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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8648098" data-attributes="member: 71699"><p>Yes. And the failure consequence can be failure (perforce consequential, else no roll) or success-with-complication (success consequence plus a constrained/principled twist.)</p><p></p><p></p><p>Whether that is right or not depends on decisions made by the group.</p><p></p><p>In my preferred mode, "the lock-picker opens the safe" is unlikely to be the consequence that players are concerned with, that brought them here to this safe. There is something inside this safe connected with their objectives. That's why I'm saying we don't really check to open the safe, we're "really" checking to see if players got what they needed (in case of success, and where failure is also meaningful.)</p><p></p><p>A few examples</p><ul> <li data-xf-list-type="ul">We need this gold to resurrect Jo (the "real" consequence of opening the safe is going to be resurrecting Jo)</li> <li data-xf-list-type="ul">These incriminating documents will allow us to defy the Baron (the "real" consequence is defiance of the Baron, which probably goes on to open up new options)</li> <li data-xf-list-type="ul">Tomorrow when they get the books, they'll see the purloined letter I'm putting inside and know they've been duped (the "real" consequence is the scales falling from their eyes, which probably goes on to cause other stuff)</li> </ul><p>So we could end up with</p><ul> <li data-xf-list-type="ul">Party's broke, but Jo's back, with all their strengths, flaws and goals, maybe changed</li> <li data-xf-list-type="ul">The Baron is roiling but powerless (for now) and the party's free to get on with whatever it is service to the Baron was in the way of</li> <li data-xf-list-type="ul">The scales fall from their eyes and the volatile political situation blows up, catching everyone in the fall out</li> </ul><p>An assumption, which in my experience has been a safe one (heh), is that players can come up with and pursue objectives. That doesn't need to be reified in the system as it is reified in players as humans.</p><p></p><p>Some modes don't create much space for those objectives - we're in room 12, which per the map key contains a trapped but empty safe. The up-front meaningful consequence that could justify a roll is the trap. What do players describe?</p><ol> <li data-xf-list-type="ol">Player describes opening the safe without checking for traps? No roll, with time they get it open. Trap triggers.</li> <li data-xf-list-type="ol">Player describes checking for traps? Now we have player intent (avoid death or attrition) and we're resolving something consequential.</li> </ol><p>The mistake in the above would be to roll to open the safe, because, as I've put it, 5th edition really uses consequences-resolution.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8648098, member: 71699"] Yes. And the failure consequence can be failure (perforce consequential, else no roll) or success-with-complication (success consequence plus a constrained/principled twist.) Whether that is right or not depends on decisions made by the group. In my preferred mode, "the lock-picker opens the safe" is unlikely to be the consequence that players are concerned with, that brought them here to this safe. There is something inside this safe connected with their objectives. That's why I'm saying we don't really check to open the safe, we're "really" checking to see if players got what they needed (in case of success, and where failure is also meaningful.) A few examples [LIST] [*]We need this gold to resurrect Jo (the "real" consequence of opening the safe is going to be resurrecting Jo) [*]These incriminating documents will allow us to defy the Baron (the "real" consequence is defiance of the Baron, which probably goes on to open up new options) [*]Tomorrow when they get the books, they'll see the purloined letter I'm putting inside and know they've been duped (the "real" consequence is the scales falling from their eyes, which probably goes on to cause other stuff) [/LIST] So we could end up with [LIST] [*]Party's broke, but Jo's back, with all their strengths, flaws and goals, maybe changed [*]The Baron is roiling but powerless (for now) and the party's free to get on with whatever it is service to the Baron was in the way of [*]The scales fall from their eyes and the volatile political situation blows up, catching everyone in the fall out [/LIST] An assumption, which in my experience has been a safe one (heh), is that players can come up with and pursue objectives. That doesn't need to be reified in the system as it is reified in players as humans. Some modes don't create much space for those objectives - we're in room 12, which per the map key contains a trapped but empty safe. The up-front meaningful consequence that could justify a roll is the trap. What do players describe? [LIST=1] [*]Player describes opening the safe without checking for traps? No roll, with time they get it open. Trap triggers. [*]Player describes checking for traps? Now we have player intent (avoid death or attrition) and we're resolving something consequential. [/LIST] The mistake in the above would be to roll to open the safe, because, as I've put it, 5th edition really uses consequences-resolution. [/QUOTE]
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