFtk" target="_blank">Tabletop playthrough</a>).</p><p></p><p></p><p></p><p>Yup <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>And the sort of people who talk about Storygames as something that we ourselves do are actually talking about option C. Games which superficially look like the type of game often seen in the 2E era but where the story is not pre-plotted in advance; following the rules of the game and playing them as hard as possible will lead to and intensify a story of the type you were expecting, but there's no clue where everyone is going to end up when the hurley burley's done.</p><p>[/QUOTE]</p>
[QUOTE="Neonchameleon, post: 6301808, member: 87792"] The problem is that you are trying to define D&D. And what you personally are trying to define D&D as is a [I]tiny[/I] fraction of D&D - and one that even 2E recognised was not even close to the dominant playstyle of D&D as played by the end of the 1980s. There is more common ground between Storygames and White Wolf games than there is between White Wolf and your D&D. For that matter a lot of people find Dungeon World to be D&D in the form they want to play it. And the Dungeon World advice literally tells you to leave blanks on maps to be filled in by the player. You are quite literally trying to define at least 75% of D&D players as not playing D&D. And then saying that Storygames do not play like the extreme substrain of D&D you consider to be the only true D&D. Were you aware that D&D 3.5 had in its basic set the [URL="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#sunrod"]Sunrod[/URL]? An item that costs 2GP, weighs 1lb, and sheds bright light for [I]6 hours.[/I] Such an item was designed with one purpose in mind, and only one. To make needing to be sure you take enough torches with you [I]irrelevant[/I]. Pathfinder and 4e are more extreme - in both games the Wizard can, if they so wish, cast Light [I]for free[/I]. Right now you are quixotically fighting a war that was fought and lost in the [I]1980s[/I]. By the time Zeb Cook was writing in the front of the 2E PHB that there were no winners and losers in roleplaying games and the point of playing was to have fun and socialise your side had lost. Utterly. Trying to throw both AD&D 2E and White Wolf (who literally called their GM the "Storyteller") out of the RPG hobby, as you are, is a direct attempt to shatter the hobby. Dragonlance started coming out almost exactly [I]thirty years ago[/I]. That was when the battle you are trying to fight actually took place. When the Dragonlance Saga (the first Adventure Path) came up with the Obscure Death Rule and a near-reset after each module to get you all on track (something no Storygame I'm aware of has) In the five years between the start of Dragonlance and the publication of 2E your side got crushed. D&D hasn't been as you describe for twenty five years. And Storygames are [I]all[/I] much heavier on continuity than either Adventure Paths (as Dragonlance was and Paizo is churning out at the rate, I believe, of one module per month) or 1990s White Wolf Railroads (also produced by TSR in which the NPCs do all the important stuff). If you reject 25-30 years worth of D&D, as you do, why do you think you have the right to circumscribe the hobby? The hobby as you define it is moribund. It consists of a [I]fraction[/I] of the OSR and not much else. If there is destruction involved it happened in the late 80s at TSR and the 90s by both White Wolf and TSR. The hobby as defined under the banner of Role Playing Games includes White Wolf, who had all the creative energy of the 1990s. And even if you wish to lay claim to D&D (something to which you have no rights at all, trying to refight a war that was lost over 25 years ago), Storygames [I]do not claim to be D&D[/I]. So why is your argument against Storygames? It's impossible to tell - no such survey has ever been done. But your question is biassed in and of itself. The question would be "How many of them [I]respect[/I] wargames because of what they do better than storygames even if that is not what they wish to play?" And the answer would be most of them. Still, for a quick estimate we can look at the current biggest names in Storygame design. Ron Edwards is not on that list and hasn't been for many years. By my reckoning there are three on the A list - Vincent Baker, Jason Morningstar, and Luke Crane. Vincent Baker has designed and published a wargame (Mechaton). Luke Crane recently spent six months solidly playing nothing but oD&D several times a week, in exactly the manner you indicate before producing his own version, Torchbearer that's very heavy on the logistics and tracking. Jason Morningstar (who writes GMless games) writes games much closer to what you'd consider a Storygame to be. He is also a second generation gamer with his dad and uncle both being, in his words, "hardcore wargame nerds". So of those designing the best Storygames and right at the top of the tree that would appear to be 3/3. I know of no way of telling lower down. I understand it. It just happens to all be false. As false as the claim the moon is made of green cheese. No. As false as the claim that earth is flat when I've flown enough that I've seen the curvature of the earth with my own eyes. Strictly false. People keep notes - GMs especially. People in many Storygames track hit points and wound levels. And Continuity is [I]all important[/I] Once more you seem to be trying to throw out White Wolf. And even Rolemaster. Sandboxes are not the only thing to play. Bwuh? Storygame situations are [I]all important[/I] to both precedent and outcome. Zero forethought I can agree with. Fiasco is a game that bills itself as being about "... and poor impulse control". On the other hand a story is [I]all about narrative continuity[/I]. If you have no memory you have no story. So this is strictly false. Once more this just isn't true. Even in Retrocausality ([URL="http://failforward.co.uk/post/75503597751/i-played-retrocausality-tomorrow"]a game where you rewrite the past[/URL] a la Bill and Ted) what happened matters. In fact what happened in the past gets looked at [I]more critically[/I] in Retrocausality than in most other games because you get fragments of spiralling continuity. Once more you are talking through your hat. Stories have a beginning, a middle, and an end - and characters in Fiasco or Montsegur 1244 end up in a position [I]utterly[/I] unlike their starting positions. So there is always progression. A lot of Storygames, like both Vincent Baker's Apocalypse World and Dogs in the Vineyard and Luke Crane's Burning Wheel have Experience Point mechanics. Jason Morningstar's Grey Ranks both had a start, a middle, and an end [I]and[/I] tracked character advancement and destruction. And Grey Ranks was unequivocally a GMless Storygame. (Monsterhearts, which calls itself a Storygame on the cover also has XP). A string of [I]objectively[/I] false statements might contradict my assertion that narrative is ongoing. But they are objectively false meaning they are utterly worthless. And Storygames are actual games with actual mechanics. Pick up a copy of Monsterhearts. It shows that it's a Storygame right there on the cover. And you'll find the [I]subject matter[/I] very different to ones you are used to. But the actual mechanics? Skill rolls? XP and levelling up? Patterns within each of the character classes and mechanical synergies? Show your assertions to be strictly false. Your accusations here show nothing more than that [I]you do not know what you are talking about.[/I] What isn't helping anyone is you passing off outright strictly and objectively false information as true and then blaming other people for not following your misunderstandings and misrepresentations and treating them as if they were true. There are differences in tracking. As a DM either you can choose to ignore continuity and leave e.g. a static dungeon or you have many, many pieces to track the location of. It's a different sort of challenge. The DM's job in a small scale sandbox is a juggling act. The players job is somewhat different. This has not been true for any Storgyame I have [I]ever[/I] played, even one page RPGs - where you do have stats and do take notes. Please stop passing off your false assertions as if they were true. This also isn't true. It isn't even true for [I]Freeform[/I]. Prep is normally low for a Storygame [I]once the rules have been written[/I]. But that doesn't mean that you can just bring anything. Indeed. Storygames as you describe them [I]are close to a figment of your imagination[/I]. There might be a Storygame that fits the descriptions you have given. But if there is I have literally never encountered it. I will accept that figments of your imagination that do not show up in actual popular storygames aren't part of the same hobby as actual RPGs. But I have never played a figment of your imagination. I have played possibly dozens of storygames. And no PM-prejudiced theory should confine all gamers into narrative absolutism to "abash" those who don't get on board with the "good" games. The majority these days [URL="http://www.enworld.org/forum/hotgames.php"]is split between modern editions of D&D[/URL]. I'm currently in two Pathfinder campaigns, one 4E campaign, and waiting for my copy of 13 True Ways (which I backed on Kickstarter) to arrive. I also play Storygames and run Fate now and then, and was involved in an OSRIC campaign a while back. Yes, all the RPers I play with either live in or commute to London. But I've a pretty good idea of what's common in the field and of the top 12 games on the hot games list literally the only one I haven't played is DCC. And this is in multiple non-overlapping groups. I would, however question how you fare on such a list. What you have experience of playing. And this isn't true either. No. Telling other people their identity is one of the key oppressions put forth by PM theory. [/quote] I don't think that I have seen as ironic a juxtaposition in my life - certainly not this year. You are telling me point blank what I am doing based on a series of misunderstandings, misrepresentations, and fabrications, and then have the sheer nerve to claim "Telling other people their identity is one of the key oppressions put forth by PM theory." I am quite happy to say that nothing I do is what you would describe as a Storygame. This is down to your descriptions being strictly false. ******************************************************************************* I'm going to say expand. Because there isn't a highly trained team of ninjas stealing all your old books. Being fair Fiasco plays in a single session. It's also arguably not an RPG. (And if you haven't already seen it I'm going to recommend the [URL="http://www.youtube.com/watch?v=WXJxQ0NbFtk"]Tabletop playthrough[/URL]). Yup :) And the sort of people who talk about Storygames as something that we ourselves do are actually talking about option C. Games which superficially look like the type of game often seen in the 2E era but where the story is not pre-plotted in advance; following the rules of the game and playing them as hard as possible will lead to and intensify a story of the type you were expecting, but there's no clue where everyone is going to end up when the hurley burley's done. [/QUOTE]
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