this post was submitted on 03 Nov 2023
11 points (61.7% liked)
rpg
3179 readers
42 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
This is true iff you think that having the ability to interact with mechanically means you must interact with it mechanically.
I've played coherent games with flexible, (almost) universally-applicable core mechanisms since the 1980s. This is not a thing that is new to D20. D&D3 didn't invent having coherent, flexible, universally-applicable core mechanisms. Weirdly enough we didn't at any point devolve into just interacting with the mechanics of a game because, well, we understood what the point of the game was and just appreciated having a way to adjudicate things neutrally when we needed it.
So first error: assuming that because you can adjudicate almost everything with dice you must.
Now let me strip the rose glasses from this and give other alternative outcomes that I have actually seen in those sainted "Aulde Skhoole" days:
And so on. Because, get this, DMs are human too and sometimes have brain farts where ideas belong and stupid things happen. Having rules that offer guidelines, even if you don't actually roll for a situation (more on this later), can lessen those brain farts and increase reasonable outcomes.
I have, as I've said, been playing with (non-D&D) systems that have consistent, universal game mechanisms since the 1980s. I have never, not even once had any but the newest, greenest, most inexperienced players of any game do what he says is normal here. (And new, green, inexperienced players do stupid things in any system, OSR or modern!)
Here's a more common outcome in my experience. (YMMV naturally, and if it does, I'm so sorry you have terrible fellow players surrounding you!)
OK, let's break down the GM actions by things I have seen once again.
And, naturally, if it turns out that this situation is critical for some reason, I've also seen:
See how in the first case that's almost identical to the so-called "Old School" case, and how in that first case having all the tools to do the roll helped make the decision without, you know, the actual roll? See how in the second and third the ability to do task rolls on anything gets some nuance in the RP, even though the actual persuasion attempt wasn't rolled out?
See how, in a case where it might be needed, the persuasion attempt could actually be rolled out in a way that is understood by everybody around the table instead of some poorly-thought-out ad-hoc thing?
So just to repeat this theme here: the fact that you can roll for almost any situation doesn't mean you should or will.
I guess I'm insane, because having read to the end the only thing that I think needs to die in a fire is OSR grognards who denigrate other styles of play. Who preach BadWrongFun™ because people are having fun with something other than the games they wear such deeply rose-tinted glasses for.