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Cake day: July 3rd, 2023

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  • No disagreement here.

    I realized when reading one of the other comments that my similarly sized complaint is it creates a lot of potential for problems at the game level as well as narrative when people make their characters in isolation. I kind of assumed that comes packaged with “and you all meet in a tavern”.

    Like, everyone makes a fighter and shows up to session 1. The dm’s going to have a head scratcher thinking about balance, and some players might be annoyed they don’t really have a niche of their own. A weird party like that can work, but it’ll be a happier experience if folks talk about it ahead of time.


  • It can work, as clearly shown by your rather wholesome example and many people’s games. But it’s also leaving a very large surface area for problems. Unlike real life, you can just avoid that by making your characters together.

    Maybe I should have said in my previous thread that while the “you all meet for the first time” is kind of cliché, there are more serious problems at the game level. And like it can work if everyone makes a fighter, but you can also make everyone’s lives easier if you discuss up front.


  • I think the best game I’ve done started as “it’s a DND world and you’re a band on tour”.

    It started with a simple “the bridge is out on the way to your next show”, then there was a battle of the bands, a sketchy record label, and then the players organized a recall of the mayor that was in bed with the capitalists. That game went great places.





  • “Unilateral” GMing is completely necessary to the style of play and opens up player creativity and engagement in the ways I discussed in other comments.

    I don’t think a unilateral GM and the mother-may-I it implies are the only way to get player creativity and engagement.

    They want to test themselves against an organic, immersive world where their actions have consequences, good or bad. You cannot get that experience from collaborative storytelling games,

    Maybe?

    Imagine a scene where the players are trying to jump from one roof top to another to escape pursuit. It’s a pretty long jump, and there aren’t explicit rules in this game for jumping distances. The GM says to roll the dice. On a good roll, they’ll make it. The dice come up Bad.

    In one mode of play, the GM unilaterally decides what happens. Maybe you fall and get hurt. Maybe you land in a pile of trash. It’s all on them, and you have to accept it to keep playing. The actions have consequences.

    In the mode I prefer, the player has more of a say. Maybe they suggest they succeed at a cost. They can offer “What if I make it across, but lose my backpack?” and the group can accept it, or say that’s not an appropriate cost. They can also fail, and offer up ideas for what that looks like. The group achieves consensus, and the story moves on. The actions have consequences here, too.

    That first mode, where the GM just dictates what happens and you take it? I hate it. I want either clear rules we agreed to before-hand, or a seat at the table for deciding ambiguous outcomes.

    We don’t have to play together. Many people want to immerse in their character and any sort of meta-game mechanics (like succeed-at-a-cost) ruin it for them. Some people love metal and some people love jazz. Neither’s better than the other.

    I probably shouldn’t have posted in an OSR thread knowing I dislike the genre.



  • Hand in hand with this is, as the above commenter mentions, “rulings over rules” which emphasizes the GM making decisions about how player actions play out in the world rather than looking for mechanics in a rulebook.

    It’s kind of funny but I really like how Fate is open ended, but absolutely hate it in OSR games. I think because OSR games often feel unilateral and top down from the GM, and I don’t enjoy that. Reminds me of teenage games where the DM would be like “you’re crippled now because the orc hit your leg” just because they said so, and your only options are deal with it or quit.

    I also never play in the “I am my character!” mode. I’m more of the writer’s room style where we’re writing a story together, so it doesn’t take me out of the scene to be like “what if my succeed-at-a-cost roll means I get the window open, but wake up every dog in the house?”.


  • I’ve never really been into random tables. Like,

    I want to see more wizards and dragons and shit! 2.78% is way too low to see these cool guys on the end of the table,

    So just put more wizards and dragons in. You don’t need the dice’s permission.

    I guess they can be helpful if you’re out of ideas, but then you just need a list.





  • That’s an interesting point you make and I partly agree. There are certain undertones and sometimes you can create a better story by engaging these undertones and creating a monster in noble clothing and a metaphor for the societal corset women are forced ro wear.

    Well, I’m glad we’re approaching some common ground.

    No one here is making the argument that you’re seriously “encouraging mindless slaughter of people based on some regular dungeon crawling”. No one’s saying you’re, like, recommending people go out and do that in real life. The argument is there is a message, even if it’s unintentional.

    But other times I just want to enjoy a trash movie or 15$ airport library book.

    There’s little wrong with enjoying a trash movie, but

    And the undertones there are purely accidental and shouldn’t be taken too seriously.

    Why? What authority says subtext shouldn’t be taken seriously?

    There’s a lot of rich material for analysis, for talking about what our society values among other things, by looking at the messages in pop culture. Imagine two societies. In one, all their pop culture and trashy airport novels are about murder and plunder. In the other, they’re about cooperation and building a better world together. Do you think that would mean anything? Do you think you could infer anything at all from that? It says something that we’re cool with “then I killed him and took his stuff! Rock on!”. We’ve all played that kind of game, but if you think about it that’s a horrible story.

    Surely there are stories that would be on the far side of the line for you. “I killed the men and enslaved the women! Look at all these points the game gave me!” would probably make most people uncomfortable. Why is the line there, but murder is fine? Does the placement of that line mean anything?

    And again, this doesn’t mean you can’t play a beer-and-pretzels half-brained game about tactics, strategy, and extermination. But to wave your hands in the air and say it doesn’t mean anything is absurd.



  • you choose to lead a gay rights movement while the world is being overrun by the demon king’s hordes.

    This maps kind of easily onto “We can’t fight for gay rights right now. They just blew up the twin towers!” or similar “wait your turn for justice” arguments.

    I get the impression that you don’t see that kind of thing, and furthermore don’t care. You run whatever kind of game you want, but I would be surprised if your settings weren’t full of unexamined biases and defaults.


  • Have you taken any literature or maybe other media classes at the 200 level?

    Sometimes people say really weird things and I wonder if they just don’t know any better. Maybe they’re a teenager.

    But like “fact from fiction” is irrelevant here. No one’s saying Dracula is non-fiction, but you can still read it and take meaning from the text. Furthermore, it’s not just a story about a guy who bites people. The read on how women are expected to behave is pretty obvious, for example.

    You don’t have to care about the subtext of “kill all the goblins and take their stuff”, but saying there is no subtext or “no one cares” is absurd and self-centered.


  • People do not all have the same working definition of “politics”. Many people seem to use it to mean “overt content about contemporary issues”, but that’s not really a good definition.

    If your game has sentient creatures with agency and desires, it has politics.

    For example, if your game has a king, there’s politics. Having the people accept monarchy is a political statement. It’s not as hot-button as, say, having slavery, but it’s still political.

    You might not be surprised if your players react to a world with chattel slavery by trying to free the slaves and end that institution. The same mechanism may lead them to want to end absolute monarchy. They see something in the setting they perceive as unjust, and want to change it.

    A lot of people are kind of… uncritical, about many things. They don’t see absolute monarchy as “political” because it’s a familiar story trope. They are happy to accept this uncritically so they can get to the fun part where you get a quest to slay the dragon. (Note that the target of killing the dragon rather than, say, negotiating or rehoming it is also political)

    People then get frustrated because they feel stupid, and they’re being blocked from pursuing the content they want. They just want to, for example, do a tactical mini game about fighting a big monster that spits fire. They don’t want to talk about the merits of absolute monarchy or slaying sentient creatures.

    It’s okay to not always want to engage in the political dimension. That doesn’t mean it’s not there. If someone responds to the king giving you a quest with “wait, this is an absolute monarchy where the first born son becomes king? That’s fucked up” they’re not “making it political”. It already was political.

    If you present a man and a woman as monogamously married in your game, that’s political. That’s a statement. If you show a big queer polycule, that’s also a statement. The latter will ping the aforementioned uncritical players as “political”, because it’s more atypical, but both are “political”.

    Some of this can be handled in session 0. But sometimes you learn that some people in the group have different tastes and probably shouldn’t play together.


  • Well, thankfully I included examples other than magic.

    However, I do think trying too hard on “martials should be like real life” easily leads to harsher limitations for them. It’s not always intentional. But when someone says “I want to leap 15 feet over the chasm” some people get all “you can’t do that! I can barely jump five feet and I’m athletic (they’re not)” and you have a whole digression where someone looks up human records and then argues about if 16 strength is really Olympic class and what about all your equipment and blah blah blah.

    It’s much rarer for that kind of argument to come up with wizard types, in my experience.

    Clearer rules up front help, though I feel like half of DND players have never read the rules.