FormerlyHemlock
Hero
Oh, okay, I guess I misunderstood that paragraph.By neglect or foul intent, the result is the same.
Oh, okay, I guess I misunderstood that paragraph.By neglect or foul intent, the result is the same.
I think the entire post was trying to create the "steel chair effect" and you could have let the actual poster say what they meant if they didn't mean what I took from it instead of white knighting but here we are.
I think simulation drives what's happening at the table so I don't really understand your first question. Is an agenda ever more important than what's actually happening during play.
I think it's always possible to make mistakes so yes I think an aesthetic choice could ne mistakenly attributed to simulation though I think most people would be aware when they choose something they find aesthetically pleasing over what would be a more accurate simulation of the outcome.
Let me flip this question to you... how does a GM who wants to play in a no-myth style make sure his own biases and desires, even subconsciously, don't direct the fiction and trajectory of play toward his own desired direction and outcome even though he is claiming there is no pre-structured plot and they are all playing to find out. Couldn't those off the cuff answers, difficulties, NPC actions and so on all be directed by his own desired outcome... even if he honestly thought he wasn't pre-constructing plot?
I've said, at the margin of where plausible meets highly direct limited local effects simulation is at it's most plausible. So sure, your imaginary model of a pit can be understood in terms of pitlike factors. A reasonable player can be expected to think that falling in will be harmful in proportion to depth, but going much beyond this is going to be quite fraught. How hard is it to climb out?No. No they're not utterly gamist. Like RPGs, traps contain elements of multiple game methods. The rules themselves are gamist. But a pit trap is simulating.........................a pit trap. It simulates it by 1) being an open pit, 2) causing you to fall(simulating gravity) when you fall prey to one, and 3) taking damage at the end of the fall(simulating damage from a fall). And the narrative is the PC falls into the pit due to X.
Just about every RPG ever made has some combination of narativist, gamist and simulationist portions. Whether a given game is gamist, simulationist or narativist depends on the primary focus since like the traps above, it will contain all three elements.
Absolutely, in DW for instance there's extremely explicit instructions for the GM, reinforced several times, designed to help prevent that. The actual process of how the game plays helps prevent it. The players have the explicit power to prevent some aspects of this. And, finally, the GM is granted power to author a lot of stuff, which actually can help, especially since it mostly happens at the table in front of the players.Let me flip this question to you... how does a GM who wants to play in a no-myth style make sure his own biases and desires, even subconsciously, don't direct the fiction and trajectory of play toward his own desired direction and outcome even though he is claiming there is no pre-structured plot and they are all playing to find out. Couldn't those off the cuff answers, difficulties, NPC actions and so on all be directed by his own desired outcome... even if he honestly thought he wasn't pre-constructing plot?
You're implying that you need to model something 100% or it isn't a simulation, because if you don't have to model it 100%, it wouldn't matter how hard it is to climb out. Not that there wouldn't be a DC for that in any case, so climbing out is also modeled into the pit trap.I've said, at the margin of where plausible meets highly direct limited local effects simulation is at it's most plausible. So sure, your imaginary model of a pit can be understood in terms of pitlike factors. A reasonable player can be expected to think that falling in will be harmful in proportion to depth, but going much beyond this is going to be quite fraught. How hard is it to climb out?
Absolutely, in DW for instance there's extremely explicit instructions for the GM, reinforced several times, designed to help prevent that. The actual process of how the game plays helps prevent it. The players have the explicit power to prevent some aspects of this. And, finally, the GM is granted power to author a lot of stuff, which actually can help, especially since it mostly happens at the table in front of the players.
Nope! I'm old enough and wise enough to know that all of these things require some considerations and technique of which I have never mastered. While I can certainly IMAGINE that it might be possible to create a trip line that set of a crossbow, actually creating such a device? I assure you none of us are going to think of even some of the most basic aspects of this. I know from long ago experience as a youth and boyscout that making deadfalls, pit traps, snares, etc. is WAY harder and requires a good bit more exact work and experience than you think. Maybe you or I could string a line to trip someone, though I suspect it would be pretty easy to detect unless there were circumstances like darkness, etc. Still, I don't have a good handle on HOW hard it would be to detect. So, I'm not super confident I can accurately parameterize these things, no. Can I depict them plausibly enough to say "Yeah, we can pretend it will work that way without anyone facepalming." OK, sure. Again, as I keep pointing out, at this very simple level, if you want to bend the definition of 'simulate' a bit, you can call "there is a pit trap, its 10' deep and you will take 1d6 damage if you fall in." a simulation. I probably would not call it that, but whatever.Repeating a non sequitur doesn't make it more true. That last bit of your post relies on the non sequitur--and here you're adding another fallacy in the form of a false dichotomy! Since when does not being a one-in-a-million Army Ranger make me someone who has "no knowledge at all about traps, aside from some completely contrived notions stemming from TV"?
I assure you, my knowledge is more than zero, and I don't think that makes me special. Is your knowledge really zero on this subject? How can you genuinely know nothing at all about e.g. clotheslining a runner or rider in the dark, or at the head of a staircase; or setting up a deadfall; or preplacing a crossbow? I don't know 100% and it's fine if you don't know 100%, but you're claiming that 999,999 people in a million have 0% knowledge. Think it over for thirty seconds and tell me if you still believe what you wrote.
Taking one's best guess is absolutely a valid way to GM and doesn't require injecting another agenda. Again, I'm not claiming that doing so is inherently virtuous! I'm just refuting the idea that it's impossible!
Okay, then I guess you have three choices when you GM: extrapolate based on rulebooks instead of FKR-style, determine randomly (e.g. DC = d20+prof), or choose based on some other agenda like sexual attraction or dramatism.Nope! I'm old enough and wise enough to know that all of these things require some considerations and technique of which I have never mastered. While I can certainly IMAGINE that it might be possible to create a trip line that set of a crossbow, actually creating such a device? I assure you none of us are going to think of even some of the most basic aspects of this. I know from long ago experience as a youth and boyscout that making deadfalls, pit traps, snares, etc. is WAY harder and requires a good bit more exact work and experience than you think. Maybe you or I could string a line to trip someone, though I suspect it would be pretty easy to detect unless there were circumstances like darkness, etc. Still, I don't have a good handle on HOW hard it would be to detect. So, I'm not super confident I can accurately parameterize these things, no. Can I depict them plausibly enough to say "Yeah, we can pretend it will work that way without anyone facepalming." OK, sure. Again, as I keep pointing out, at this very simple level, if you want to bend the definition of 'simulate' a bit, you can call "there is a pit trap, its 10' deep and you will take 1d6 damage if you fall in." a simulation. I probably would not call it that, but whatever.
Literally, from a play of Blood & Honor:What would it look like to choose something that doesn't fit a chain of imagined causality?
Yeah, sure. They are oft cited, but here goes (for Dungeon World):Can you give specific examples of the things you're citing? Also how would the players know if something is authored at the table vs. beforehand and just presented at the table as if it were?

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