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<blockquote data-quote="pemerton" data-source="post: 8416515" data-attributes="member: 42582"><p>On this, I agree very much with [USER=16814]@Ovinomancer[/USER] that noting that all roll dice and interpret results doesn't take us very far. Rolling to disarm a trap on a chest in a classic D&D module is pretty different - in terms of how it flows from the fiction and feeds back into it - from when, in my Classic Traveller game, a player had to make an Electronics throw to determine whether his PC could modify a communicator to use it to jam a signal between a spotter and a ship in orbit that was blasting away at the PCs' ATV.</p><p></p><p>In classic D&D, the attempt uses a turn in an action economy (based around light sources, wandering monsters, etc); and determines whether or not the PCs (i) lose hp, which are hard to recover within that action economy framewor, and (ii) gain treasure, which is the main source of XP.</p><p></p><p>In our Traveller game, there is no action economy, and no reward at stake. There is no puzzle to be solved. If the check fails, then we have a situation in which the spotter continues to call down fire - and we just move on from there. The contrast would be with the evasion rolls to avoid fire, which are located within a tight resolution structure (I used the system found under the Ship's Boat rules in Book 1, generalising it to all attempts to evade fire in a vehicle).</p><p></p><p></p><p>I don't really see how <em>the rules must conform to and support the fiction</em> gets us to <em>the DM is the rules</em>. I mean, that first thing is true of any good RPG. But it gets us to systems as varied as Apocalypse World, Burning Wheel and Classic Traveller - and none of them are <em>the DM is the rules</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8416515, member: 42582"] On this, I agree very much with [USER=16814]@Ovinomancer[/USER] that noting that all roll dice and interpret results doesn't take us very far. Rolling to disarm a trap on a chest in a classic D&D module is pretty different - in terms of how it flows from the fiction and feeds back into it - from when, in my Classic Traveller game, a player had to make an Electronics throw to determine whether his PC could modify a communicator to use it to jam a signal between a spotter and a ship in orbit that was blasting away at the PCs' ATV. In classic D&D, the attempt uses a turn in an action economy (based around light sources, wandering monsters, etc); and determines whether or not the PCs (i) lose hp, which are hard to recover within that action economy framewor, and (ii) gain treasure, which is the main source of XP. In our Traveller game, there is no action economy, and no reward at stake. There is no puzzle to be solved. If the check fails, then we have a situation in which the spotter continues to call down fire - and we just move on from there. The contrast would be with the evasion rolls to avoid fire, which are located within a tight resolution structure (I used the system found under the Ship's Boat rules in Book 1, generalising it to all attempts to evade fire in a vehicle). I don't really see how [I]the rules must conform to and support the fiction[/I] gets us to [I]the DM is the rules[/I]. I mean, that first thing is true of any good RPG. But it gets us to systems as varied as Apocalypse World, Burning Wheel and Classic Traveller - and none of them are [I]the DM is the rules[/I]. [/QUOTE]
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