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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Hussar" data-source="post: 6303412" data-attributes="member: 22779"><p>No, you aren't. You've declared that every single pitch, no matter where it is, will be a ball or a strike, before it's even thrown.</p><p></p><p>That's what I'm arguing against. Every time you use fiat to over rule the mechanics of the game and declare a specific result, that is precisely what you are doing. </p><p></p><p>And it's a play style I'm not interested in. Smaller strike zone? Sure, no worries. At least the chances still exist to pitch a strike, even if the chances are reduced. No strike zone at all? No thanks.</p><p></p><p>See, you have to realise, I play D&D without any secrets mechanically. The players see all my die rolls, the know pretty much automatically what mechanics are being used and most of the time they will have a fairly close estimate of their chances of success or failure before they attempt something. I believe that giving the players as much information as possible allows them to make informed decisions which, in turn, leads to better games.</p><p></p><p>But, that's just me. But, since I want a game where everything is as transparent as possible, your style simply won't work for me. Which is probably why you see me as being negative when I use the phrase fiat. Fiat is something I try my hardest to never use, because I do see it as detrimental to my experience. And over ruling the resolution mechanics in order to dictate some outcome is the opposite of what I want in a game.</p><p></p><p>Heck, the words you use to describe the DM - boss (or I think it was good boss), leader, that sort of thing, is the complete opposite of how i see my role as DM. I'm not the boss of the table, nor am I the leader. I am the facilitator and referee, but, I have absolutely no stake in the success or failure of the players, other than trying to make sure that they are having a good time. Outside of that criteria, nothing else really matters to me. World building, immersion, anything else, is subservient to "Are the players having a good time". Because, for me as DM, that's how I enjoy the game - knowing that the players are walking away from the table saying, "Damn, that was fun."</p></blockquote><p></p>
[QUOTE="Hussar, post: 6303412, member: 22779"] No, you aren't. You've declared that every single pitch, no matter where it is, will be a ball or a strike, before it's even thrown. That's what I'm arguing against. Every time you use fiat to over rule the mechanics of the game and declare a specific result, that is precisely what you are doing. And it's a play style I'm not interested in. Smaller strike zone? Sure, no worries. At least the chances still exist to pitch a strike, even if the chances are reduced. No strike zone at all? No thanks. See, you have to realise, I play D&D without any secrets mechanically. The players see all my die rolls, the know pretty much automatically what mechanics are being used and most of the time they will have a fairly close estimate of their chances of success or failure before they attempt something. I believe that giving the players as much information as possible allows them to make informed decisions which, in turn, leads to better games. But, that's just me. But, since I want a game where everything is as transparent as possible, your style simply won't work for me. Which is probably why you see me as being negative when I use the phrase fiat. Fiat is something I try my hardest to never use, because I do see it as detrimental to my experience. And over ruling the resolution mechanics in order to dictate some outcome is the opposite of what I want in a game. Heck, the words you use to describe the DM - boss (or I think it was good boss), leader, that sort of thing, is the complete opposite of how i see my role as DM. I'm not the boss of the table, nor am I the leader. I am the facilitator and referee, but, I have absolutely no stake in the success or failure of the players, other than trying to make sure that they are having a good time. Outside of that criteria, nothing else really matters to me. World building, immersion, anything else, is subservient to "Are the players having a good time". Because, for me as DM, that's how I enjoy the game - knowing that the players are walking away from the table saying, "Damn, that was fun." [/QUOTE]
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