this post was submitted on 03 Nov 2023
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[–] Echinoderm@aussie.zone 15 points 1 year ago

I don't agree with the overall view there.

The example the blog gives is: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner." The mistake in the reasoning is assuming the GM must call for a roll.

From my point of view, players don't call for rolls, the GM does. Players just say what they are trying to do. While the GM can call for a roll in a situation, they don't have to. Something might just succeed or not. What if the barkeep likes gossiping with anyone who walks in the door, no matter how persuasive the other person is?

It's also odd that they state in the d20 version of the example "the roleplaying doesn't actually affect the outcome" right after suggesting the GM give a +2 modifier to the roll for the roleplaying.

[–] sammytheman666@ttrpg.network 12 points 1 year ago

How the fuck are my players doing all of this roleplaying then ??? Sorcery I tell you !

[–] sammytheman666@ttrpg.network 8 points 1 year ago
[–] Obonga@feddit.de 6 points 1 year ago (1 children)

As someone who is new to ttrpg this made my head explode but i see where the author is coming from. From my little experience i gotta say the roleplaying experience is really in the hands of the dm and the group of players. Not sure one could make rules to ensure these two "factors" are optimal 😉. I also feel like a dm can gauge himself how many rolls they accept. I had my dm step in when people were overeager to throw d20's. D20 seems like a neat tool for scenarios the dm did not expect at all but is willing to see if luck opens something up. I am willing to be schooled on my newb-thoughts.

[–] kyonshi@dice.camp 1 points 1 year ago

@Obonga @copacetic the author is putting too much effort into writing this. Obviously it hasn't ruined roleplaying if the hobby didn't stop. It's not like people were forced to play that way, not even in 3e. It's just that a lot of people took to it because it was easier for them. And yes, getting people out of the habit is an issue sometimes, but if it was successful, did it really ruin anything?

People really should calm down sometimes and let people do what they like.

[–] smeg@feddit.uk 3 points 1 year ago

It seems the main complaint that the author has is resolved by playing different systems - if you don't want mechanical crunch and gamey die-rolling there are plenty of less die-focused games! Also don't mix roll-high for some rolls and roll-low for others, that's just confusing.

Interesting read though, just because you don't agree with their conclusions doesn't mean there aren't some good takes you can consider when running your own games.

[–] jjjalljs@ttrpg.network 3 points 1 year ago (1 children)

Feels like a post written by someone who's only really played D&D and close relatives.

It is helpful to have a shared understanding of the world and how difficult things are. In real life I can look at a fence and judge if I think I can scale it. In some RPGs, I can't. Typically bad things happen when the DM's imagination diverges from the players'. Having consistent rules can help keep things unified.

Also, as others have said, don't roll for things that aren't interesting.

D&D and most of its relatives are lacking fail-forward and good succeed-at-cost mechanics.

Also 1d20+stuff means every result is equally likely. You're just as likely to roll a 1 as a 10 as a 20. I think that kind of sucks, and that's a bigger gripe I have with the popularity of 1d20 mechanics.

[–] ZDL@diyrpg.org 1 points 1 year ago (1 children)

There was a tragic time in the mid-to-late '80s when the FLGS would put some books on the shelf where the author breathlessly claimed a "revolution" or "rennaissance" in gaming; claiming in effect, to have "solved the problems of role-playing games".

And the "solutions" were invariably some combination of these:

  • adding many, many, many, many, many more classes
  • dropping class/race restrictions
  • dropping weapons/armour/whatever restrictions based on classes
  • support for genres other than D&D-style fantasy
  • ...

And so on ad nauseum. Because when they said "problems of role-playing games" they meant, really, problems of the only RPG they'd ever played: AD&D.

Even by the mid-80s we had games that were far more radical in solving the problems of D&D. Chaosium had published several games in a bewildering variety of genres that didn't even have classes, so there were no need for more classes, for removing class restrictions, etc. Traveller existed as well. Games like Rolemaster had classes, but no hard limits based on them: classes expressed preferences and adjusted costs for skills (with the exception of magic; that was still somewhat class-constrained, though literally every class could learn some magic at least). Even TSR had published games that weren't D&D-like in most respects: Boot Hill, Gangbusters, Dawn Patrol, etc. (And do I even need to delve into the wild, wacky, weird world of FGU? Bunnies & Burrows, Chivalry & Sorcery, Space Opera, Villains & Vigilantes, ....)

So it was always tragicomic to see people with such limited experience express such hubris in "solving" problems that had long since been solved in a head-spinning number of different ways and approaches that were far more radical, far broader, and far more intriguing a way than just adding classes and removing some class restrictions.

That's the vibe I get from this article.

This guy seems to have experience with the Moldvay/Mentzner line of the old school games, with perhaps a bit of a smattering of AD&D before encountering D&D3 and its offshoots. I see no evidence in his rant that he's ever experienced a game system that was actually revolutionary in its movement away from the D&D roots. I suspect if I sat him down at a FATE game (or even an middle-aged-school game like Castle Falkenstein) he'd die of anaphylaxis.

[–] jjjalljs@ttrpg.network 3 points 1 year ago (1 children)

Yep. Agreed. Sometimes the phenomenon you're describing was called a "fantasy heartbreaker". Clearly they were passionate but didn't have the breadth of experience to really go somewhere new and exciting.

[–] ZDL@diyrpg.org 2 points 1 year ago

Yep. And sometimes that lack of breadth was deliberate. They wouldn't look at alternatives. They just wanted to "fix" the game they played.

[–] ZDL@diyrpg.org 2 points 1 year ago

In short - the d20 mechanic enables you to resolve everything. If everything you encounter becomes something you can interact with mechanically and assign a DC to, a widget, then you are no longer actually roleplaying in a fictious world. You are just interacting with the mechanics of a game with a thin veneer of fiction layered on top.

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.

Old School: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner."

DM considers the scene and factors in the fighter's 14 charisma and decides that a good impression is made.

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:

  • DM considers the scene and factors in that the player took the last slice of pizza and gets churlish. Bad impression is made on NPC.
  • New DM freezes as something he didn't prepare for happens and spends a half-hour flipping desperately back and forth between the PH and the DMG to find out what to do next.
  • DM makes up a reaction mechanism on the spot without thinking it through, throws 2d6, has them come up snake-eyes and decides the barkeep goes berserk and tries to murder the PC.

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.

D20: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner. Actually a Persuasion roll. I roll 12, +2 from Charisma and +2 from Proficiency, so 16."

The DM gives another +2 for the handsome tip and decides 18 is good enough to make a good impression.

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!)

Player: "I flash the barkeep my best smile, order a cup of ale and pay with a handsome tip and try to get him talking about the local rumours in a chatty friendly manner."

GM: ...

OK, let's break down the GM actions by things I have seen once again.

  • GM checks the player's stats and skills, realizes that on a Persuasion roll he'll succeed about 80% of the time anyway on a stressful task and, since this isn't a stressful task, and since the barkeep earns money by literally being friends with as many people as possible, decides the barkeep reacts well and is open to talk.
  • GM insists on some actual in-character interaction and notes that the PC says something that is taboo in town. Asks for a skill role on local lore and, with its failure, decides that the gaffe happens and the barkeep clams up.
  • GM insists on some actual in-character interaction and notes that the PC says something that is taboo in town. Asks for a skill role on local lore and, with its success, sidebars the player and lets him know and gives him a chance to undo the action. As a result the barkeep is friendly and aids.

And, naturally, if it turns out that this situation is critical for some reason, I've also seen:

  • GM asks for a Persuasion roll against a target number.

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.

And I think any sane person who has read to the end would now agree that the d20 mechanic should die in a fire. It was an interesting experiment. Maybe we are all better off for having tried it. But we are not better off for persisting with it.

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.

[–] sammytheman666@ttrpg.network 2 points 1 year ago

The interesting thing is that this was posted 14 hours now and the user haven't posted any comments but Ukraine and Russia war ones 2 days ago.

@copacetic DnD is not the same as RPGs. The kind of mechanic was there long before DnD3. And only a few years later, we got Forge games that had radically different takes on resolution.

[–] ZDL@diyrpg.org 1 points 1 year ago

Why am I getting the urge to post the "old man shouts at clouds" thing?