Why do RPGs have rules?

pemerton

Legend
To answer look at the steps I outlined and what I highlighted
  1. The referee describes a setting
  2. The players describe some character they want to play in the setting.
  3. The referee describes the circumstances in which the characters find themselves.
  4. The players describe what they do as their characters.
  5. The referee adjudicates what the players do as their characters and then loops back to #3.
You (and @pemerton ) are assuming, likely based on my reputation, that all of what I highlighted are handled more or less the same way that Dungeons & Dragons and other similar RPGs campaigns are handled.

I deliberately elected not to expand on what one does to describe a setting, describe characters, describe circumstances, how player describe what they do, and how the referee adjudicate. All of these can be handled in different ways including delegating it to the consensus of the entire group.
I realize that is one of the perils of writing tersely.
I am not criticising terseness. I'm just noting inaccuracy in generalisation.

For instance, the concept of delegation presupposes authority. But the authority structure that you posit is not a generic one. When the players in my MHRP game choose their PCs, and thus their milestones, they are the ones who are deciding what the focus of their play will be. They are not exercising authority that I, the GM, have delegated to them. To describe it that way is to put the cart before the horse!

What actually happens is that we as a group decide to play some RPG or other, and that RPG sets out (whether expressly or implicitly) some assumptions about trope or genre or setting or whatever, and also some principles or rules about who gets to author what. And we start from there.

It obscures things to frame all this in terms of "the referee". Or "the players" for that matter - eg in my Cortex+ Fantasy Heroic games I have written pre-gen PCs and the players have chosen from them.

The fact that it doesn't go into whether the character will be facing the Mad King of Redgate Keep versus The Evil High Priest of the Hellbridge Temple doesn't change that Baker has a very specific type of setting in mind when writing Dungeon World. This is further reinforced by the gamemaster advice given later. Dungeon World is not an RPG that lends itself to running every type of fantasy setting. But instead, focuses on a narrow range of settings that have a specific feel.

<snip>

What I am calling a setting is not just a list of specific details like the Sorceror Supply Shop is on Regal Street just south of the Square of the Gods in City State. It also the more general assumptions and tropes from which those details are created from.

<snip>

Dungeon World is an example of an RPG that starts out a campaign with a setting that is comprised of no details just assumptions and tropes.
Baker didn't write Dungeon World.

And DW is obviously as broad in its genre coverage as D&D, or T&T, or RM, etc.

A setting is the background of the campaign. Anything and everything that could impact how a player will roleplay a character.

The point of all roleplaying whether it is with a human referee as with tabletop RPGs, collaborative storytelling, refereed by a software algorithm, or adjudicated by the rules of a sport (LARPS), is to pretend to be a character having adventures. In order to have adventures there needs to be a place in which adventures can occur. In order for players to decide what to do as their characters there needs to be a context on which the player can make a decision. All of this forms the setting of the campaign.
Not all RPGing involves a "campaign".

Not all RPGing involves an adventure.

And it is perfectly possible to create fiction about - to imagine - characters doing things without having any "background" or "setting" other than a sense of genre. Like, in my first session of Prince Valiant the players wrote up their knights, established some basic facts about their families and we agreed that they were riding through a forest on their way to a tournament:
Because - despite blind allocation - two players ended up with very similar characters (same B/P split, same skills, differing only that one had more 3 Arms and 1 Fellowship while the other had 2 in each), and one had described his PC as in his early middle age (but having accomplished little!) while the other was in his early 20s, the player of the younger one decided they were father and son. They were country knights, on their way to a tournament. The third player described his PC as the son of a noble family of horse breeders, with a gift for working with horses (Riding 4), and we decided that he was also on his way to the tournament and that they met on the road.

The "XP system" in the game is fame, and the default rule is that the character with the highest fame in a group has precedence. But the starting fame for knights is 800, so there was some jockeying in this respect - the three rode abreast, but Sir Tristraine (the horse breeder) was trying to squeeze Sir Justin (the son) into a rear position, while Sir Gerren (the father) did his best to make room for his son to stay alongside the other two. Opposed riding checks resulted in an all-round draw, so this awkwardness continued until they met a young knight in a clearing looking for jousting competition.

This was the first of three short scenarios I used, from the main rulebook and the "Episodes" book that shipped with it. It worked pretty well, and the PCs got some fame by besting a fairly weak knight in jousts. We got to test out the fighting rules, and also the social rules - the horse breeder had better Presence than Brawn plus some social skills to go with it, and the NPC had Fellowship, and so checks were made on both sides.
This was perfectly good RPGing - in fact it was really quite good RPGing - and it didn't depend upon the referee establishing a setting or delegating any authority to anyone.

The procedure that I outlined and claim covers all tabletop RPGs works just fine if the group decides to start the campaign with just general assumptions and tropes and paint in the details later as characters are created and the campaign is played. It also works just fine with campaign where the group is sitting with the entire Glorantha corpus sitting on shelves next to the table.

Thus I stand by my point that the first thing that happens when any type of tabletop RPG campaign is run, is that a setting is defined.

<snip>

These steps I feel represent the minimum one has to do in order to run a tabletop role-playing campaign. A group wants to pretend to be characters having adventures using pen & paper this is what works. There are other broad alternatives but that means you doing something different like playing a board game, a CRPG, wargaming, LARPing, Collaborative Storytelling, and so on. Each of those are fun but have different consideration to make them work.
You state your steps in terms of authority distributions, but then go on to say you don't really mean it.

And you describe setting in such generic terms that any colour, genre, trope or situation is "setting".

With those glosses applied, what your steps really encompass is:

  • The game participants imagine some characters in a situation.
  • Those participants who have taken up the player role declare actions for those characters (their PCs).
  • The game's procedures are applied to determine what happens next.

That's a pretty generic description of RPGing. It doesn't tell us why RPGs have rules.
 

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pemerton

Legend
To add to the post just above:

If we want our RPGing to involve not just "circumstances" in which the PCs find themselves, but opposition to the PCs, we will need a method for establishing that opposition. Here's Baker on this (back in 2003, under the heading "Doing Away with the GM"):

You need to have a system by which scenes start and stop. The rawest solution is to do it by group consensus: anybody moved to can suggest a scene or suggest that a scene be over, and it's up to the group to act on the suggestion or not. You don't need a final authority beyond the players' collective will.

You need to have a system whereby narration becomes in-game truth. That is, when somebody suggests something to happen or something to be so, does it or doesn't it? Is it or isn't it? Again the rawest solution is group consensus, with suggestions made by whoever's moved and then taken up or let fall according to the group's interest.

You need to have orchestrated conflict, and there's the tricky bit. GMs are very good at orchestrating conflict, and it's hard to see a rawer solution. My game Before the Flood handles the first two needs ably but makes no provision at all for this third. What you get is listless, aimless, dull play with no sustained conflict and no meaning.

In our co-GMed Ars Magica game, each of us is responsible for orchestrating conflict for the others, which works but isn't radical wrt GM doage-away-with. . . . GM-swapping, in other words, isn't the same as GM-sharing.​

That's a reason, then, to have the asymmetric participant roles that are typical of RPGing. It's not about setting but about conflict or opposition. It's not a knockdown reason, of course, because not everyone wants genuine conflict or opposition in their RPGing. If the goal of play is to imagine what it might be like hanging out in a tavern, or wandering around a pseudo-mediaeval market and fair, then we probably only need symmetric roles, though it might make sense to have one participant play the main character (the "PC") and another swap in and out of the bit parts (the "GM", but really they're just another player as far as authority and function are concerned).

If we do want conflict, and hence a GM, we are - to allude back to the Baker quotes in the OP - opening the door at least a crack to the unwelcome and unwanted. And then - again, as per the OP - rules become interesting to help achieve this, and hence go beyond what group consensus and negotiation make possible.

If we don't want conflict, and hence aren't looking for fiction beyond what group consensus could deliver, why have rules nevertheless? Because we don't trust what our consensus?
 

pemerton

Legend
If the referee is a good teacher, coach, and communicator. Knows the setting of the campaign very well including what is possible for characters to do. An RPG campaign can be played without any reference to a system. However, the skill required to make it fun and doable as a hobby is high enough that most folks turn to a written system.

Having an RPG system saves the players and referee time and work in several ways.
  • As a terse form of communication as to how a setting or genre works.
  • The system mechanics will provide a terse and often precise description of various elements of the setting like characters, and objects.
  • By teaching the referee and players how to handle common situations that arise in the setting or genre. Determining when there is a certain success, a certain failure, or the odds are uncertain, thus needs to be resolved with a procedure.
  • As a reference so that similar rulings are made for similar situations.
This allows the group to spend more of their limited hobby time and verbal bandwidth on playing the campaign. Rules are not a requirement to run an RPG campaign but having a set of rules make it more fun and doable in the time one has for a hobby.

The key element for tabletop roleplaying that elevates it above "Let's Pretend" that makes it work is the judgment of the human referee, not the rules. The rules are an aide and a tool to make this happen easier as a fun pastime.

Where it gets messy is in the implementation of the system. The only firm requirement that the system needs to follow is that the mechanics reflect the setting of the campaign accurately. If they don't then either one of two things will happen. The rules will be modified to reflect what missing or the setting will be altered to reflect how the rules describe things.
This suggests that the function of rules is to be a type of summary or "aide memoire" for the fiction: the setting is too big or complex to fully convey, and so we reduce it to rules.

But then, why does the referee have any special role? Why can't any player who realises that the rules are getting the setting wrong suspend or amend the rules in order to make the fiction better?

That's before we get to the sorts of comments that @AbdulAlhazred and I have made upthread, that the capacity of rules to summarise setting breaks down completely outside a very narrow range of cases. (Eg AD&D has rules for how hard it is for various characters to force open various sorts of doors and similar portals; but when it comes to toppling various sizes of statue - a pretty classic fantasy trope - the rules have nothing to say and the game participants are left to make things up based on common sense.)

In fact, experience in RPG design and play shows that there is no 'firm requirement" that the system/mechanics need to reflect the setting accurately. The mechanics for AW don't "reflect the setting" in a way that can be accurate or inaccurate: they establish a clear set of processes for working out what happens next in the shared fiction. The same is true for most of the mechanics in Classic Traveller. Or MHRP/Cortex+ Heroic. Or Prince Valiant.

Are characters described using class and level or skills and talents? Is armor about avoidance or damage resistance? Does social interaction get the most detail, is it combat encounters? Or both. Level of detail and focus are often the main drivers in which set of rules the group finds fun and interesting.

As long as the result is consistent with the setting and the group finds it fun to play there is no right answer. The loose analogy I like to use is that it doesn't matter whether the car is painted red or blue., they both will get you to your destination. But you may have more fun getting there driving a red car.
I don't find this very helpful. I mean, why aren't character described the way they are in novels: by name, appearance, aspirations, relationships etc? Why does "armour" particularly matter? (Let alone the concepts of "avoidance" or "damage resistance", which only have meaning within rather tightly constrained conceptions of how a certain sort of action is resolved - in Cthulhu Dark or Wuthering Heights or Agon 2e or Marvel Heroic RP or HeroWars/Quest or Prince Valiant, a character may well be heavily armoured, or lightly armoured, or not armoured at all, but the way in which that matters to action resolution, if it does, has nothing to do with "avoidance" or "damage resistance").

Deciding whether to paint a car red or blue is (as best I'm aware) an utterly trivial decision from the engineering point of view, and matters only to sales and marketing. Working out why a RPG needs rules, and what rules it should have, is not trivial at all. It's fundamental to RPG design.
 

Sure that would be a problem if when we lived an era where a publisher needed capital to make a print run, limited warehouse space at a distributor, and limited shelf space as a game store. But thanks to the changes wrought by the internet and digital technology very specific niches can be now supported efficiently and at a profit by the RPG industry even when the audience is in the hundreds and the company's staff is just one person.

The only remaining issues are legal ones surrounding copyrights and trademarks that prevent alternatives from arising if the original publisher goes down a creative path the game's hobbyists don't like. This is I why I recommend supporting publishers who release their material as open content.
I wasn't the one who brought up this idea, so sure it's not about publishers, you can distribute stuff for free to a tiny audience.

However, when there's a constant drumbeat of commentary largely representing one pov or market segment it can distort people's view of what is really going on. Like 10 years ago you all were calling anathema on 4e, yet I couldn't even run enough games to meet demand!
 

Lanefan

Victoria Rules
I strongly doubt you have much to worry about. Heck, you can still buy 1e and 2e books new on Amazon, lol. Well, they are not cheap anymore like they were 10 years ago, but there's a metric boatload of trad games out there, they're going nowhere.
Even ten years ago the prices on 1e books and adventure modules were climbing fast. The best time to get them IME was around 2003-2005.
As I say, I think there's a huge self-selection in a forum like this. After playing with quite a few groups etc. for many years I have still to meet a GM who has done that. YOU probably haven't met one! (I mean, mirrors aside, lol).
Au contraire, mon ami. I meet one every week (online) and play in his game. He's been running different connected segments of the same campaign since 1981 (with a lengthy real-world-time gap at one point); the current segment is on about session 940, with just over 1000 sessions between the previous two segments. Combined, that's way more than 1000 sessions; and - at 3 sessions per two weeks (two different parties) - the current campaign is on track to hit session 1000 on its own sometime next spring.
There's a long tail out there, but the idea that RPGs, generally speaking, should be designed to cater to that seems odd to me, when it is such a small part of the hobby.
They don't necessarily have to cater to it specifically. All they need to do is be open-ended enough to allow for it to happen without the whole thing collapsing.

And even D&D can't really do it without the DM and players employing some tips and tricks to keep it sustained and playable. We tried it with 3e under a third DM, it got to maybe 450 sessions* and about 14th-ish level* over a ten-year span from 2001-2011; at which point the DM kinda got swamped by the prep required.

* - estimates; I left that game about 2/3 of the way through in order to start my current campaign in 2008, but stayed (and still am) in touch with the DM and players.
The real 'death spiral' in my book is that a few super enthusiast people who WOULD run 1000 session game end up as the loudest voices in the room, and then all the people who are like "wait, I just want a 10 episode series..." leave the hobby because it doesn't really cater to them. Wash, rinse, repeat.
I take a more cynical outlook: publishers promote shorter-span systems because doing so allows them to sell more systems. The tips and tricks to running a mega-length campaign don't appear anywhere in those books. :)
 


Lanefan

Victoria Rules
I consider all my games to be connected by my homebrew multiverse. I’ve run the longest campaign ever!!
If the various parties from all those games are relatively easily able to meet and interact with each other, even if they never do, it'd count. Even more so if what one party does in the setting can potentially affect other parties then or later. :)
 

I take a more cynical outlook: publishers promote shorter-span systems because doing so allows them to sell more systems. The tips and tricks to running a mega-length campaign don't appear anywhere in those books. :)

That would be a pretty diabolical, calculated, and unsuccessful scheme given that the vast majority of creators in the hobby are just publishing passion projects. Forever campaigns are just an antiquated concept, and a lot of newer games are responding to the notion that not everyone wants to play in a single genre and/or setting for decades, and that they want to be part of narratives that are truly player-focused, not players experiencing someone's intricate (and endless) worldbuilding.

It's ok to not be interested in what the majority of designers are doing, but it's not like it's a mystery or conspiracy. Again, there'll always be rules out there that let you adventure for decades for diminishing xp returns.
 

Does it? Where is the lack of detail in combat in something like Dungeon World? I don't find the combats to be any less detailed or granular than the ones which happen in 5e, for example. Neither game employs a formal 'battle map' and rely on 'ToTM' style combat. Yet DW lacks any formal combat rules whatsoever!
Sincere question to anybody knowledgeable: does Dungeon World even have the concept of modifiers to probability distributions? Simple example: in 5E, if your AC and to-hit are better than the enemy's, it's advantageous to impose disadvantage on both sides (e.g. by dropping prone in an archery duel, or fighting on bad terrain) because disadvantage probability curve hurts them more than you. Or you might try to lead the enemy into a ruined city to create 3/4 cover for yourself for a +5 AC bonus, even if that lets the enemy do the same. Or you cast Bless on yourself, expecting the combat to last long enough for it to pay off. Does Dungeon World inspire this kind of tactical, quantitative decision making? If so would someone mind pointing me to a page reference, as a favor?

The rules-light systems that I've seen generally eschew making tactical details matter but maybe Dungeon World is an exception.
 
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hawkeyefan

Legend
I take a more cynical outlook: publishers promote shorter-span systems because doing so allows them to sell more systems. The tips and tricks to running a mega-length campaign don't appear anywhere in those books.

Right. Because D&D’s known for its minimal output.

If the various parties from all those games are relatively easily able to meet and interact with each other, even if they never do, it'd count. Even more so if what one party does in the setting can potentially affect other parties then or later. :)

Nah. It’s a bunch of different games. Which is fine. Length of campaign doesn’t translate to quality of campaign.
 

Maxperson

Morkus from Orkus
Any GM who tells their player the kind of stuff you're saying has, in my opinion, failed as a simulationist. Of course the PCs can change the world, through their actions. That's the point. Big changes require more effort and more time, of course. Just like in real life.
This. Anyone who prevents the players from doing things in the name of simulation has failed at simulation.
 

Maxperson

Morkus from Orkus
Why is it more realistic to meet the goblins, rather than the Orcs the PC hopes to confront?

"Realistic" here just means "What the GM decided would be part of their world."
This is wrong. Realistic means anything that could realistically happen at that juncture. Just because the DM decided does not prevent it from being realistic.
 

Maxperson

Morkus from Orkus
It's not. But if both are equally (un)realistic, why not frame the situation that speaks to the PC's dramatic need?

Conversely, if there's no plan to do that, then why bother having players establish such things for their PCs?
Because the game is not a dichotomy of meet a dramatic need or don't. Important dramatic things can happen to the PCs sometimes and not others, as befits a more realistic world where everything encountered doesn't have to meet a dramatic need.
 

I realize that is one of the perils of writing tersely. I had a more detailed explanation but that caused its own problems. I found writing tersely and then explaining that I am not assuming that any of the steps are handled in any particular way results in better discussion.
Fair enough. I am highly likely to expect a certain PoV is likely in posts here ;).
Fiction is one of those terms that hobbyists use in many ways. You will have to clarify what you mean. However in terms of setting the initial pages outlines the different character types and their description paints a specific picture of the world the characters inhabit. The fact that it doesn't go into whether the character will be facing the Mad King of Redgate Keep versus The Evil High Priest of the Hellbridge Temple doesn't change that Baker has a very specific type of setting in mind when writing Dungeon World. This is further reinforced by the gamemaster advice given later. Dungeon World is not an RPG that lends itself to running every type of fantasy setting. But instead, focuses on a narrow range of settings that have a specific feel.
Well, I tend to be fairly specific in my use of these terms. I find imprecision often leads to false impressions. Particularly the idea that somehow narrative and trad games are "just doing the same thing", which they are most decidedly NOT. So I would use 'fiction' to mean what is described in-game, including any setting that might be prepped or not. Other stuff I'd generally call 'color', though I am aware that some of it can be pretty binding on the participants (IE no laser pistols in a Dungeon World game). I would call that 'more binding' stuff 'genre', and then there are things like 'tone' which is generally more attributable to the specific instance of play, though it is certainly also something that systems may aim for (IE light and nonserious ala 'Dying Earth', or hard like WH4K).

I agree that DW itself is probably aimed at a fairly limited range of play, but I think that is true only to the degree that something like D&D also is. That is, you can do quite a lot with it, but given the ease of hacking PbtAs there's not a lot of reason to call it 'Dungeon World' much past a certain point.
And keep in mind we are talking about Dungeon World specifically not the PbtA framework which powers other types of RPGs which deal with different settings and different genres.
Well, I used that as my example, yes, so I'm OK living with that.
Then a clarification is needed by what I am calling a setting. Again it is meant to be taken expansively not narrowly. A setting is the background of the campaign. Anything and everything that could impact how a player will roleplay a character.
I don't disagree necessarily with this, as I understand what you are getting at, but I think it is worth being more precise. That is, if you and I each run a DW game, the 'world' that arises out of that play will be different, maybe quite different, in lots of important respects. If I use 'setting' only to cover 'fiction which pertains to the world, its lore, etc.' and not to stuff like character classes and such, then we have a word to capture just that, since presumably we are using the same classes (give or take). And I can use other terms for that other stuff, depending on context, rules, or player options, etc.
The point of all roleplaying whether it is with a human referee as with tabletop RPGs, collaborative storytelling, refereed by a software algorithm, or adjudicated by the rules of a sport (LARPS), is to pretend to be a character having adventures. In order to have adventures there needs to be a place in which adventures can occur. In order for players to decide what to do as their characters there needs to be a context on which the player can make a decision. All of this forms the setting of the campaign.
Yet the whole sub-genre of Zero Myth games shows that NONE of that need be established previous to play, beyond what I call genre and player options. This distinction becomes important later on!
What I am calling a setting is not just a list of specific details like the Sorceror Supply Shop is on Regal Street just south of the Square of the Gods in City State. It also the more general assumptions and tropes from which those details are created from. The details of Harn are grounded in the fact that it is a medieval setting with some elements of fantasy and the fantastic.

The procedure that I outlined and claim covers all tabletop RPGs works just fine if the group decides to start the campaign with just general assumptions and tropes and paint in the details later as characters are created and the campaign is played. It also works just fine with campaign where the group is sitting with the entire Glorantha corpus sitting on shelves next to the table.

Thus I stand by my point that the first thing that happens when any type of tabletop RPG campaign is run, is that a setting is defined.
I'm certainly not here to argue about any of that, just to point out that there are profound differences between a game where the FICTION, who, what, and where of stuff is determined beforehand and establishes the boundaries and context in which the characters are able to act, and a game where this is not so.
Given what I said above, Dungeon World is an example of an RPG that starts out a campaign with a setting that is comprised of no details just assumptions and tropes.

In addition, since the first campaigns of the early 70s the process has always started with "Hey what would be fun to play?" Whether it was a decision by a single individual, the referee, throwing it out to the rest of the group. Or a group just brainstorming ideas until one is reached by consensus. Then the details are fleshed out. What Baker did with PtbA style RPGs is make this process explicit and an expected part of how PbtA style campaigns are run.
Well, there are many possibilities WRT how a game and its parameters could be established. I've seen a lot of games in my 40+ years of RPG play. Anywhere from a GM simply decreeing that a certain game will happen with 'thus and such' provisions, all the way to long discussions and negotiations covering all aspects of the game to be. And in all sorts of permutations of chronology, from everything hashed out beforehand to nothing agreed upon until after everyone sat down at the table with character sheets in hand (potentially leading to issues of course). There are also tournaments and organized play, etc. of course, though I think we can mostly consider those special cases.
Step 1 happened when the group decided on using Dungeon World.


To answer look at the steps I outlined and what I highlighted
  1. The referee describes a setting
  2. The players describe some character they want to play in the setting.
  3. The referee describes the circumstances in which the characters find themselves.
  4. The players describe what they do as their characters.
  5. The referee adjudicates what the players do as their characters and then loops back to #3.
You (and @pemerton ) are assuming, likely based on my reputation, that all of what I highlighted are handled more or less the same way that Dungeons & Dragons and other similar RPGs campaigns are handled.

I deliberately elected not to expand on what one does to describe a setting, describe characters, describe circumstances, how player describe what they do, and how the referee adjudicate. All of these can be handled in different ways including delegating it to the consensus of the entire group. Dungeon World other PbtA RPgs represent a specific implementation of the above.

These steps I feel represent the minimum one has to do in order to run a tabletop role-playing campaign. A group wants to pretend to be characters having adventures using pen & paper this is what works. There are other broad alternatives but that means you doing something different like playing a board game, a CRPG, wargaming, LARPing, Collaborative Storytelling, and so on. Each of those are fun but have different consideration to make them work.
Yeah, I am simply pointing out that the most straightforward and common interpretation of the items on that list, worded as such, is going to involve an assumption that you are discussing trad D&D-esque RPG play.
 

Sincere question to anybody knowledgeable: does Dungeon World even have the concept of modifiers to probability distributions? Simple example: in 5E, if your AC and to-hit are better than the enemy's, it's advantageous to impose disadvantage on both sides (e.g. by dropping prone in an archery duel, or fighting on bad terrain) because disadvantage probability curve hurts them more than you. Or you might try to lead the enemy into a ruined city to create 3/4 cover for yourself for a +5 AC bonus, even if that lets the enemy do the same. Or you cast Bless on yourself, expecting the combat to last long enough for it to pay off. Does Dungeon World inspire this kind of tactical, quantitative decision making? If so would someone mind pointing me to a page reference, as a favor?

The rules-light systems that I've seen generally eschew making tactical details matter but maybe Dungeon World is an exception.
I think the way things are likely to go in DW is more specific. So, if you have a high STR you probably want to Hack & Slash, and with a high DEX you probably want to Volley, as a general rule. A high CON character can probably handle Defend more readily (as they're tougher). More armor can be advantageous, but can also clearly cause you issues. Beyond that, advantages and disadvantages are much more likely to play out in terms of danger avoided or not. If you get the drop on your opponent, then you can unleash damage on them without even needing to make a move (IE the enemy is helpless, just damage them). If OTOH you foolishly find yourself needing to advance against a prepared opponent, then you probably need to Defy Danger just to get near them. Frankly 'cover' and such are not concepts that are specifically covered by some sort of modifier. They could come into play via the explanation of a DD check "I go prone, the arrows miss" or in terms of 'hold' gained through a Discern Realities check "what is useful here to me?" or Spout Lore "It is advantageous to seek cover!" etc. Notice these are much more focused on what the character DOES vs simply the nature/geometry of the situation.
 

This is wrong. Realistic means anything that could realistically happen at that juncture. Just because the DM decided does not prevent it from being realistic.
You are totally missing the point. Nobody said goblins were not as 'realistic' as orcs, we question why it is possible to even posit that one is MORE realistic than the other. Beyond that, even if one IS more realistic (we'll ignore whether realism is even a cogent idea here) the GM is the one who determined all the factors that he then evaluated to make that determination, so it is still just an arbitrary ruling! Sim GM cannot escape responsibility, they invented ALL the 'facts' which are then weighed!
 

innerdude

Legend
Sincere question to anybody knowledgeable: does Dungeon World even have the concept of modifiers to probability distributions? Simple example: in 5E, if your AC and to-hit are better than the enemy's, it's advantageous to impose disadvantage on both sides (e.g. by dropping prone in an archery duel, or fighting on bad terrain) because disadvantage probability curve hurts them more than you. Or you might try to lead the enemy into a ruined city to create 3/4 cover for yourself for a +5 AC bonus, even if that lets the enemy do the same. Or you cast Bless on yourself, expecting the combat to last long enough for it to pay off. Does Dungeon World inspire this kind of tactical, quantitative decision making? If so would someone mind pointing me to a page reference, as a favor?

The rules-light systems that I've seen generally eschew making tactical details matter but maybe Dungeon World is an exception.

If you're looking at Dungeon World to do this you're looking completely in the wrong direction. It doesn't play at this level tactically at all.

The entire mindset evidenced in the quoted post is polar opposite of the intent of DW.
 

If you're looking at Dungeon World to do this you're looking completely in the wrong direction. It doesn't play at this level tactically at all.

The entire mindset evidenced in the quoted post is polar opposite of the intent of DW.
I think it would be more correct to point out that THE FICTION IS NOT ESTABLISHED until the participants establish it. It would be impossible to take advantage of terrain, because you would first have to establish it! That is you CAN do that, but the focus is on establishment and explication as it relates to success or failure of the character's goals, not analysis of tactical situations.
 

pemerton

Legend
This is wrong. Realistic means anything that could realistically happen at that juncture. Just because the DM decided does not prevent it from being realistic.
But at that juncture, the PC could meet Orcs. The reason they meet Goblins isn't because that's what's realistic. As per @Micah Sweet's post upthread, it's because that's what the GM prepped:
Because its all set up ahead of time. I don't decide in the moment that the orcs are in whatever direction tbe PC decides to go. I decide where the orcs are, provide access to information that can lead the PC to the orcs, but run based on whatever is in the direction the PC actually decides to go. If that's to the orcs, great! If that's to the goblins, great! It's up to them where they go, but its up to me before they make that decision what is in that direction.
There is nothing about the GM prepping Orcs to the north, Goblins to the south (or whatever it might be) which is more realistic than any other possible arrangement.

EDIT: Ninja'd by AbdulAlhazred:
Nobody said goblins were not as 'realistic' as orcs, we question why it is possible to even posit that one is MORE realistic than the other. Beyond that, even if one IS more realistic (we'll ignore whether realism is even a cogent idea here) the GM is the one who determined all the factors that he then evaluated to make that determination, so it is still just an arbitrary ruling! Sim GM cannot escape responsibility, they invented ALL the 'facts' which are then weighed!
Right. The reason the PC of the player who envisaged vengeance on the Orcs ends up fighting Goblins is because of decisions the GM made. Not because it's unrealistic for the PC to encounter the Orcs.
 


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