Thomas Shey
Legend
Report you? You think that I'm talking about you?
If, instead, its about who I suspect, its just one of their quirks and one might as well just ignore them and move on if it bothers you.
Report you? You think that I'm talking about you?
That was probably me, and I stand by it. Having PC and NPCs capable of acquiring the same abilities under similar circumstances is hardly "crap" to me.Somewhere over in another D&D focused thread I saw somebody saying their players were like "wait why should a wizard be able to do thing PC wizards dont have access to"
It's naive to think that putting people on ignore stops someone from thread-crapping or thread derailing. You should know that.If, instead, its about who I suspect, its just one of their quirks and one might as well just ignore them and move on if it bothers you.
This assumes the game design doing this is automatically going to answer that question. Bold assumption on your part
Right, so another indication that modern means moving away from simulationism. It is not an aspect I like, and the PCs and NPCs working (roughly) the same is something I feel is a good thing. But it is true that this is becoming rarer. I was particularity disappointed when I learned this asymmetry is very strong in Daggerheart, as I was sorta in the market for D&D replacement but this was dealbreaker for me.
Here are contemporary trends that I see in terms of modern approaches to TTRPG mechanics:
- Fiction First Gaming: this was something of a reaction against what some in the hobby saw as mechanics first approaches in 3e D&D and 4e D&D. (Whether or not you agree with that characterization of these games is not the point.) We see the pivot back to fiction first with things more in the indie scene, both on the narrative side (e.g., PbtA, Fate, FitD, etc.) and OSR side. I think that Mike Mearls tried to also move things back more towards fiction first with 5e D&D - keeping in mind that he had cited Dungeon World in this regard while working on 5e D&D - but the results are IMHO questionable.
- Freeform Narrative Tags for PCs: These are mechanics like aspects in Fate, traits in Cortex and Fabula Ultima, backgrounds in 13th Age, tags in City of Mist/Legend in the Mist, and experiences in Daggerheart. I mentioned these earlier.
- Mechanically Reducing GM Workload: Reducing the mental overhang for running the game on the GM side of things through things like rolling random charts in OSR games, NPC/difficulty generation in Cypher System, removing map and key play in Narrative games, etc. Were things like random charts there before modern games? Yes. But I also think that we see them now for the purpose of making running the game easier for GMs. Even Advantage/Disadvantage help in this regard.
- Anti-Railroad Revolutionaries: It's the advice. Prep scenarios, not plots. It's about "jaquaysing the dungeon." It's the randomized tables. You see it in narrative games and OSR games. The reemphasis on sandbox games. It's about draw maps, leave blanks. It's in the play to find out. All of these design elements are not coincidental. These are principles and mechanics that have been incorporated into the writing and design as a means to resist railroading.
- Consequential Rolls: Rolling is not for uncertainty but for consequences, meaningful situations, and called for with some rhyme and reason. Even 5e D&D says not to call for a roll unless there are meaningful consequences for failure. Even in OSR spheres, where some are okay with "nothing happens to the door," a roll may advance the timer, risk the wandering monster, cause you to lose torchlight, etc.
I pulled this section out, because I think you're broadly right here (in that there's a rejection of adventure path style or sometimes even Hickman revolution altogether play structures) but the specific elements you call out are in incompatible tension. You can't both leave blanks and create a non-linear dungeon, and play to find out as it's usually used is incompatible with a sufficiently realized sandbox. Both are resistance to railroads, but in different ways and possibly different understanding of what a railroad is (or at least what about it is problematic).Anti-Railroad Revolutionaries: It's the advice. Prep scenarios, not plots. It's about "jaquaysing the dungeon." It's the randomized tables. You see it in narrative games and OSR games. The reemphasis on sandbox games. It's about draw maps, leave blanks. It's in the play to find out. All of these design elements are not coincidental. These are principles and mechanics that have been incorporated into the writing and design as a means to resist railroading.
It's naive to think that putting people on ignore stops someone from thread-crapping or thread derailing. You should know that.
It does so explicitly because with the exception of things like “rivals” that use trimmed down powers and are presented in the fiction as “just like you” the games I’ve played that have embraced the separation as a design pillar are explicit that NPC and players are different right in the player-focused sections. Generally with something like “player characters are exceptional.”
Yup. World simulationism is not a core facet of modern design, it’s probably as classic as you can get. That doesn’t mean there aren’t plenty of games doing gentle refinement on the idea or still being published, but I don’t think anybody would consider them modern in a mechanical sense. In fact most of them are presenting themselves as openly backward looking or “retro” I think?