FrogReaver
The most respectful and polite poster ever
Lol. I liked 4e. I like 5e more. I like Stars without Number even more. *I really need to try Worlds without Number.as if people needed more reasons to dislike 4e![]()
Lol. I liked 4e. I like 5e more. I like Stars without Number even more. *I really need to try Worlds without Number.as if people needed more reasons to dislike 4e![]()
i was on hiatus, skipped 3 and 4, but it does not sound like I missed all that much from what I heard hereLol. I liked 4e. I like 5e more. I like Stars without Number even more. *I really need to try Worlds without Number.
as in whether it was some roll that did not work out, or the DM dared to have a thought of their own, yep… the problem is not the denial, it’s the being thwarted by reason instead of by chanceI'm kind of getting the impression that these threads have less to do with the player being denied the ability to do what they want to do (agency), but rather, when they are denied the ability to do what they want to do (agency), how that denial occurred.
Which I want to emphasize - is a perfectly fine preference to have!as in whether it was some roll that did not work out, or the DM dared to have a thought of their own, yep… the problem is not the denial, it’s the being thwarted by reason instead of by chance![]()
oh sure, just as long as the DM did literally everything in their power to guarantee player agency, a die roll is fateWhich I want to emphasize - is a perfectly fine preference to have!
Different games have different rules and different procedures.yes, but who determines the consequences? Is the player declaring what he is risking, is it some random table, is it actually the GM deciding something for a change instead of just executing the rules?
The reason that nothing is at stake here is because Aramina has no Belief or other PC build element that makes opening trapdoors, exploring secret places, or Calling Iron a priority.the two characters could see an exposed trapdoor. "Does it have an iron ring?" I asked. When told yes by the GM, Aramina used her Call of Iron spell to pull the ring towards her, lifting the trapdoor open (the GM said 'yes' to this, which meant no Tax check was required).
I don't follow.so a talking rulebook then?pemerton said:RPGing is more exciting than cooperative storytelling, because of the role division - for instance, it's more exciting for the players to have someone else work out, following a failed roll, how whatever it is that they've staked is lost. It's more exciting to respond to an external prompt than to your own imagining about what might go wrong.
I don't know what you mean by "look up stuff". What stuff?I can see why the players have more agency, I can see why they prefer someone to look up stuff and describe things to them based on their input
As I've posted, it is the GM's job to make up the results of failure, and to provide the framing?help the players by following the rules and narrating results for them
I've given many, many examples. Some more, just from the actual play I've posted or linked to in this thread: a PC snags her oxygen cord on an outcrop of rock while approaching an enemy installation prior to assaulting it; Yan-C-Bin will see the PCs, but threatens to imprison the Sorcerer servant of Chan; the Djinn ask for their freedom to be secure; the evil spirit, sprung from the Dreamwalker's heart when she failed in casting a spell, carries the spellbook into the dreams of Megloss, her enemy, instead of into her own dreams; Gerda tries to kill the Dreamwalker rather than give up the Elfstone; Megloss reduces Gerda to cinders with a casting of Flames of the Shroud.I am still looking for your agency in all of this
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I just am not seeing what your role is, outside from just being an accommodating host, so they can more easily and enjoyably play out their adventures
Burning Wheel doesn't really use the concept of "the adventure" in the same way that D&D does.As a basis I am using the Delian Tomb, cannot really think of a more basic adventure, but it should be sufficient for this. Maybe some people are somewhat familiar with it already, if not, here is a link
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The Delian Tomb
The Delian Tomb is a low-level dungeon designed by Matt Colville using Dungeonographer in the first episode of his Running the Game series on Youtube. The dungeon is meant to serve as a simple ready-made adventure for a new dungeon master to run for new players on short notice, containing 5...mcdm.fandom.com
You can basically get everything you need for this discussion from just the picture
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Who is coming up with the premise? I assume the players do, i.e. players decide 'we want to look for treasure in an old tomb and fight some goblins', or is any of that part not based on player input? E.g. do you pick the monsters?
You will see some varieties of response just above. If players in Burning Wheel wanted to play dragon hunters, we would probably start at 6 or even 7 Lifepaths, to get relatively meaty characters.What if these are new players and instead they say 'we want to look for treasure in an old castle ruin and fight a dragon'? Are you thinking 'fine, if that is what they want, we figure out the rest along the way', or do you point out immediately that fighting a dragon is maybe not the best idea for a 1st level party?
Is it much less direct than that? The players just say something about looking for treasure and the rest is up to the GM / some random tables?
You will see some responses to these questions above, in my discussion of Torchbearer dungeon building.Let's say the players made it close to the entrance, there are some goblin guards hiding in the bushes near the entrance. How did they get there? Did the GM decide to place them there because that is a reasonable thing to do? Are there some rules for generating random dungeons that would have had to result in this? Is that something the players must have hinted at for them to be there? Can the players ever be surprised by some goblins jumping out of the bushes? Not if they are the ones responsible for placing them there.. at least not the players, their chars still might, according to the rules.
For that matter, who decided the layout of the tomb? Some random dungeon generator in the rulebook, the GM based on descriptions the players gave (i.e. doing their best to incorporate everything the players said their chars have heard, but some stuff original to the GM), the GM based on their own ideas?
Here's an example from the Burning Wheel Adventure Burner (p 232):things like traps and secret doors, these cannot really be placed by the players, do they have to at least mention them at some point?
Or the GM based on the cues provided by the players. I've posted various examples that illustrate different possibilities - Gerda attacked a PC; a PC attacked Megloss; the players decided that their PCs would try and Abjure one spirit, and Bind another.Finally, a fight, how was it decided who the enemies are, how many there are, etc. Again the random dungeon generator tables, the GM based on player input, the GM based on their own ideas?
There are multiple ways to resolve combat in Burning Wheel, and in Torchbearer. The GM rolls dice for NPCs/creatures, and if extended conflict resolution is being used scripts for the NPCs/creatures.I assume the actual actions taken by the enemies are up to the GM at least...
Burning Wheel does not use random treasure. Torchbearer does.Treasure seems straightforward, a combination of 'the player wished it here' and items from a random table.
The canonical way of resolving an argument in Burning Wheel is via Duel of Wits, a type of extended conflict resolution; in Torchbearer there is a more generic conflict resolution framework that uses different skills depending on the nature of the conflict, although versus tests are also used for lower stakes things.This leaves out social interactions, I assume those are mostly persuasion rolls against some DC or the equivalent of that, i.e. the players obviously cannot decide whether the other side agrees and to what, and it does not sound like the GM has much of a say in that either (short of deciding the NPC was convinced by the arguments and no roll is needed)
I don't follow - I've told you what the explanation is. Nobles are recognisable.So again, just the rules widget.
You mean like dragon flight is spelled out as supernatural? Oh wait . . .If you're going to do that, I really think the supernatural aspect implicit in that rule should be called out.
Dragons are not called out as supernatural, at least not in AD&D or B/X. 4e calls them feared, awesome, powerful and devastating but not supernatural. In 3E, their flight is not called out as (SU), and no version of D&D has dragons falling to earth inside an anti-magic field.Things like the dragon are explicitly explained by the supernatural. They are clearly fantasy creatures. Do that with the noble, and it would make more sense to me.
It's not in the dragon description either. If we can invent "dragon magic" to explain how dragons fly, we can invent "social status magic" to explain how nobles convey their status to those who meet them.I didn't see that in the description anywhere.pemerton said:Ok, then nobles can be recognised in virtue of social status magic. There, done!
Then don't use it. Problem solved.Even as a player I would not want the feature to work
I don't see the irrelevance at all. If a player thinks the ability makes no sense, they won't use it. If they use it, that means they think it makes sense. Unless you're saying we need GM authority to save players from themselves?irrelevant
The other day I had the king force a PC to be his agent. Aguncy!!!oh sure, just as long as the DM did literally everything in their power to guarantee player agency, a die roll is fate
.....what.Seeking to always say yes diminishes agency. It overrides those times when player agency is respected by saying no and instead says yes. It's not a value judgment. It just is what is. You can't seek to say yes to me all the time and have my ideas mean much at all.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.