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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="pemerton" data-source="post: 8885520" data-attributes="member: 42582"><p>This is John Harper's two diagrams: does following the game procedures ensure that the situation resolves (in Torchbearer the answer is "yes"); or does following the game procedures leave the question of whether or not the situation resolves unsettled, with the GM enjoying an express or implicit permission to decide one way or another.</p><p></p><p>[USER=6696971]@Manbearcat[/USER] was getting at this contrast upthread when he posted:</p><p></p><p>The bit I've italicised is the LH diagram. The bit I've underlined is the RH diagram.</p><p></p><p>Well, all mechanics sometimes force player actions - if the 5e GM says to the players "roll initiative" or "make a saving throw", the players don't have the authority to express a preference not to do so.</p><p></p><p>But Torchbearer's systems also constrain the GM, in a variety of significant ways. This is how it ensures that rolls resolve situations, which as has been discussed over the past handful of posts is what makes its advancement system work.</p><p></p><p>Those constraints on the GM also relate back to an earlier Manbearcat post in this this thread:</p><p>The constraints on the GM are what makes Torchbearer type 1 rather than type 2.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8885520, member: 42582"] This is John Harper's two diagrams: does following the game procedures ensure that the situation resolves (in Torchbearer the answer is "yes"); or does following the game procedures leave the question of whether or not the situation resolves unsettled, with the GM enjoying an express or implicit permission to decide one way or another. [USER=6696971]@Manbearcat[/USER] was getting at this contrast upthread when he posted: The bit I've italicised is the LH diagram. The bit I've underlined is the RH diagram. Well, all mechanics sometimes force player actions - if the 5e GM says to the players "roll initiative" or "make a saving throw", the players don't have the authority to express a preference not to do so. But Torchbearer's systems also constrain the GM, in a variety of significant ways. This is how it ensures that rolls resolve situations, which as has been discussed over the past handful of posts is what makes its advancement system work. Those constraints on the GM also relate back to an earlier Manbearcat post in this this thread: The constraints on the GM are what makes Torchbearer type 1 rather than type 2. [/QUOTE]
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What could One D&D do to bring the game back to the dungeon?
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