Manbearcat
Legend
Isn't the Hard DC based on the fiction though, not on when the DM things is dramatic? I haven't looked at my 4e books in a while so maybe what you say is true. I also don't recall being able to spend HS proactively as a resource (only as a penalty after the fact) but again I haven't looked /played in a while.
Those would be good examples of "subjectiveness". Thanks.
This looks like playstyle to me more than the mechanics of DCs. 4e certainly advocated this play style (one I like) but I also played many games of 3e and earlier this way too.
The bandit routing doesn't cease to exist in "scene framing" style either, the DM and Players just decide they don't want to engage with that stuff or 'play it out'.
More and more, I think "subjective DC" seems to be a code for "dramatic scene framing" playstyle and "objective DC" for "exploration play style".
I think conversation has progressed well beyond this point so I won't go into much of this. The sources for most of this stuff are primarily DMG2 and RC, but also several WotC articles (Dungeon and freebies).
As to your last sentence, I wouldn't use the word "code" there. I would basically just say that each playstyle requires certain component parts of the resolution mechanics in order for them to synergize with GMing techniques and tone/genre. Subjective DCs are definitely more widely used in "protagonism/thematic/genre logic-centered" play where where the only thing that is ever on-screen is meant to be dramatic (hence the conflict-charged scene being the exclusive locus of play). Objective DCs are useful on "serial (time and spatially) exploration-centered play" whereby the players are meant to transit a pre-built map and experience "a living, breathing world" (the on-screen will feature plenty of benign material along with its conflict-charged material) and aim solely for 1st person, PC habitation at all times.
Well, I will say this: I haven't spent the considerable time that [MENTION=6696971]Manbearcat[/MENTION] and I imagine [MENTION=42582]pemerton[/MENTION] have in doing analysis of Forge discussion and reading up on theory in indy game design. I've read a lot of discussion about techniques and application, but I leave the heavy theoretical lifting to others.
Honestly, all I care about is talking about games with fellow TTRPG peers that have a passion similar to my own. I want to talk about the impacts of design decisions, resolution mechanics, techniques, play goals and how different systems produce different experiences. I want to talk about these things from a GMing perspective. I might involve myself in a discussion about PC builds, mechanics, and balance now and again, but mostly I want to talk about GM-side stuff.
There is all kinds of analysis on the PC side of things, from maths/balance to fluff/crunch nuance to theme, etc. But for whatever weird reason, there is an enormous amount of resistance to trying to look at GMing in a technical manner. I don't know if it is the "it's more art than engineering" ethos or the "system doesn't matter because rule 0 and GM power" ethos or what, but I find it frustrating as hell. I have yet to come by this sort of resistance to technical analysis in any other passion of mine (of which I have many and participate in vigorous discussion about). The Forge was a just a place where folks who like this sort of technical analysis can go to discuss system imperatives, what they induce during play, and GMing techniques (among other things). So you could use pretty straight-forward terminology like "GM-force" (* technique whereby a GM wrests control of a player's thematically, strategically, or tactically significant decisions from that player) or "fictional positioning" (** the physical and temporal location of stuff in our shared imaginary space and their context) without people freaking the hell out. Both of those things are important component parts of an RPG discussion but people flip their lids and go OMGFORGE WTF when they're used. Like I said prior, I'll use any accepted terminology that people want to use. I'll sub GM Ham Sandwich for "GM-Force" or Kookoocachoo for "fictional positioning" if that makes people feel better (for whatever weird reason...yeah, I know the reasons...I call 1st world TTRPG problems for people's care about what Ron Edwards said once upon a time...I just fought a grueling, life-altering 2 year battle with brain cancer where I lost someone extremely precious...I do not care how people feel about Ron Edwards). So long as I don't have to say something like the mouthful of * and ** every single time I need to invoke a meaningful RPG concept, I'm good. If people want to come up with some good terms, fill me in and I'll use them and gladly.
If I have time this weekend, I think I might take an Exploration sequence and examine the moving parts or handling it in several modern systems (4e, 13th Age, 5e, Dungeon World, maybe Cortex + Heroic Fantasy if I have time) for comparison. Maybe something interesting and insightful will come out of that. Probably not but I'm game for uselessly bashing my head against a wall.