D&D 5E When generational differences become apparent

That really seems more like an edition-al issue rather than a generation-al one. If you started in an edition prior to 3.0, then you didn't have lore skills or perception checks or social skills or anything, so you wouldn't have thought about rolling for it. Starting in 3E, new players have always had those things.

Although 3rd edition players tended to experiment somewhat with other systems, so many of us learned how to roleplay like the OP is suggesting. I don't think it is a generational or edition based difference. Instead, I think its a bunch of people who are new to roleplaying games, so they draw upon the only experiences they know: Board games and digital gaming.
 

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Detail and description are what give the game world life for me and my group. Just skipping to the roll makes everything seem too binary.
That wasn't what I advocated.
In the example of the character making a statement about looking for tracks for the skeleton that is a fine description and would Img result in the GM saying "make a survival roll". Equally if a player had said "I look for any tracks" that would work too.

Same when sneaking past a guard saying "I hold onto any objects that might clank, keep my centre of gravity low, watch where I put my feet and move as quietly as I can past the guard" works to get a roll but I would equally give a roll to someone saying "I sneak past the guard".

Persuasion works the same. If someone has a character with +8 persuasion and they say "I try and persuade the guards to let me in by saying I'm an important merchant" I let them roll a d20+8. Now if they have a -2 ability they roll d20-2.

As does combat. "I hit the Orc" gives you the same roll as a detailed description about "feinting to its left then bringing your sword down in an arc on its weapon arm".

You can go either way, both is fine IMO. As long as it adequately describes or states the action.

I don't consider it binary, the chance of success is effected by the character attempting, the dice roll and the base DC.

I don't allow the ex sage paladin of devotion with a perception and survival skill of -1 to follow tracks just because the player says he looks for certain signs. Equally I don't have the elven ranger with chosen enemy undead and skills of +10 miss the tracks because their description they forgot to mention looking for fresh bone shards (that I as GM had decided we're the only tracks left by this skeleton).

Now I don't ignore description. If you say something that is outside the norm I would adjust the DC. For example if the persuader said "I tell him I'm the King of Furyondy" that might make the roll harder (or an auto fail).

I do find the "Before I open the door I make a perception check" to be annoying as it doesn't describe what the character does - it describes what the player does. But if someone says "before I open the door I search it for traps" that's fine with me because it describes what the character is doing.
 

I think there's a time and place for both approaches to the game. Sometimes, description and buildup are vital parts of the game. Other times, they aren't vital and just bog things down. Years ago in the 2E days, I had a player who wanted to act out every single interaction with every NPC. I would respond with "you pay the shopkeeper and he gives you the 50' of rope you wanted" and prompt him to the next step in the adventure.

I don't mind role playing when it adds to the story or really helps build the characters, but sometimes it actually gets in the way of the game.

I think the key to being a DM...or one of the keys anyway...is to be able to recognize which moments are needed and which can be skipped.

Edited to add: I don't know how much of a generational thing this is, really. I think it's a bit more edition based, which may make it seem generational. I think the 3E minded folks tend to think along the lines of rules as that edition really codified everything about the game. So coming from that edition, I wouldn't be surprised if many players were a little confused by the looser system of 5E.
 
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Over the last 2 weeks I have run for:

A group of mostly 40-50 year olds who have played half their lives.
A mixed group of ages 20-50
A group of seven 12-14 year olds

Over the years I have run a lot of games in places like churches, in Anime Cons, in competition slots at Gen Con and major LG/LFR events. My strong experience has been -- there isn't a very strong generational, gender, age, race or religion effect.

Some players like to describe things in detail. Some like to roll dice and not feel every challenge has an imaginative component. Some like to roll dice and then describe their actions in the context of the deice result. Some like to have their characters kill things rather than talk to them. Some want their characters to get drunk and have sex. Some refer to their characters as "my orc barbarian-1 / fighter-4", some as "dannia". Some say "I walk into town", others say "Dannia walks into town". Others say "When we get to town I take 10 on streetwise for a 19 to ask about the murders".

I honestly think I have run for maybe 500-1000 different people over the last few decades. I cannot honestly say I have seen any systematic differences worth noting. If your group Gen X people all like style A, someone else's group will hate it. It's not the Gen, it's the people.

Or, for fellow statisticians, although there maybe a statistically signifiant effect due to generational differences, the size of that effect is so much smaller than that due to individual variation, that given any single group to play with, you are vastly better off spending your time working out what those individuals like rather than estimating their preferences using their generation as a predictor.
 

I can relate to the OP, and I don't think it's necessarily a system issue. When I play 5e with my old group from back in the day, we are in sympatico. They tell me what they want to do, and I say yes, no, or roll these dice. When I've played with some other groups, with people that are generally a decade or more younger than me, there just seems to be a greater desire to interact with the game through mechanics, rather than through me.

<snip>

Even playing B/X, there was one time when I player asked if he could read any tracks in the dust of a dungeon floor. For that particular situation, I thought a roll would be appropriate, so I said, "The dust is pretty churned up by many comings and goings. Why don't you roll a d6 to see if you can make anything out?" After that, though, the player would frequently say, "I'm looking for tracks in the floor!" and throw the d6, before I could say, "The tracks can be clearly read," or "There are no visible tracks," or even "Roll the die to see what you can find." They latched onto that quick-and-dirty ruling as a mechanic they could go to again and again.

It makes me sad, in a way. As DM, I very much believe in Mike Carr's advice that "the DM must be fair, reasonable (without giving in to the unreasonable demands of the players), and worthy of the respect of all the participants," and "The Dungeon Master should do everything possible to assist players in their quest without actually providing important information unless the players themselves discover it..." I have no desire to "Gotcha!" the players or be needlessly adversarial. If the players prefer to play with a heavy reliance on mechanical resolution, I'll adjust; I have no problem letting the players play the kind of game they want to play. But I could give them so much more...
I don't know if you saw the passages I quoted upthread, from the 1st ed AD&D rulebooks.

I think there has always been a strong emphasis on dice rolling for certain sorts of perception (listening at doors, searching for secret doors or traps) and recollection (thieves' read languages, bards' legend lore). A player who makes a roll to "percept the room" is participating in (a variant of) that tradition.

Mike Carr's injunction about "the players themselves discover[ing] it" doesn't really change this situation. If a player has his/her PC stick his/her ear to the door, there is a strong tradition (exemplified in respect of the thief class) that the die still has to be rolled to determine whether or not the PC hears anything.

Expecting the players to favour fictional positioning over mechanical resolution would be more reasonable, I think, if the game had always prioritised one over the other; but as the hear noise rules illustrate, it hasn't.
 

I don't know if you saw the passages I quoted upthread, from the 1st ed AD&D rulebooks.

I think there has always been a strong emphasis on dice rolling for certain sorts of perception (listening at doors, searching for secret doors or traps) and recollection (thieves' read languages, bards' legend lore). A player who makes a roll to "percept the room" is participating in (a variant of) that tradition.

I saw the quotes, but they aren't really applicable to the situation, for a number of reasons. 1) My old group and I came up with 1st edition AD&D. The other players I'm talking about generally have not. Nevertheless, there's a tendency for my old group to say, "I do X," and wait expectantly for my ruling, and for the newer groups to say "I do X, (roll), a 17" before I can say anything. 2) My point is not merely about the narrow example of a perception check, but also includes various skill checks, such as Athletics, Acrobatics, Intimidation, and Persuasion. This can be particularly disconcerting because they roll so early, sometimes I have no particular DC set ahead of time, and am forced to decide whether they made it or not, rather than allow the dice to decide. And 3) There's absolutely nothing unusual about attempting to perceive something and expecting that it will be resolved with a roll. There is something unusual, IMO, with attempting to perceive something and rolling unilaterally. Particularly since in the examples you quoted, it's the DM who rolls perception related checks, so that the player doesn't know whether there is really anything there, or if they failed the roll. Hence Gygax's injunction (to the DM) to roll anyway, even if such a roll is not needed.

Mike Carr's injunction about "the players themselves discover[ing] it" doesn't really change this situation. If a player has his/her PC stick his/her ear to the door, there is a strong tradition (exemplified in respect of the thief class) that the die still has to be rolled to determine whether or not the PC hears anything.
The point of the Carr quotes is to indicate that my stance, as DM, is not adversarial with regards to the players, and that I don't play "Gotcha!" games. My lament in this case is that my goal is to assist the players by providing the information that is available to them. But it seems that many players do not expect such information come without passing through the crucible of a die roll. Or, alternatively, that a roll of the die is enough to indicate that they have it. I would spare them the frustration of rolling and failing, or of rolling high to no effect (because there was no effect to be found), or of making unnecessary rolls in general. If they engaged with me, rather than purely mechanical resolutions, we could take the game to new heights, enhanced by die rolls rather than limited by them.

Expecting the players to favour fictional positioning over mechanical resolution would be more reasonable, I think, if the game had always prioritised one over the other; but as the hear noise rules illustrate, it hasn't.
That's actually quite orthogonal to the issue. It's more DM-based resolution over mechanically-based resolution that I'm talking about. The former may include fictional positioning, but that is not the whole of it. As in the B/X example I noted. If the player merely expressed his intentions to me, the DM, then there would be times when they would be resolved with fictional positioning, and others when it was resolved by various kinds of mechanical resolution. What I offer is greater possibilities, a game that utilizes multiple approaches to resolution, tailored to the situation. But that player preferred to rely on that single mechanical resolution.

It's not that I don't understand why some players want to play that way. For whatever reason, be that previous bad experiences, or learning D&D through a particular edition, or even just innate preference, they want a clear sense of agency, and points of hard contact where they interact with the game. That is why I try not to force my style on players who don't want it, and I force down the reflexive annoyance that flares when a player rolls unilaterally. I just don't feel my games with those players have reached the heights of the games I where I can use that style. When the players engage with me, I'm more engaged with them, and the game, and we feed off each other.

I've found this to be true from the opposite side, as well. As I like to say, "Say 'Yes,'" doesn't apply just to GMs.
 

there's a tendency for my old group to say, "I do X," and wait expectantly for my ruling, and for the newer groups to say "I do X, (roll), a 17" before I can say anything.

<snip>

There's absolutely nothing unusual about attempting to perceive something and expecting that it will be resolved with a roll. There is something unusual, IMO, with attempting to perceive something and rolling unilaterally.
That's clearer, thanks. So the issue isn't so much dice rolling as who gets to frame checks?

My lament in this case is that my goal is to assist the players by providing the information that is available to them. But it seems that many players do not expect such information come without passing through the crucible of a die roll. Or, alternatively, that a roll of the die is enough to indicate that they have it. I would spare them the frustration of rolling and failing, or of rolling high to no effect (because there was no effect to be found)

<snip>

That's actually quite orthogonal to the issue. It's more DM-based resolution over mechanically-based resolution that I'm talking about. The former may include fictional positioning, but that is not the whole of it. As in the B/X example I noted. If the player merely expressed his intentions to me, the DM, then there would be times when they would be resolved with fictional positioning, and others when it was resolved by various kinds of mechanical resolution.

<snip>

It's not that I don't understand why some players want to play that way. For whatever reason, be that previous bad experiences, or learning D&D through a particular edition, or even just innate preference, they want a clear sense of agency, and points of hard contact where they interact with the game.
I think the "agency" aspect to this arena of play is fairly important - there is an element of the players wanting to be able to make a move (in this case, a mechanical move at the "meta" level) that obliges the GM to dispense some backstory. (Or, in the case of, say, an Athletics check, that obliges the GM to allow that the fictional situation has changed in the relevant way.)

I also think there is a degree of "training", which is linked to certain play assumptions. For instance, to the extent that there is an implicit understanding (among some players, perhaps promulgated by some game texts) that the mechanics are the "physics" of the gameworld, then you may have players who think they need to work out the physics in order for the fiction to change; or GMs (not you, obviously) who insist on the roll as part of working out the physics. (This came up in the big "fail forward" thread, for instance, where some posters took it for granted that climbing a mountain, or trying to navigate, must involve a check against Climbing skill, or Survival skill, etc.)

The agency and the physics-training can probably push in the same way, too, for some players, because they may become used to the idea that activating the physics by declaring a check is the preeminent way to exert agency in the course of playing the game. This sort of outlook I think has roots as far back as skill-and-check based games like Traveller, RQ and RM.

If the players are used to an approach to play in which scenarios are "closed" rather than "open" (eg the goal is some outcome predetermined by the GM, like "rescue the princess" or "deliver the widget to the whosit"), then they might also be expecting that one of the major determinants of whether the mission can be completed well or not is the availability of information, and might then expect the GM to be rationing it to some extent. (Traditional CoC games are full of this sort of thing - and I don't think its subversion by GUMSHOE/Trail of Cthulhu has yet become mainstream.)

Personally, and probably more controversially, I also think some of the explanation is the lack of clarity around the rationale for various dice rolls in classic D&D, which can then lead to some of these rolling procedures taking on almost a cargo-cultish status (in the sense of: players are going through a process, or at least what they take to be a process, without that process actually having any sort of appropriate causal connections or larger context that renders it sensible).

For instance: why does classic D&D require a roll at all to hear noise behind doors? Is this primarily modelling the thickness of doors? Is it about rationing information in order to enhance the play experience? And if the answer is the second, and we then read that back into the fiction by positing thick doors (which also helps explain the STR check needed to open them), why does a thief have to make a roll to hear noise at a window (which is typically not thick at all)?

The answers to these questions aren't really made clear in the Moldvay rulebook, and even less so in Gygax's DMG, and to be honest I don't think they're that much clearer today. The rules talk about checks to hit in combat, and checks to notice hidden things, as if there's no interesting difference between them other than the stat used; whereas the former is primarily about making a move in the fiction, while the latter is about increasing the backstory available to the players, which I think are clearly quite different things that might be governed by quite different considerations (as your quotes from Mike Carr seem to suggest).

And to top it off: if we adopt a policy of making "necessary" information available, what exactly is the point of playing a thief, or a bard, or a wizard with knowledge skills? I think there are reasonable answers to that question, but I'm not sure the game has tended to make those answers obvious.

I know this rant hasn't engaged with the "who gets to frame" issue, and to the extent that that is the main issue then my rant misfires. But without knowing either your particular group or that of the OP, but having some general sense of various approaches to RPGing, I think there is something at work here which isn't just about (or at least primarily about) generations, but much more about how different groups have tried to make sense of a legacy that was bequeathed by a game optimised for use within very narrow parameters (the mostly open-ended dungeon crawl in which the GM has pre-written notes that establish the bulk of the salient backstory) but has more-or-less the same mechanics being used for a very different sort of RPGing (far more "closed" scenarios set against, or taking place in, gameworlds with a richness of fiction - like FR - that tend to defy any attempt to write down all the salient backstory in advance).

EDIT: I had another thought about this:

"Say 'Yes,'" doesn't apply just to GMs.
I agree that more-or-less standard/ordinary RPGing works best when the GM has a clear authority over framing. But I'm not surprised that there are some players who push back against this, because the boundary between GM framing and GM force/adversarialism can be a fairly murky one.

When I re-read Gygax's DMG, one of the things that strikes me are the references (not all that many, but enough that I notice them) to the GM sticking first-and-foremost to what is written down in the dungeon key. To me, this seems central to ensuring that the game is a fair puzzle-solving enterprise for the players, rather than something closer to Calvin-ball.

Anti-scripting, "No Myth"-ish games of the sort I tend to enjoy also have all sorts of formal and informal devices to regulate the way the GM frames things and introduces adversity (MHRP - the Doom Pool; BW - GM's obligation to frame by reference to player/PC flags; 4e - much more informal, but the players tend to have enough depth of resources, espeically at paragon and up, that the GM only has to notice the encounter-building guidelines out of the corner of his/her eye to have a sense of what will or won't be fair to toss into the mix).

But there is a lot of D&D play that has drifted away from the constraints of Gygaxian dungeon crawling without adopting other sorts of devices for helping to make play fair. (Luke Crane suggests that this break down of fairness happens even with the move from Moldvay Basic to Marsh/Cook Expert, because the context for wilderness play and wilderness mapping doesn't give the players enough opportunity to construct the information they need, unlike the much more constrained environment of dungeon mapping.)

The default solution - that probably had its heyday in the 2nd ed AD&D era but which seems to find at least some support in 5e - is to put all this back on the GM. That's a big load for one participant to carry, even if well-intentioned, and does put pressure on the framing-vs-adversarialism distinction.
 
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So the issue isn't so much dice rolling as who gets to frame checks?

I think the "agency" aspect to this arena of play is fairly important -
...I also think there is a degree of "training", which is linked to certain play assumptions.
It's not so much who frames checks, I think, but whether a check is desirable from the player side of the screen. In the classic game, there were a lot of grey areas in the rules, and, unavoidably, a lot of checks you wouldn't be good at, by the numbers. If you could get the DM to accept the description of your action as implying success more or less automatically, you could avoid engaging with a resolution system that disfavored your character (or couldn't be depended upon to favor him, or just 'wasn't fair' in some perceived sense - take it how you want), or maximize the chance the DM would fill in a grey area in your favor. In the modern game, you could depend on the rules to cover what you were trying to accomplish in a fairly predictable way.

So if you're acculturated to the former, you couch declarations carefully to try to coax a favorable outcome from the DM, while if you're accustomed to the latter, you choose character abilities carefully to maximize the chance of a favorable outcome when the relevant resolution system is applied.

Personally, even buying into the above, I'm still annoyed when a player declares check or a dice result instead of an attempted action.
 

That's clearer, thanks. So the issue isn't so much dice rolling as who gets to frame checks?
Eh, kinda, in a way, but not really. :) That makes it sound like I'm staking out procedural turf that I don't want players to encroach. Ideally, what I want in a game, whether playing or DMing, is an interplay between the players and the DM in which the DM presents the world, and the players engage with that world, through the DM, as much as possible remaining "in character" -- that is, making their decisions through the eyes of their character. Taken to an extreme, this is ultimately an exercise in improv. It's summed up by this description of play in the 5e rules:
5e Rules said:
1. The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.

Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.

3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.
Now, within that framework, it's understood that for certain situations (some dictated by the rules, others left to the DM's discretion), randomizers are used to simulate swings in probability, and to create outcomes that I do not know beforehand, in order to give the game a more "live" feel, reduce mental workload on the part of the DM, and to take certain outcomes out of the DM's hands, so that the game doesn't consist solely of the "convince the DM" type dynamic that Tony Vargas described below. If improv is one end of the spectrum, and a rules-bound game such as Monopoly is the other, we're closer to the improv side, but with using the rules and mechanics to facilitate that kind of play.

A player who unilaterally makes a check, even when doing so with an "in character" description of their action, is breaking away from the above dynamic. They are not engaging with the world through the DM, they are engaging with the world through the mechanics. What that means is that the world is now dependent on, and to an extent limited to, those mechanics.

Now, let me add the caveat that it is of course entirely possible for a DM to ignore that engagement with the mechanics, and focus on the accompanying description. I did this to an extent with the B/X example, saying at one point, "You don't have to roll. A quick glance reveals there are clear tracks." In practice, though, I do not favor this. There is perforce what Neal Stephenson calls "metaphor shear" when that happens. If the player rolls low, and the DM sets the roll aside, there is typically no problem, because the favorable outcome tends to compensate for the metaphor shear. (Of course, if this happens too often, players may feel that the DM is fudging in their favor.) If the player rolls high, then a negative outcome accentuates the metaphor shear. Overlaying all this is the possibility, nay, the likelihood, that the player is explicitly engaging with the mechanics because that's the kind of game they want. As DM, I feel I should oblige them, though I feel the game as a whole has been to some degree limited, and my handle on the world (not control) has been compromised.

To give another example, I was recently running a game that involved a social interaction. The players were trying to get information about a particular person from an NPC who had been seen with him. The NPC they were talking to was improvised on the spot (as will happen), so I had some idea in my head of how he would react to certain lines of questioning, but nothing concrete. After initially talking with the character reasonably, one player suddenly had his character go ballistic, viciously threatening the NPC, capping off his tirade with a unilateral dice roll, exulting when it came up quite high.

Now, this posed several problems for me. For one, it caught me entirely off-guard. Had there been no dice roll, I could have digested his role-play, and formulated a response. In hindsight, with detached perspective, I can say I probably would have called for an Intimidation roll. But in doing so, I would have already been formulating possible results based on the outcome of the roll. And since it was some good role-play, total failure would not have been on the table, even if he'd rolled low. But in the heat of the moment, my mind went blank. Not only did I have to react to the role-play, but I also had to think, on the spot, of a response that more or less reflected his high roll. Ultimately, I fiddled with my dice a bit, buying some time, and eventually came up with a response that, I think, worked for everybody and the game continued. But, personally, as participant in that game, man, did that suck. Metaphor shear up the wazoo for me. Instead of working through the interaction organically, I was put to a decision, my options limited.

Looked at from an opposite point of view, it would be typically thought to be bad DMing to do the same to a player, which is generally why bluff, persuasion, and intimidation checks aren't usually used against a PC, except perhaps in the rare case of player-initiated contexts. Or at least, that's how I see it. I like skill checks as a tool to resolve certain situations, not as weapons for the PCs and DM to wield against each other.

I think the "agency" aspect to this arena of play is fairly important - there is an element of the players wanting to be able to make a move (in this case, a mechanical move at the "meta" level) that obliges the GM to dispense some backstory. (Or, in the case of, say, an Athletics check, that obliges the GM to allow that the fictional situation has changed in the relevant way.)
Indeed. That desire to operate in the "meta" level is the distinction that I (and I think @Sacrosanct) were trying to make.

I also think there is a degree of "training", which is linked to certain play assumptions. For instance, to the extent that there is an implicit understanding (among some players, perhaps promulgated by some game texts) that the mechanics are the "physics" of the gameworld, then you may have players who think they need to work out the physics in order for the fiction to change; or GMs (not you, obviously) who insist on the roll as part of working out the physics. (This came up in the big "fail forward" thread, for instance, where some posters took it for granted that climbing a mountain, or trying to navigate, must involve a check against Climbing skill, or Survival skill, etc.)
This is also an excellent insight, I think. Thinking back, it seems to fit my experience. Especially as a B/X player and DM, since the mechanics there are most certainly not physics simulators.

Personally, and probably more controversially, I also think some of the explanation is the lack of clarity around the rationale for various dice rolls in classic D&D, which can then lead to some of these rolling procedures taking on almost a cargo-cultish status (in the sense of: players are going through a process, or at least what they take to be a process, without that process actually having any sort of appropriate causal connections or larger context that renders it sensible).
Well, certainly the ultimate roots of that kind of play go back to the Thief class, and the steady encroachment since then that if you don't have a particular skill, you can't do that particular thing. This was reinforced with NWPs in late 1e and 2e, and brought to full flower with 3e. That said, I'm not exactly sure if that's germane to the issue I'm discussing, in that while this shows an evolution of the skill system in D&D, it is my impression that even through 3e skill systems were represented as a resolution system used at the DMs discretion, rather than features for players to use unilaterally. 4e Essentials did introduce "skill powers", but I suspect that was merely a sign of where things were going, rather than a cause in and of itself. I could be wrong. I never played 3e, so I don't know if how it was presented or commonly played might have contributed to this trend, other than, as you note above, foreground mechanics as player-side tools of agency as well as physics simulators.

For instance: why does classic D&D require a roll at all to hear noise behind doors? Is this primarily modelling the thickness of doors? Is it about rationing information in order to enhance the play experience? And if the answer is the second, and we then read that back into the fiction by positing thick doors (which also helps explain the STR check needed to open them), why does a thief have to make a roll to hear noise at a window (which is typically not thick at all)?

The answers to these questions aren't really made clear in the Moldvay rulebook, and even less so in Gygax's DMG, and to be honest I don't think they're that much clearer today. The rules talk about checks to hit in combat, and checks to notice hidden things, as if there's no interesting difference between them other than the stat used; whereas the former is primarily about making a move in the fiction, while the latter is about increasing the backstory available to the players, which I think are clearly quite different things that might be governed by quite different considerations (as your quotes from Mike Carr seem to suggest).
To be frank, I think they are there merely to model probability, and I think this is made somewhat clear in Gygax's DMG, which opens with a discussion of probability and bell curves. That said, I don't think it had much of an influential effect, as from OD&D through 3e there was a constant movement toward having mechanics that "model" something concrete, rather than just mere probability. The example par excellence for this is the attack roll. In OD&D (and default Expert D&D), the attack roll merely represents the probable chance of doing some damage within 1 minute/10 second round of combat. Within that 1 minute or 10 seconds, the participants were expected to be busy with multiple attacks, multiple hits, multiple misses, multiple dodges, multiple parries. This was made explicitly clear in OD&D, AD&D, and XD&D. And yet...first came variable weapon damage, then weapon speed factors, then 6 second rounds, then attacks of opportunity, etc., etc., until now, even with 5e paying some lip service to the idea of multiple undescribed actions within a turn, the game feels like 1 attack roll = 1 swing. To the point that martial characters get Extra Attacks.

I agree that more-or-less standard/ordinary RPGing works best when the GM has a clear authority over framing. But I'm not surprised that there are some players who push back against this, because the boundary between GM framing and GM force/adversarialism can be a fairly murky one.

When I re-read Gygax's DMG, one of the things that strikes me are the references (not all that many, but enough that I notice them) to the GM sticking first-and-foremost to what is written down in the dungeon key. To me, this seems central to ensuring that the game is a fair puzzle-solving enterprise for the players, rather than something closer to Calvin-ball.

Anti-scripting, "No Myth"-ish games of the sort I tend to enjoy also have all sorts of formal and informal devices to regulate the way the GM frames things and introduces adversity (MHRP - the Doom Pool; BW - GM's obligation to frame by reference to player/PC flags; 4e - much more informal, but the players tend to have enough depth of resources, espeically at paragon and up, that the GM only has to notice the encounter-building guidelines out of the corner of his/her eye to have a sense of what will or won't be fair to toss into the mix).

But there is a lot of D&D play that has drifted away from the constraints of Gygaxian dungeon crawling without adopting other sorts of devices for helping to make play fair. (Luke Crane suggests that this break down of fairness happens even with the move from Moldvay Basic to Marsh/Cook Expert, because the context for wilderness play and wilderness mapping doesn't give the players enough opportunity to construct the information they need, unlike the much more constrained environment of dungeon mapping.)

The default solution - that probably had its heyday in the 2nd ed AD&D era but which seems to find at least some support in 5e - is to put all this back on the GM. That's a big load for one participant to carry, even if well-intentioned, and does put pressure on the framing-vs-adversarialism distinction.

Well, I don't necessarily agree with Luke Crane on the Expert Set. I mean, I agree that Moldvay Basic puts forth a clean, open-but-with-structures game that when you play in that style, creates a certain visceral experience, well described in his posts on his game (and then emulated with Torchbearer); and that Expert does not offer that kind of play. But I feel that perhaps Crane does not extend Expert the same open mind that he does to Basic, in that he seems to view Expert through the lens of Basic. I think Cook/Marsh Expert is entirely as fair as Basic when played in the style suggested. A discussion for another time, perhaps.

We've discussed this before, but I think a key weapon in the arsenal of a D&D DM to avoid adversarialism is random rolls. I think this was in full bloom with 1e and Expert, but began to be downplayed with 2e, as the game moved from "DM as Referee" to "DM as World Builder and Storyteller" (and also from "adventure module" to "campaign setting". Happily, while 5e has moved back to putting more responsibility on the DMs shoulders, they have lightened that burden in two ways. One is the increased reliance on campaign-length adventures, such as HotDQ, PotA, OoA, etc. These provide new and casual DMs with the structure and advice with which they can run the game. The other is to lighten the homebrewing DM's burden by a great many random tables.

But all this is far afield of the topic Sacrosanct was posting about, I think.
 

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