What to do about the 15-minute work day?

What should the designers of D&D next do to address the 15-minute work day.

  • Provide game MECHANICS to discourage it.

    Votes: 75 43.9%
  • Provide ADVICE to discourage it.

    Votes: 84 49.1%
  • Nothing (it is not a problem).

    Votes: 46 26.9%
  • Other.

    Votes: 17 9.9%

But I see from the earlier post (I did go back and read ;) that it is in the DMG as a "suggestion"? That it rather interesting as that is never how I have ever read it portrayed anywhere. It's spoken of as a given...a "gimme given"...and that just irks me.

<snip>

That's normal...did it in Basic did it in 1e...2e...sure. "Would be nice if..." or "Could we research and go on a quest to find..." Great!

That is not the same thing as "I'm third level! I'll take my +2 shield of screaming whininess now. Pony up DM." [or whateaver items there are to choose in 4e]

<sip>

As the DM, of COURSE I am going to give players things they can use! My players understand that...and even things that seem kinda "useless" at first often turn out to be useful at some point.

They do not need to "direct me" to improve their "PC build." It's just not in the way we think/play...and strikes me as mildly amusing and slightly confusing way to desire playing...I simply don't get it. a.k.a. it strikes me as "nonsense."

Of course, to each their own, play what you like and all of that.
The force of your last line is somewhat blunted by the overall tone of your post. Of course I love playing my game with "shields of screaming whininess". I assume yours comes with "viking hats of GM pigheadedness".

But anyway, like the post that I was responding to in the post you quoted, you misstate the method of wishlists. The player doesn't get to say "I'll take my item now - pony up!" Wishlists don't give players narration rights. Their functioin (as I use them) is to shape the GM's narration. As I noted in the same post that you quoted, it is somewhat analogous to a "relationship" mechanic.

As to your comments about not being directed - I don't really see the functional difference between (i) the players directing the GM via a wishlist, and the GM duly incorporating the wished-for items in a scenario, and (ii) the players asking the GM to incorporate an item into a scenario, and the GM doing as they ask.

In the real world, of course there is a difference between asking for something and directing them to hand it over. But magic items are not real. It does not cost anything for the GM to include them in the game. The only function of (ii) that I can see is to try to engender a needless sense of gratitude towards the GM on the part of the players - needless, because the GM is not actually giving them anything.
 

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The force of your last line is somewhat blunted by the overall tone of your post. Of course I love playing my game with "shields of screaming whininess". I assume yours comes with "viking hats of GM pigheadedness".
I actually enjoy gaming with ample "potions of DM control." Especially the single-malt ones.

But anyway, like the post that I was responding to in the post you quoted, you misstate the method of wishlists. The player doesn't get to say "I'll take my item now - pony up!" Wishlists don't give players narration rights.
Woah. This, right here, is the crux of this whole thread.

I think narration rights are what most of us are really discussing in this thread when we talk about the 15-minute work day. The DM wants to narrate the story one way, the players want to narrate the story differently, and sometimes the two are in conflict.

"We need to rest."
"You can't rest."

"You find a spear."
"I wanted a sword."

In an earlier post, I mentioned that the DM provides the plot and the setting, the players provide the characters and action, and both work together to write the story...but I didn't think of it in terms of "narration rights." I think you hit the nail on the head...sometimes there is a struggle over who gets to tell the story, and/or whether the story is being told to their liking. This can't really be mandated or regulated in rules; it is something that must evolve over time, and depends heavily on the preferred style of play and the DM/Player relationship.

You have given me much food for thought.
 

Woah. This, right here, is the crux of this whole thread.

<snip>

You have given me much food for thought.
I'm always happy to have done that! Especially with a post with such a high quotient of throw-away snark!

I think narration rights are what most of us are really discussing in this thread when we talk about the 15-minute work day. The DM wants to narrate the story one way, the players want to narrate the story differently, and sometimes the two are in conflict.

<snip>

In an earlier post, I mentioned that the DM provides the plot and the setting, the players provide the characters and action, and both work together to write the story...but I didn't think of it in terms of "narration rights." I think you hit the nail on the head...sometimes there is a struggle over who gets to tell the story, and/or whether the story is being told to their liking. This can't really be mandated or regulated in rules; it is something that must evolve over time, and depends heavily on the preferred style of play and the DM/Player relationship.
I know that referring to The Forge is a bit tendentious on these boards, but I think it's hard to over-emphasise how significant some of the work done by The Forge has been in tackling this issue. (It's where I learned about it. Games like Burning Wheel and Maelstrom Storytelling tackle it in a pracitcal sense, but I don't think I could have understood those games - or 4e skill challenges, for that matter - without having read threads and essays at The Forge.) One way of understanding the whole Forge approach to RPG theory and design is to invent rules and methods of play in which these conflicts over narrative rights don't occur, but nobody is being railroaded.

Of course you're right that, to some extent, it depends upon player-GM trust - the "social contract". But that's equally true of all mechanics and mechanical resolution (players not cheating die rolls, GMs not adding extra hp to their monsters part way through the encounter, etc).

I can't pretend to be an expert in all, or even many, of the techniques that can solve the problem. But I think that solving the problem is helped by being clear on some distinctions. Following Ron Edwards' long post (reply 10) in this thread, I think it can be helpful to distinguish Background from Situation/Scene from Plot from (what Edwards calls) Narration.

Background is what it sounds like. In traditional D&D the GM controls it. Players can generally introduce bits and pieces of background - what their mother's name was, for instance - but often the GM has an overall veto over this stuff, in the interests of preserving consistency of the shared fiction. A wishlist is, in a way, a player introducing new Background - "There's a Shield of Whinging Screaminess out there somewhere with my name on it!". My own view is that there is one big plus to players introducing background - it increases their buy in and engagement - and one big potential minus - if they can establish all the circumstances surrounding their PCs, then they might be tempted to write in a background that makes their PCs' lives easier, given that their job is to "inhabit" and advocate for those PCs. But that would make for a boring game. (This blog talks about this issue.)

The wishlist issue shows both the plus and the minus at work. Plus: players get items they want that suit their PCs. Minus: players might ask for stuff that is overpowerd.

4e solves this problem by permitting the wishlist, but relying upon the GM to use the scenario-building tools (encounter-building guidelines that regulate the award of XP which in turn determine the PCs' level, and treasure placement guidelines that establish the pacing of treasure acquisition relative to level gain).

But this leads to the issue of Situation/Scene. 4e's tools only work if the GM has the authority to establish situations/frame scenes. If the players can choose their own encounters, then the guidelines for GMs become pointless (and players can't be relied upon to apply the guidelines to themselves - even if they know this might make the game more fun, they have a contary incentive to make life easy and rewarding for their PCs). This is why 4e takes out spells and abilities that undermine GM control over scene-framing (eg no teleport, no insta-charm, no insta-diplomacy, no SoD on the PC side, etc).

The advantage of GM-controlled scene-framing is that the players don't have to worry about the conflict of interest between a fun game (which requires adversity for their PCs) and a cushy life for their PCs (which, when playing their PCs, they should rationally want). The disadvantage is that, if the GM frames crappy scenes that the players don't want their PCs to be in, then the game sucks for everyone. (I personally think 4e has lots of tools to help avoid this problem, at least for those who like a certain sort of mythic fantasy. But that's another topic.)

So in 4e the problem with the adventuring day - if there is one - isn't that the GM can't stop the PCs from resting - generally s/he can, because it is hard for the players to control or avoid or change adversity that the GM throws at them (not much Rope Trick, Teleport, Stone Shape etc). It's more that, if the GM frames a combat scene when the PCs/players are low on resources, then the scene may suck - in that the PCs can't do anything meaningful and have to surrender, or get TPKed, etc. (I'm not saying it definitely will suck. I've TPKed my party - by accident, not design - and it turned out not to suck at all. But I wouldn't want to do it very often, because the trick I used to make it not suck - a capture/escape scene as the next scene following the TPK - could get old pretty quickly.)

In AD&D, and I think 3E, the problem of the adventuring day is probably similar at low levels, but at high levels - once PCs get abilities like teleport, 8 hr Rope Trick, etc - the playes get a high degree of control over scene framing, and then they get to set the pace. And because they have an incentive to make life easy for their PCs (because they're meant to be roleplaying them as sensible people, at least in the typical case), they rest when they can. And now the problem is that the game becomes boring.

The suggested solution of wandering monsters looks to me like a technique for the GM to retake control of scene framing ("Hey, guys, here come some bulettes - what do you do?"). But whether that is good scene framing, or "I'm boring everyone to death with these endless encounters with bulettes" scene framing, will depend a lot on what sort of game everyone is looking for. Those might be good encounters in a certain sort of operational game, for example, but might be tedious encounters that spoil the game in a more heroic game.

Plot is something different again - it's about how scenes resolve - what happens, the big reveal. I prefer to let this emerge out of play - once the scene is framed, the action resolution mechanics are used to work out what happens. [MENTION=9037]Elf Witch[/MENTION]'s comment upthread, that she would hesitate before using the action resolution mechanics to Sunder a PC's uber-item that the player saved for 2 years to enchant, shows a different approach to Plot. She is stipulating a key part of the plot - "your weapon won't get sundered" - without reference to the relevant action resolution mechanics. (To an extent this is a matter of degree - for example, by playing the monsters in an encounter I can shape the plot quite a bit - eg do or don't we play "stacks on the wizard". But there are no action resolution mechanics for "aggro" in 4e, so I'm not actually ignoring mechanics. One reason 4e drops mechanics like Sunder is precisely so the GM can choose to go hard without having to worry that the outcomes will suck. The 4e mechanics, in my view, create a bigger space in which the GM can let go of concern for plot, and focus more on framing the situation and then pushing the scene hard to see how the players, via their PCs, respond. Of course, there is a trade off - you will never get a story where a PC's beautiful sword was cut in two by a giant - whether the trade off is a problem or not is a matter of individual taste, I think.)

In the context of this thread, an example of the GM exercising strong authority over plot would be the PCs going to rest in a scene, and the GM just telling the players that the PCs wake up some time later but haven't recovered their resources. The GM is just stipulating an outcome without framing a relevant scene and letting the PCs engage the action resolution mechanics. (Sometimes this is OK - eg long distance travel is often handled like this. But it's probably not a good way to handle resting.)

Finally, there is what Edwards calls Narration. By this he means filling in the details of the action resolution - for example, who moved where exactly, and how, and what did it look like. (So this is different from the narration rights I talked about upthread, which are more like authority over situation and/or plot). I don't think that this, on its own, is such a big source of conflict at many tables, but it can sometimes cause confusion (eg I thought your PC was walking on his hands, and so fell head-first down the pit, when in fact he was walking on his feat and so feel feet-first, an important difference).

Sorry, that's a long post.
 
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The idea that the players should or would be told, in the rules, that they can tell the DM what items they should be getting and when is, as I said, the antithesis of a D&D experience...to me. So to my eyes, it looks pretty nonsensical that it would happen at all, let alone be condoned in the rules.
The "magic item wishlist" is not a player rule. It's a suggestion for the DM how he can handle treasure. The "rule" part only goes so far as to tell what level of items the game is balanced against, what items he puts in there is up to him.
He can take that suggestion and shove it in his round folder, or he can use it and ask the player for a wish list. He can ignore that list if he finds items he doesn't like, he can use parts of it, he can weave them into the adventure story, or he can just be lazy like me and try not to forget the wishlist and use it when it's time for a magic item reward.
 


Items in 4e have a level, which plays an important role in regulating when the PCs are eligible to recieve them. (If you're using the pre-4e treasure-placement rules as written.)

In combination with the above, this works!

This is an area of the game where I'm pretty happy to cut out the middleman!

This is my objection to a whole range of mechanics, including some forms of SoD: if the GM doesn't have the heart to do it - ie if the mechanic runs a danger of breaking the game if the GM actually plays it heard - then what is it doing there?

I don't want soft-hearted GMs, nor players who worry about the integrity of the story. I want rules that will allow GMs to push hard, and players who push back with their PCs, to produce a great play experience, with a story that works for them, even though no one has that as their goal at any particular moment of action declaration.

I think the guidelines for what level as magic item should be given is a good thing especially for new DMs. As long as they are a guideline and not a hard fast rule.

Just because I can be soft about sundering a special item does not mean that I don't the rule should be in the game. There are a lot of times sunder is very effective both for the NPCs and PCs.

Just because a rule is in the game it does not mean it needs to be used all the time. And it is a game while I don't believe that players should act like brats over things I also think a DM should use a little judgement on if I do this the player is going to be very upset and find it not fun at all.
 

I think its fairly common to confuse treasure parcels with player wishlists because they are located so closely together in the DMG. 4e assumes less plentiful acquisition of magic items and also has a design ethos that encourages DMs to be mindful of the content included in their games. There's a strong undercurrent of DM as designer. They talk about designing monsters, designing encounters, designing quests, etc. The basic conceit of the game is that there should be an underlying reason for every decision a DM makes. Treasure parcels tie into this. 4e assumes that a DM knows his players better than WotC ever will. This is why adventures did not include prescribed treasure.

Wishlists are simply a reminder that active communication between players and DMs is important for a quality game experience. This is a philosophical change from the idea that if you were not happy with your game experience your best course of action is to manipulate the game through your character's actions towards a desired result even if its not in the interests of the other people at the game table.

Of course some people don't believe that experience at the table should warp to player and DM concerns. Personally, I'm not really a fan of incidental fun in a game where people have such varying agendas. As always play the way you like.
 

It is an issue if the rest of the players don't want to stop just because the wizard went nova.
The 5MWD? Yes, if you have characters with different resources, only some of which have a mechanical incentive to rest frequently, you'll get conflicts like that, it's part of the problem.

I have never once had to suboridante my campaign needs to handle the nova problem and I have never once had a conversation with DMs I know that have had a campaign issue with handling nova
Your anecdotal evidence is noted and weighted according to it's sample size of 1. The problem still exists, in spite of your immunity from it or blindness to it, however.

In your opinion is not as good a s mechanical solution others feel differently.
You an 'feel' however you want, but a mechanical problem remains however you work around it.


When we talk about the 5MWD, we aren't making it up. It happens, it happens a lot, and the reasons it happens are right there in the mechanics of the game in black & white. Disputing it based on anecdotal evidence and rejecting solutions because of imagined consequences will not make it go away. It'll just make a lot of D&D players go away if WotC listens to you.

You also take away the chance for any creativity and thinking outside the box because you have the same abilities every encounter.
Thinking 'outside the box' is always an option - the kind of option (like the DM using house rules) that really /can't/ be taken away. You could as easily say that Vancian casting takes away 'outside the box' thinking because rest and re-memorize is always a solution. You'd be just as wrong, but it'd be just as (in)valid.

Even the game designers have said that one of its issues is that it basically says this is the way you play DnD and any other way was wrong.
One of them has, yes. It's ironic that after preaching 'no one right way to play' and 'D&D: Next is going to be for everyone,' he'd go on record with /one right way to play/, necessitated by making D&D: Next exclusively for those who demanded the return of Vancian casting.
 

SteelDragons said:
The idea that the players should or would be told, in the rules, that they can tell the DM what items they should be getting and when is, as I said, the antithesis of a D&D experience...to me. So to my eyes, it looks pretty nonsensical that it would happen at all, let alone be condoned in the rules.

So, you don't think 3e is D&D? After all, in 3e, by the rules, PC's can buy whatever item they want, providing they find a large enough population center, or simply make whatever they want, providing they have the appropriate feats/level.
 

So, you don't think 3e is D&D? After all, in 3e, by the rules, PC's can buy whatever item they want, providing they find a large enough population center, or simply make whatever they want, providing they have the appropriate feats/level.

Nooo. I have no problem, nor have said anything about having a problem with the characters interacting in whatever ways they can with the game world. If your game world has Magi-marts in the big cities or easily available materials for item crafting...the DM doesn't mind (obviously, since they've put it in the game world)...go for it!

That is not the same as the players making demands on or "offering direction" the DM.

Please don't try to pick an argument with me over apples when I talk about oranges.
 

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