I'm A Banana
Potassium-Rich
A lot of this convo strikes me as the Amazing Power Of Jargon To Confuse Things Further.
Setting aside the obfuscating jargon for a second, we get the original claim that D&D rules are used by the players of the game as a common ground to answer questions about what happens in your imaginary world when desires conflict (Batman does not want to be hit by the cards, the Joker wants to hit him, who wins? Ask the rules), and a question about why anyone would ever play D&D like that.
The best answer I can imagine is that the players who play this way are basically following the instructions given to them by every edition of D&D.
[sblock="citation needed"]
The intro to OD&D specifies that the rules are "guidelines to follow in designing your own fantastic-medieval campaign," explicitly saying that the DM crafts the game and uses the rules at their option. This implies that the rules are open to facilitating whatever campaign the DM wants to craft. The Holmes revision similarly indicates "The game is limited only by the inventiveness and imagination of the players."
The intro to 1e specifies "You interact with your fellow role players, not as Jim and Bob and Mary who work at the office together, but as Falstaff the fighter, Angore the cleric, and Filmar, the mistress of magic!" This implies that you should be acting in character and making character choices based on what your character would do.
The intro to 2e gets very explicit in that a key step of distinguishing a role-playing game from a board game is "Now imagine how you would react in that situation and tell the referee what you are going to do," and goes on to say "The player makes decisions, interacts with other characters and players, and, essentially, 'pretends' to be his character during the course of the game." This all points to a game where your decisions should be based on what the story is in the moment.
The intro to the Red Box says "The Dungeons & Dragons game is a way for us to imagine together...you, along with your friends, will create a great fantasy story..." And then, "...you will be like an actor, pretending to be that character." This is explicitly about imagination, role performance, and story-creation, pointing to a game whose primary function is to pretend to be an imaginary person.
The intro of 3e is also pretty explicit: "A character can try to do anything you can imagine, just as long as it fits the scene the DM describes."
Even 4e: "The DM makes D&D infinitely flexible - he or she can react to any situation, any twist or turn suggested by the players, to make a D&D adventure vibrant, exciting, and unexpected."..."The DM sets the scene, but no one knows what's going to happen until the characters do something -- and then anything can happen!"..."In an adventure, you can attempt anything you can think of. Want to talk to the dragon instead of fighting it? Want to disguise yourself as an orc and sneak into the foul lair? Go ahead and give it a try." (this is a bit contradictory with 4e in practice, what with its 'know what your NPC's are to be used for before you use them' and similar, but the framing is certainly there like in the editions before it)
And now 5e: "It's about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents....Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers' action. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others."
[/sblock]
In all these ways, the D&D game has told people that you play the game mostly by making in-character decisions based on the world you and the DM are describing, and, in fact, that this is part of what distinguishes a role-playing game from other games (which is why OD&D and 1e are more vague about it -- the TRPG wasn't a game genre yet back then, Gygax didn't necessarily know how this thing 'worked').
From those descriptions, it sounds like a rule that would tell you that your character could only eat three sandwiches in a day would be a rule that wouldn't fit in this kind of game well, since you wouldn't be deciding to eat a sandwich based on what your character would do in this situation, but based on whether or not the rules would allow your character to eat another sandwich. Such a rule would not have a comfortable place in a game about pretending to be a character (unless your character had some pre-existing reason that they could only eat three sandwiches?).
I mean, the intros are pretty consistent. OD&D probably goes the furthest to suggest that this might go the other way around (that the rules might determine what your character is capable of attempting rather than describing what happens when your character attempts a thing), but even before TRPGs were a thing, OD&D was saying that the rules flowed from the desires of the players and the DM, not vice-versa.
So I wonder: why would anyone NOT play the game this way? Why would you NOT presume the rules were there to adjudicate what happens when the player tries "anything"? Why would you instead presume that the rules define what the player can try to do?
Setting aside the obfuscating jargon for a second, we get the original claim that D&D rules are used by the players of the game as a common ground to answer questions about what happens in your imaginary world when desires conflict (Batman does not want to be hit by the cards, the Joker wants to hit him, who wins? Ask the rules), and a question about why anyone would ever play D&D like that.
The best answer I can imagine is that the players who play this way are basically following the instructions given to them by every edition of D&D.
[sblock="citation needed"]
The intro to OD&D specifies that the rules are "guidelines to follow in designing your own fantastic-medieval campaign," explicitly saying that the DM crafts the game and uses the rules at their option. This implies that the rules are open to facilitating whatever campaign the DM wants to craft. The Holmes revision similarly indicates "The game is limited only by the inventiveness and imagination of the players."
The intro to 1e specifies "You interact with your fellow role players, not as Jim and Bob and Mary who work at the office together, but as Falstaff the fighter, Angore the cleric, and Filmar, the mistress of magic!" This implies that you should be acting in character and making character choices based on what your character would do.
The intro to 2e gets very explicit in that a key step of distinguishing a role-playing game from a board game is "Now imagine how you would react in that situation and tell the referee what you are going to do," and goes on to say "The player makes decisions, interacts with other characters and players, and, essentially, 'pretends' to be his character during the course of the game." This all points to a game where your decisions should be based on what the story is in the moment.
The intro to the Red Box says "The Dungeons & Dragons game is a way for us to imagine together...you, along with your friends, will create a great fantasy story..." And then, "...you will be like an actor, pretending to be that character." This is explicitly about imagination, role performance, and story-creation, pointing to a game whose primary function is to pretend to be an imaginary person.
The intro of 3e is also pretty explicit: "A character can try to do anything you can imagine, just as long as it fits the scene the DM describes."
Even 4e: "The DM makes D&D infinitely flexible - he or she can react to any situation, any twist or turn suggested by the players, to make a D&D adventure vibrant, exciting, and unexpected."..."The DM sets the scene, but no one knows what's going to happen until the characters do something -- and then anything can happen!"..."In an adventure, you can attempt anything you can think of. Want to talk to the dragon instead of fighting it? Want to disguise yourself as an orc and sneak into the foul lair? Go ahead and give it a try." (this is a bit contradictory with 4e in practice, what with its 'know what your NPC's are to be used for before you use them' and similar, but the framing is certainly there like in the editions before it)
And now 5e: "It's about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents....Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers' action. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others."
[/sblock]
In all these ways, the D&D game has told people that you play the game mostly by making in-character decisions based on the world you and the DM are describing, and, in fact, that this is part of what distinguishes a role-playing game from other games (which is why OD&D and 1e are more vague about it -- the TRPG wasn't a game genre yet back then, Gygax didn't necessarily know how this thing 'worked').
From those descriptions, it sounds like a rule that would tell you that your character could only eat three sandwiches in a day would be a rule that wouldn't fit in this kind of game well, since you wouldn't be deciding to eat a sandwich based on what your character would do in this situation, but based on whether or not the rules would allow your character to eat another sandwich. Such a rule would not have a comfortable place in a game about pretending to be a character (unless your character had some pre-existing reason that they could only eat three sandwiches?).
I mean, the intros are pretty consistent. OD&D probably goes the furthest to suggest that this might go the other way around (that the rules might determine what your character is capable of attempting rather than describing what happens when your character attempts a thing), but even before TRPGs were a thing, OD&D was saying that the rules flowed from the desires of the players and the DM, not vice-versa.
So I wonder: why would anyone NOT play the game this way? Why would you NOT presume the rules were there to adjudicate what happens when the player tries "anything"? Why would you instead presume that the rules define what the player can try to do?