AbdulAlhazred
Legend
Exactly.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."
Exactly.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."
Why is it more realistic to meet the Orcs the PC hopes to confront, rather than the goblins?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."
Well, I'm happy we agree on something.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.
It's not. But if both are equally (un)realistic, why not frame the situation that speaks to the PC's dramatic need?Why is it more realistic to meet the Orcs the PC hopes to confront, rather than the goblins?
Intentionally omitted from this list - I believe echoing the OP - is structuring ongoing agreement about what happens. Putting weight on this, from Vincent Baker (requoting from the OP)To roll up several posts into one convenient summary starting with the reason from the OP...
1. The emotionally fraught, where participants would be reticent to say the unwelcome and the unwanted; especially that had the potential to upset every single person at the table.
2. The systematically complex, where there are too many mechanics interacting in too many ways for participants to maintain and operate them purely mentally; especially in diverse circumstances over multiple sessions.
3. The competitively robust, where participants want fair outcomes influenced by their dissimilar choices in contests between them (PvP, PvE), especially as disparities widen between outcomes and participants want to play their hands vigorously.
4. The subversively creative, where participants desire to work creatively within the game's limits, including subversively and with inventive interpretations of the rules.
5. The unpredictable, where participants want shared uncertainty about the contours of future game state, especially where they want capacity to influence its distribution.
Did anyone notice any other reasons?
"if all your formal rules do is structure your group's ongoing agreement about what happens in the game, they are a) interchangeable with any other rpg rules out there, and b) probably a waste of your attention. Live negotiation and honest collaboration are almost certainly better..."
Inetesting, in that I have a character of my own in a similar situation: she has ve-e-ery big long-term goals, the end point of which is to become the Empress of that setting's version of Rome. That said, I harbour no expectations those goals will be realized during her adventuring (i.e. played) career, as they really don't involve adventuring. In fact, even now she's starting to realize that going adventuring in fact runs a bit counter to her aims (though the funds it provides are welcome!) in that if she's in the field it means she's not in the political arena where she really should be.Maybe, but I admit this is a pretty shallow example. How about "Brilliant, but obsessed with the idea that I cannot live up to my father's expectations, I will do anything to unite the Yu states under my rule, and crush the orc tribes forever." You gonna condone that? Because, from my experience 99.9% of all 'simulationist' GMs are going to instantly tell me that its unrealistic to expect your character to do great things, that changing the world is basically impossible, and they don't seem to want to upend their lore.
That seems to me like one of the many obstacles along the path to reaching your goal. As DM I can handle that just fine. As player, it'd be situationally dependent both on the character (characters of different ethics/morals/alignment would have widely different approaches) and the situation (just how badly do I need this guy's alliance anyway).That sort of problem is exactly what I'm talking about. And that's still really a largely externally directed sort of dramatic need, the real nut of things is going to be when I have to marry off my favorite sister to that horrible guy that I must ally with to succeed. Can you really handle that?
I look at the game/campaign as being bigger than any one PC's story, in part because I don't want the campaign to end if-when that PC's story ends. And so, there's always going to be lots more out there at any given time than just what matters to the PC you happen to be playing at the moment.Right, but again IME, what happens is endless such diversions and whatnot, all in the name of 'realism' in a pretend world. Obviously at some level there will be things that don't relate to your PCs and their stories, but its a question of focus.
I despise your choice of labels; I agree with the reasons you applied them to... but I personally have seldom seen #3 to be anything less than annoying in practice. PVP is antisocial, and uncommon. I'll also note that your list seems inherently limited to the storygames side....To roll up several posts into one convenient summary starting with the reason from the OP...
1. The emotionally fraught, where participants would be reticent to say the unwelcome and the unwanted; especially that had the potential to upset every single person at the table.
2. The systematically complex, where there are too many mechanics interacting in too many ways for participants to maintain and operate them purely mentally; especially in diverse circumstances over multiple sessions.
3. The competitively robust, where participants want fair outcomes influenced by their dissimilar choices in contests between them (PvP, PvE), especially as disparities widen between outcomes and participants want to play their hands vigorously.
4. The subversively creative, where participants desire to work creatively within the game's limits, including subversively and with inventive interpretations of the rules.
5. The unpredictable, where participants want shared uncertainty about the contours of future game state, especially where they want capacity to influence its distribution.
Did anyone notice any other reasons?
Seldom was an issue under AD&D 1e/2e and BX/BECMI/Cyclo+Wrath.I assume 5e play to include at least a map and minis. I can't imagine (pun intended) trying to play 5e - or any form of D&D - in full TotM mode. Too many arguments.
I like the implied premise of your first bullet, i.e. that we can hardly find the mechanics interesting if there are none. I feel like your fourth bullet is a subset of that - we find the mechanics interesting because they simulate something in a way we're interested in. So I would make your first bullet a 6th reason why RPGs need rules.I despise your choice of labels; I agree with the reasons you applied them to... but I personally have seldom seen #3 to be anything less than annoying in practice. PVP is antisocial, and uncommon. I'll also note that your list seems inherently limited to the storygames side....
- The mechanical systems are in themselves interesting. (Either for optimization/evaluation, or for enjoyable flow.) {this is often true for me.}
- The mechanics impose/enforce setting tropes. (Especially for systems with Magic rules. Also for class-based mechanics.)
- The mechanics provide tools for enhancing creativity by creating starting points.
- The mechanics provide tools for simulating some elements.
It's worth noting that the effect of AWE/PBTA moves is both providing a framework to be creative within, and to enforce tropes, by using the inherent interest of a mechanical resolution, the setting tropes, and the unpredictable.
Traveller has several examples of those.
- Mechanical interest: Character Generation, ship building, combat (Personal and Ship-to-ship).
- Imposing/enforcing setting tropes: Traveller's jump drive rules provide an interesting set of limits in the setting; they also provide the core tropeset for how the OTU handles travel. Character gen is very much a block of setting tropes. World Gen also has a bunch of setting tropes encoded/emergent in/from it.
- Tools for enhancing creativity: The Patron tables, the animal generation, the world generation, and the random encounter tables all provide starting points for various elements.
- Simulation: Traveller's Character Gen and combat are intentionally low-fidelity simulations. World Gen is at best emulation,