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The Trouble With Rules Discussions
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<blockquote data-quote="pemerton" data-source="post: 9490680" data-attributes="member: 42582"><p>I get that, and am not meaning to impute any bad faith.</p><p></p><p>But I'm focusing on the issue (hopefully without harping on it too much!) because I think it picks up a key issue that, although it recurs in discussion, seems often to be ignored - or not to have its full significance recognised.</p><p></p><p>I was thinking of another (imaginary) example cycling home this afternoon: think of the example of play from Moldvay's Basic rulebook (B28, following on from B60 despite the lack of sequentiality), when the Hobgoblins turn up (due to a wandering monster role by the GM) and Silverleaf's player says that</p><p></p><p style="margin-left: 20px">Silverleaf steps forward with both hands empty in a token of friendship, and says "Greetings, noble dwellers of deep caverns, can we help you?"</p><p></p><p>The example goes on:</p><p></p><p style="margin-left: 20px">The DM decides that Silverleaf's open hands and words in the hobgoblins' language are worth +1 when checking for reaction. Unfortunately the DM rolls a 4 (on 2d6) which, even adjusted to 5, is not a good reaction.</p><p></p><p>Suppose that the GM had decided that open outreached hands are taken as an <em>insult</em> by hobgoblins, and so had applied a penalty to the roll. I think that would be pretty outrageous! Whereas suppose the GM had introduced that fiction to <em>explain</em> the poor reaction result, then that would be integrating the unfolding fiction, plus the result of the roll, in a way that produces something interesting, has the sort of surprise you talked about (albeit for a gesture rather than an item, but hopefully you can see the point nevertheless), but doesn't involve the GM just springing a hosing on the players.</p><p></p><p>The more general point is this, I think: declaring actions for their character is the most common and important sort of "move" that players make when playing a RPG. Having the GM just decide that things fail will tend to be a let down, or even experienced as adversarial. Whereas in a game that uses luck (ie dice rolls) to help determine whether moves succeed or fail, losing because you rolled badly is part of the game.</p><p></p><p>I haven't quite thought through how this would work in the context of a magic item - the obvious way would be for use of the item to require a roll, and then to build up the fiction around failed rolls, but that may not work for D&D.</p><p></p><p>Still, I hope you can see what I'm getting at, in contrasting <em>play of the game</em> with <em>storytelling</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9490680, member: 42582"] I get that, and am not meaning to impute any bad faith. But I'm focusing on the issue (hopefully without harping on it too much!) because I think it picks up a key issue that, although it recurs in discussion, seems often to be ignored - or not to have its full significance recognised. I was thinking of another (imaginary) example cycling home this afternoon: think of the example of play from Moldvay's Basic rulebook (B28, following on from B60 despite the lack of sequentiality), when the Hobgoblins turn up (due to a wandering monster role by the GM) and Silverleaf's player says that [indent]Silverleaf steps forward with both hands empty in a token of friendship, and says "Greetings, noble dwellers of deep caverns, can we help you?"[/indent] The example goes on: [indent]The DM decides that Silverleaf's open hands and words in the hobgoblins' language are worth +1 when checking for reaction. Unfortunately the DM rolls a 4 (on 2d6) which, even adjusted to 5, is not a good reaction.[/indent] Suppose that the GM had decided that open outreached hands are taken as an [I]insult[/I] by hobgoblins, and so had applied a penalty to the roll. I think that would be pretty outrageous! Whereas suppose the GM had introduced that fiction to [I]explain[/I] the poor reaction result, then that would be integrating the unfolding fiction, plus the result of the roll, in a way that produces something interesting, has the sort of surprise you talked about (albeit for a gesture rather than an item, but hopefully you can see the point nevertheless), but doesn't involve the GM just springing a hosing on the players. The more general point is this, I think: declaring actions for their character is the most common and important sort of "move" that players make when playing a RPG. Having the GM just decide that things fail will tend to be a let down, or even experienced as adversarial. Whereas in a game that uses luck (ie dice rolls) to help determine whether moves succeed or fail, losing because you rolled badly is part of the game. I haven't quite thought through how this would work in the context of a magic item - the obvious way would be for use of the item to require a roll, and then to build up the fiction around failed rolls, but that may not work for D&D. Still, I hope you can see what I'm getting at, in contrasting [I]play of the game[/I] with [I]storytelling[/I]. [/QUOTE]
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