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You guys should stat up this argument as a Burning Wheel social combat to decide who wins.
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Ahh, so you're claiming you don't design encounters. There's no hint of the G in your RPG. I call bullshit. Your pretentious desire to elevate how you play over how other people play the same games is somewhat tiresome. Of course you design encounters, even if you do it on the fly. If your players decide they want to investigate a warehouse one of the first things you decide is how difficult that will be and insert NPCs and other props accordingly. Sure, there's a big soupcon of what's reasonable there, as there should be, but you're still doing it. If one of your players decides to question the innkeeper about nefarious activity in his neighborhood the first thing you decide is what he might know what why or why not he might be willing to relate that information. Etc etc.If you are specifically designing obstacles for the PCs, then the obstacles actually have to be…obstacles, yes? As in somehow within their capability to overcome, or perhaps realize in a way that isn’t a TPK? Roughly accomplishable things, in other words challenging encounter design.
If you were reading all my posts like you say I should yours, then you know that saying my way is better is YOUR strawman.
My way is different, in a way that I don’t think you comprehend or believe, and so constantly end up telling us we’re doing something we’re not. So it’s not better, but it does in fact, exist.
Living World design absolutely escapes encounter design because Living World design does not design encounters, not mechanically, and not according to Game Design Theory.
You certainly *could*, you just as easily *could not*, and I know for a fact some of the people in the LW crowd absolutely do not.
I have all the circles.You guys should stat up this argument as a Burning Wheel social combat to decide who wins.
Thank you for finally admitting that.Everything I've described is manifestly true of your games, whether you like it or not.
No, we don’t, really. There are not guards at the bank to provide challenge for the PCs, there are guards at the bank because…wait for it…banks have guards.You can distain the idea of challenge levels (which I agree with), but challenge or obstacle is still why you include watchmen, or bribable civil servants, or gregarious innkeepers - you don't just write them into your game because it's what makes sense, they have game effects too - obvious game effects.
It’s not nonsensical at all. As I’ve said for years, it’s a completely different paradigm of looking at things. The game part does not matter as much as the setting. Entire sessions go by without anyone invoking a mechanic or rolling a die and no one thinks it was a waste of time or wasn’t productive.Those NPCs exist, for some value of their existence, to interact with the PCs and provide obstacles and challenges. It doesn't actually matter if you want to admit that this is true because it's obviously true. Game rules require gameable elements to resist them. NPCs are a core class of that thing. You trying to deny that fact is nonsensical.
Bah, we’ll be using the Mythras Social Combat rules, of course.You guys should stat up this argument as a Burning Wheel social combat to decide who wins.
Nope. I absolutely guarantee you that the warehouse and whether it’s guarded or not and by who is loosely in place before the PCs even know there is one.Ahh, so you're claiming you don't design encounters. There's no hint of the G in your RPG. I call bullshit. Your pretentious desire to elevate how you play over how other people play the same games is somewhat tiresome. Of course you design encounters, even if you do it on the fly. If your players decide they want to investigate a warehouse one of the first things you decide is how difficult that will be and insert NPCs and other props accordingly.
Nope. I currently have 43 different neighborhoods in Kordava both above and underground, and I know the watch schedules, with several key characters, what crimes are controlled by what gang (with many key characters), where the prominent noble families live, how the docks work, etc. etc. Although many of them will return to Kordava, I don’t expect any PCs to set foot in the city for the rest of this year. I do it for fun.Sure, there's a big soupcon of what's reasonable there, as there should be, but you're still doing it. If one of your players decides to question the innkeeper about nefarious activity in his neighborhood the first thing you decide is what he might know what why or why not he might be willing to relate that information. Etc etc.
Scenario- a postulated sequence or development of events.I’m not saying you’re stealing my precious, I’m to point out, that I always do, that what you find not credible, is not only credible, it’s standard operating policy.
Any full-blown World in Motion GM has given up long ago trying to decide what is challenging or not for the players, or trying to guess what they do. We prep as much as possible so we know the world and the NPCs in it, at least in a given area, and construct that area accordingly. For some players and PCs that area will be Fantasy Fucking Vietnam. For other groups of players and PCs, that area will be a day at Disneyland. Others might come to own the place or leave it a smouldering ruin.
There’s things my players could do that probably wouldn’t be worth their time and there’s places they shouldn’t even dream of going. They might do both. The thing is, they know I didn’t design specifically for any purpose or reason other than that’s what should likely actually be there in the world, in my opinion. That’s why they like it and why they keep coming back.
It’s not scenario design, it’s campaign design.
You guys should stat up this argument as a Burning Wheel social combat to decide who wins.
Bah, we’ll be using the Mythras Social Combat rules, of course.
You mean Baby Mythras?Feels more like y'all are using The Comae Engine's social conflict rules, honestly.![]()
No.So you don't actually design scenarios or locations or anything else with any thought at all given to game play?
It is easy to understand what I do, I imagine how the locale would exist and write it up accordingly.I can't say I find that statement credible.
As been trying to explain to you in my earlier post, the focus of what I do is to bring the setting to life. The wargame I use to describe characters and adjudicate with is a tool to help make that happen. However, it is not the focus. And how the system works as a game is always subordinate to what a character can do in the setting given their descriptions and the circumstances.Living World isn't some kind of magic version of TTRPG play that gets to ignore the G.
And the function of those guard is, should the PCs decide to try and rob the banks is what exactly? Oh, right, exactly what I said it was. As I've said several times, 'what makes sense' often overlays issues of function.Thank you for finally admitting that.
No, we don’t, really. There are not guards at the bank to provide challenge for the PCs, there are guards at the bank because…wait for it…banks have guards.
But that same moment applies to living world encounters/moments/scenes that you come with on the fly. Function is part of the program. Of course it needs to make sense though - function without verisimilitude is bloody useless.If I’m designing a scenario where the point is a bank heist, then the guards and security are very much going to be part of the design space mechanically, because I’m selling a module that GMs can run as is, that should be fun to play. The constraints require purpose-built design. Form follows function.
So, to start, and as I mentioned to CRK, nothing I'm saying here has particularly much to do with how you guys specifically run games, and I've actually gone out of my way to praise you style more than once in this thread. I'm going to take your no at face value, but I'm also going to suggest that your no might, possibly, be a product of your immense experience. I think its possible that you've spent so much time designing and running games that the gameability of what you do happens without you needing to give it any actual consideration. Where I'm going with this is that for GM with less experience than you it might actually be necessary to give specific attention to gameability in addition to portrayal because I really don't think that it comes naturally and easily to everyone.No.
It is easy to understand what I do, I imagine how the locale would exist and write it up accordingly.
It's not hard to understand. I am keenly aware of how you run games and have nothing but enormous respect for it. I do think that you might be in a place where it's no longer immediately obvious how much of what you do without thinking is things other people might have to learn how to do. So for those people (and for my own edification) I'm talking bout how the sausage gets made.As been trying to explain to you in my earlier post, the focus of what I do is to bring the setting to life. The wargame I use to describe characters and adjudicate with is a tool to help make that happen. However, it is not the focus. And how the system works as a game is always subordinate to what a character can do in the setting given their descriptions and the circumstances.
Not sure why this is so hard to understand.
The only reason I designed, wrote and played the Majestic Fantasy RPG is because I finally understood enough of the early history of RPGs and D&D to understand where its mechanics came from. How Gygax, and Arneson used it to handle when the players said "I would like to X as my character".
With that knowledge I was able through play figure out a way hit points, levels, armor class, saving throws to handle the things I was handling with GURPS. But be aware the MW RPG is not some recreation of something that was played at the dawn of RPGs. I am sure that most of my tweaks would be viewed as "crazy" or "broken" by Gygax and other gamers of the time.
Just in the same way I am fighting in my current campaign the expectations of a bunch of 5e gamers over how 5e works in my setting.
My Majestic Fantasy rules for 5e or OD&D are not designed as games first with everything having a particular function. They are a description of how my setting works in the form of a game. This is why I was pushing back when you asked about the function of a NPC. In how I run things, NPCs don't have a game function, they are there because they exist within the setting.
Hope that clarifies things.
Do know how insulting this is? You just patted me on the head and mansplain to me that I am soooo experienced that I just naturally add in the gamability.So, to start, and as I mentioned to CRK, nothing I'm saying here has particularly much to do with how you guys specifically run games, and I;ve actually gone out of my way to praise you style more than once in this thread. I'm going to take you no at face value, but I'm also going to suggest that your no might, possibly, be a product of your immense experience. I think its possible that you've spent so much time designing and running games that the gameability of what you happens without you needing to give it any actual consideration. Where I'm going with this is that for GM with less experience than you it might actually be necessary to give specific attention to gameability in addition to portrayal because I really don't think that it comes naturally and easily to everyone.
TTRPGs are complete shit at explaining how to design good games because they are not a game in the first place. Rather they are a way to play Let’s Pretend in a way that is fun and interesting even for adults. A way of using pen and paper to create a virtual reality to experience another world and other lives.TTRPGs are mostly complete shit at communicating rather a lot of things about what it actually takes to design and run good games.
Kinda spend two decades teaching folks how to do what I do and why I do it. Maybe you heard of it? Even give you a link.Some are better than others, but vanishingly few are actually good. A whole lot of what many good GMs do is inherited wisdom and experience. I don't think that that side of the game needs to be such a black box.
Oh? I guess 15 years of work breaking stuff down in my blog is me waving aside the halting learning steps.However, you do have a tendency sometimes to wave aside these halting learning steps that newer people might have which, and don't take this as a criticism, is sometimes less than helpful. I only say that because the TTRPG space is full of all manner of games run by all manner of GMs and the living world approach isn't the only road to success at the table. Some people do need to chunk things down and look at all the pieces before they put the engine back togther.
What do you mean by "outside of retainers"?Of course it only goes so far, I completely agree. Not every NPC has a discrete obvious function like I described. Many of them do from the get go, others maybe acquire a function relative to how they are interacted with. How to handle those functions isn't something we've spent a lot of time on here, but it comes back to using whatever stat block and rules that have been produced for that NPC to gate information, or access, or whatever.
I think you'd be ard pressed to find examples of NPC turning into players as an actual mechanic (outside of retainers), but I'm sure it's the case somewhere. When that happens the nature of the NPC is changed radically, it's no longer an NPC and is now something completely different.
Can you explain/define what you mean by "function" and "game construct"? And perhaps explain why you frame your thinking about RPGs that way?Again, this comes down to portrayal not function. I am 100% behind the idea that NPCs should be as 3d as possible. That just doesn't change their underlying game construct nature. The two things are not mutually exclusive at all.
Graeme Davis loves those types of adventures. He made a supplement for WFRP4 called Rough Nights and Hard Days. It has a 4e version of RNatTF and NW as well as three more adventures like it. Another module It’s Your Funeral is one he made with the audience while giving a talk on how he made RNatTF.Nastassia's Wedding was another WFRP adventure with a similar approach.
Good Lord. This is what happens when I compliment people. Fine forget the compliment. Why don't you try approaching what I have to say from any perspective but how you personally run games? I'm trying to talk about games in general. And if you want to call it patronizing fine, but I do think your commentary is completely overlooking most novice gamers playing most games aside from your advice about how to play your way. New gamers, and even not new gamers moving to new system need all the info they can get about how to run a good game. So while you might not address NPCs in your sandbox book (which ids great btw) that doesn't mean that there aren't people who do need to break things down on the rules side.Do know how insulting this is? You just patted me on the head and mansplain to me that I am soooo experienced that I just naturally add in the gamability.
Stop it and take what I said at face value. As unusual or mind blowing as it may be too you, it is exactly what it is as I described it. In fact just got done writing and kickstarted a book that spells out part of what I do. And nowhere in that book do I describe how a NPC functions or how any of it works as far as a game goes.
Rather it about building an imaginary fantasy world with enough details to bring it to life. I paint the broad sketch first and show the reader how to fill in the lines and make it all hang together with the interconnections and conflict that will lead to adventures.
My book and the How to Make a Fantasy Sandbox series is one part of how to take a complete novice and teach them to do what I do for my campaign.
Again cut out the mansplaining
TTRPGs are indeed games. Maybe not in the same way as Yahtzee, but they are games. It's right in the name. Unless you're talking about FKR they all have rules to put boundaries, limits and direction in place. And even without those rules and just FKR play they are still (setting your style aside because I don't want to argue about it) games where challenges are presented and obstacles overcome. I'm not sure why it's important to you to claim that Roleplaying Games aren't games, but I don't think it's an easy sell. I'm not convinced anyway, but that's just me.TTRPGs are complete shit at explaining how to design good games because they are not a game in the first place. Rather they are a way to play Let’s Pretend in a way that is fun and interesting even for adults. A way of using pen and paper to create a virtual reality to experience another world and other lives.
In a lot of OSR games retainers, who start as NPCs quite often turn into PCs.What do you mean by "outside of retainers"?
I feel like I'm not doing a good job explaining myself frankly, given some of the feedback in other posts. I'll try to be pithy. RPG play has two streams in play, for some value of that description. You have the roleplaying bit, where people are talking in character and the GM is delivering evocative descriptions and all that wonderful. This is where RPGS live and almost all the cool shit happens here. Running underneath the RP part are the game rules, which get referenced in most cases as little as possible or just when they are needed. So the visible part of NPCs, the RP part, is all about creating a living breathing character. The game construct part, which is where function lives, is the role NPCs also play as objects upon which various player actions and skills are executed via rules and mechanics.Can you explain/define what you mean by "function" and "game construct"? And perhaps explain why you frame your thinking about RPGs that way?
I get the feeling I must just not understand what you're talking about, because it isn't making sense to me, and clearly it seems to make sense to you in ways that I think I must not be understanding what you mean very well at all.
Care to give an example? I assure you I'm trying to understand but I suspect there's something I might be missing.you don't just write them into your game because it's what makes sense, they have game effects too
Bolded emphasis mine. Living worlds do not have enconters/moments/scenes planned out. The world runs. Everything is where it is and yes the PCs will encounter some of it depending on where they go and what they do. Specific encounters are something the DM has decided will happen. Scenes are elements of a story game. Not sure what a moment is in gaming terms. None of that has much of a place in a living world game.And the function of those guard is, should the PCs decide to try and rob the banks is what exactly? Oh, right, exactly what I said it was. As I've said several times, 'what makes sense' often overlays issues of function.
But that same moment applies to living world encounters/moments/scenes that you come with on the fly. Function is part of the program. Of course it needs to make sense though - function without verisimilitude is bloody useless.
I agree...but then over 60% of the PCs attacks in last session got bonuses due to descriptionJumping in way late and way too many posts to read through, so just diving in with my thoughts on the OP.
I used to have a player who did this. Charisma was their dump stat. But the player was forceful and tried to bulldoze the DM/GM with force of personality, and say that should count for their character.
I look at it like this. What does that do for the player who didn't dump-stat Charisma, but instead built into it? Their dump-stat is Strength or Dexterity (or Combat). If they continually describe really cool attack moves, are you going to just hand-wave aside the penalty to their rolls, or the attack roll entirely? Of course not (for 99% of the GMs out there). In that case, you shouldn't do it for the person who can speak more eloquently.
Alternate take, the player who takes a really high intelligence. Do you have them solve a quadratic equation in order to successfully figure out the puzzle or memorize the spell?
It is definitely a situation where I have to explain to the player the whats and whys and therefores. Maybe the player will stop just using Charisma as a dump stat.
I still wonder about the part of why you keep focusing on NPC functions. That seems to be a big part of where your mindset is very different to those of us who don't tend to think about NPCs that way.Of course it only goes so far, I completely agree. Not every NPC has a discrete obvious function like I described. Many of them do from the get go, others maybe acquire a function relative to how they are interacted with. How to handle those functions isn't something we've spent a lot of time on here, but it comes back to using whatever stat block and rules that have been produced for that NPC to gate information, or access, or whatever.
I think you'd be ard pressed to find examples of NPC turning into players as an actual mechanic (outside of retainers), but I'm sure it's the case somewhere. When that happens the nature of the NPC is changed radically, it's no longer an NPC and is now something completely different.
Again, this comes down to portrayal not function. I am 100% behind the idea that NPCs should be as 3d as possible. That just doesn't change their underlying game construct nature. The two things are not mutually exclusive at all.
I forgot to answer that...The example I like to use is a soccer penalty shot. You have to succeed because if you fail you miss the goal entirely, but just being on target isn't enough. The opposition goalkeeper has a chance to save the shot, and you only get the goal if they fail it.
Except, yes, "because it's what makes sense" really is why I include those kinds of characters, particularly when I'm running a serious campaign game.[...] challenge or obstacle is still why you include watchmen, or bribable civil servants, or gregarious innkeepers - you don't just write them into your game because it's what makes sense, they have game effects too - obvious game effects.
Does "for some value of their existence" include even if it's only a logical side-effect of them being there?Those NPCs exist, for some value of their existence, to interact with the PCs and provide obstacles and challenges.
Well, a PC can attack, or attempt to seduce, or rob, or befriend, any NPC they can get close enough to. The rules provide for that, and the world is full of people. "Require"ment satisfied. But so what?It doesn't actually matter if you want to admit that this is true because it's obviously true. Game rules require gameable elements to resist them. NPCs are a core class of that thing. You trying to deny that fact is nonsensical.
RPGs developed because wargamers were looking to up their game. Wargames and miniature wargames took off because they allowed you to take some situations that happened in history and put you in that situation to see what you could have done differently. Refight Gettysburg, D-Day, the Battle of the Bulge, Waterloo and so on.How RPGs are games would be an interesting topic. I think RPGs emerged from wargames precisely because of their mechanics and simulationist approach: i.e there's no RPG without constraint in narration - an RPG setting is nothing but constraint on a narration. Come to think of it, player characters are also constraints on narration.
But if a player was to say "My character flaps their arms and starts flying." without something supernatural they would get shot down by the referee.
Interesting to see this is how I generally run things, with the expectation of focusing on the 'in character' experience of a person and I make the world follow similar presumptions, that this is a world that operates under genre-appropriate elements but is an ongoing space, that lives without the PC's, sure the PC's direct major changes to the world that might not occur without them the world breathes. Example: If the heroes don't stop Baron Fear from creating his fear machine to control the world, the world will end up controlled. Because it continues on without them. (To a certain degree, I don't go writing that happening, or bothering with it unless players are playing the actual game )The fact that we’re playing a game isn’t the point of what we’re doing. The fact that we’re pretending to live our PCs lives in a world that we pretend is real, not “fiction” is the point of what we’re doing. The mechanics simply exist because this isn’t a full Cyberpunk simsense/braindance/Matrix experience, so we have to have something to fill in for luck, happenstance, and physics.