"You shouldn't use DnD for narrative campaigns."

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Questing Beast

Questing Beast

Күн бұрын

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@QuestingBeast
@QuestingBeast Ай бұрын
Check out Surviving Strangehollow on Kickstarter! www.kickstarter.com/projects/jasonward/surviving-strangehollow-for-5e Patreon: bit.ly/QBPatreon Old-School DnD newsletter: bit.ly/TheGlatisant The Polygon article: www.polygon.com/24105875/worlds-beyond-number-narrative-style-adventure Luke Gearing: lukegearing.blot.im/mechanisms-as-abstraction Sean McCoy: twitter.com/seanmccoy/status/1145172287785787392 The Fruitful Void: lumpley.com/index.php/anyway/thread/119
@aryador6584
@aryador6584 23 күн бұрын
What an horrendous argument and way to play the game to begin with. Why ? Because now I could play a character who is horrendous at something but because, me the player, am smart about it suddenly a character who is supposed to be a completely goof at the skill of your choice suddenly become competent. That is bad roleplay and there is no way around that qualification. We always abstract to some extent in a roleplaying game even when it is what you want to develop the most. Even if you make your game about creating a community and managing it you're not going to actually play every single interaction in details and even if you were to try to do that you're never going to reach the same depth as the real situation so, whether you like it or not, you did abstract it. As such the abstraction argument is moot at best and disingenuous at worst in the usage made there. The mechanics of the game are there to inform you on your options and while creativity is always welcome it is not always present nor should it be a requirement to play your game to begin with. As such if you want your game to be about something you NEED mechanics about it. Now if you make your mechanic as simple as "roll D + skill and be done with it" that's on you, the designer, for over simplifying the very thing you wanted to be explored. The more complex and precise your rules on something is the more your system (and your game) should be about that something. Now I am going to use the abstraction argument PROPERLY : If you do not want let's say combat to be a focus of your game then what you want is for combat to be abstracted as much as possible Meaning that you want to reduce everything about it to it's bare minimum(be it depth, dice rolls, time needed etc...) . Meaning that you, PRECISELY, do NOT have any combat mechanics you just throw a basic skill check and are done with it. So, does using a system having heavy combat mechanics in it serves that purpose ? NOT AT ALL. The rules you go by, dm's influence on those being accounted for, condition everything you do in the game period. There is no point having a complex set of rules on something if you want it to be secondary or absent of your games.
@RoughEdgeBarb
@RoughEdgeBarb Ай бұрын
I wonder if some of the pushback to Brennan comes from people's experience with video games, where everything has to be systems or it doesn't exist.
@alejandroemilianoguzmantej8231
@alejandroemilianoguzmantej8231 Ай бұрын
Well maybe ( im a game designer ) i get that when you leave voids in the ttrpg is cool so you to think about what you want and how you want certain things to be. But, as a designer i strongly disagree that the point of a game is in what is not in the game that makes no sense. If you want to leave the void write it in the book. "Look these _____ rules are here so you dont have to come up with a ruling for it, feel free to do _____ that we left it blank so you do make you own ruling. Here is a chapter of the book of tips and examples for you to look at". I know that self made ruling can be really cool and entertaining but striping the game from the core of the game in that way makes really hard for new players to hop in and play. In my eyes its too much responsability for a new GM and a GM ingeneral to spect to know what of these voids its the correct one. Well 5e doesnt have a detaile system for managing crops and bases is this a design void for us to fill up or just that dnd its simply not about managing crops and bases...
@danielklein5829
@danielklein5829 Ай бұрын
Big agree, I also think with lots of people's transition to d&d coming over from videogames. A lot of players are really used to *glowing signposts* instead of asking good questions and attempting to explore. Some of my players are like that atm and its a hard habit to break them out of.
@ObliqueReference
@ObliqueReference Ай бұрын
A lot of the RPG community treats all RPGs just that way. The whole "well designed" meme is based on the assumption that if a mechanic doesn't exist, it's not what the game is 'about'.
@Jack-gs6sd
@Jack-gs6sd Ай бұрын
I think people's pushback more comes from the legitimate problem that this "system doesn't matter" question begs a bunch of other unanswered questions, like "If the system doesn't really MATTER in that way, why not go with something lighter?" or "Why not go with something indie?" or, more directly: "Why choose 5e at all if this isn't all about what 5e DOES?" And we're left to assume that basically the answer is "Because it's what would make the show most popular," in which case we all sorta wish he would just come out and say THAT and stop pretending this is a philosophical question, when really it's just a matter of business-based pragmitism.
@al8188
@al8188 Ай бұрын
​@@Jack-gs6sdyeah. It's a lot of (poorly-formed) sophistry to explain away this base assumption. At its heart, it sidesteps the question entirely. Arguments about stoves would be more apt if he just admitted that it was about the stove's brand, not it's function.
@Rachel-yj2ze
@Rachel-yj2ze 27 күн бұрын
I personally agree with Brennan. Combat inherently needs to be gamified because it isn’t like your players are going to pull out a sword and duel you to determine the outcome. You have to have rules to keep it balanced, interesting, and feasible. Social situations don’t need to be gamified. You’re sitting at a table, doing improv, and if a player says something convincing, or intimidating, or seductive in character, then the natural consequences will follow.
@ExceedProduction
@ExceedProduction 23 күн бұрын
I tried to do a fully narrative session once and results were mixed. Some of my players excelled at narrating combat and making it seem like a "fair" altercation while others quickly fell into the pittraps of powergaming and godmodding. As you would expect it was the narrative-focussed players that leaned into the storytelling of combat, what it means for their character, how they come out of it (one player even getting a grave wound because his character was careless about an enemy attack), while the more mechanically-focussed players wanted to beat the enemies as quickly and cleanly as possible. After I told them they were effectively cheating themselves out of a cool story they got a bit somber and reluctantly agreed. What they did was counter-intuitive. They just didn't "know better", so to speak.
@raicantgame6634
@raicantgame6634 23 күн бұрын
And that is exactly my opinion as well. I've argued with people before who insist that if I like narrative games with lots of social interactions then I should be playing these games, with all these rules and mechanics around social interactions. And I'm like... but I don't want a bunch of rules and mechanics around social interactions. The occasional charisma check is more than enough for my liking.
@madmanwithaplan1826
@madmanwithaplan1826 22 күн бұрын
This i completely disagree with this. if you have one player give this really articulate sentence very persuasive argument, and then another player do that without the heavy roleplay or articuation but they still bring up the same points. you should not let one roll be easier than the other. because you're creating a filter at your table of who can and cannot play the social person in the party. if tim the 5 foot nothing 100 pound soaking wet noodle of a human being can play gragnar the 6 -9 400 pound muscle barbarian and kill everything with his warhammer. then tina the socially awkward bad with talking to people and has a hard time speaking elquently. should be able to play pier the suave sexy bard. i want to convice the guard to let our friend go. is enough at my table.
@Niklasthelazy
@Niklasthelazy 21 күн бұрын
It depends entirely on the group. I've played with groups that could definitely handle combat purely narratively, and I've played with groups where social situations really needed to be gamified, because a lot of people were wanting to play characters that have various traits that they as players, frankly, don't. There's no "one-size-fits-all"-system, even in the context of narratively focused campaigns. (Though D&D is certainly not the closest to being that anyway) D&D does gamify social interactions, it just does it poorly and with little nuance, in different ways in 5e than in earlier editions (not necessarily better or worse). So when people say it allows for more narrative freedom, that's just because they're ignoring what little *is* there as much as possible. There are many systems out there that does it far better, without sacrificing the narrative freedom. Because narrative freedom in 5e doesn't come from the system, but more despite it. And that's generally why people say that there are *better* systems for narrative focused campaigns. Again, that doesn't mean that you *can't* or *shouldn't* play narrative focused campaigns in D&D. There's just systems that support it better, without limiting creativity any more than D&D does.
@BigDaddyWes
@BigDaddyWes 21 күн бұрын
Yeah. The only reason dice get involved with social interactions at all is to determine how successful it was IF IT ISN'T blatantly obvious through the RP that the NPC would be persuaded or intimidated etc.
@iwantagoodnameplease
@iwantagoodnameplease Ай бұрын
"Worlds Beyond Number" being the name of a podcast always confused me, because I immediately think it's talking about Sine Nomine's Worlds Without Number
@mightystu49
@mightystu49 Ай бұрын
It seems near-intentionally ripping it off to be honest.
@chastermief839
@chastermief839 Ай бұрын
I was so excited at the idea of brennan and the gang playing Worlds Without Number and spotlighting how cool that system is when that podcast got announced. only to be plummeted into despair at yet another D&D 5e podcast that hates combat.
@matthewwhelehan5185
@matthewwhelehan5185 Ай бұрын
Most DnD play podcasts want to showcase the talents of the players, and combat doesn't require much talent. It's usually adding up modifiers, rolling dice,... And that's it. There could be improvised combat descriptions, the combat itself isn't good theater.
@brunop.8745
@brunop.8745 Ай бұрын
Great system, by the way
@josephpotter5766
@josephpotter5766 29 күн бұрын
@@matthewwhelehan5185 I mean. In 5e it doesn't.
@getoutofdepth
@getoutofdepth Ай бұрын
Thinking about the "DnD is not a game, it's games," article you discussed a few weeks ago, one could look at 5e, or any ruleset for that matter, as describing some of the games you could be playing, but not all. I think the best systems get you and your friends into play quickly and allow you the room to intuit your own additional games rules.
@thecrabmaestro564
@thecrabmaestro564 25 күн бұрын
Dont buy​ wotc stuff anyway theyre an awful company, dnd is a free game 🏴‍☠️
@EviIM0nk3y
@EviIM0nk3y 20 күн бұрын
@@thecrabmaestro564 this circle jerk again? dude don't you have other things to do?
@Deliriumend
@Deliriumend Ай бұрын
This is a great discussion on it. I think it's also really important to remember that Brennan isn't some new DM who learned the game with 5e. He's been playing for decades. He's been running for decades. He's *still* running a 3rd ed game last I heard from the various shows. On top of that he's a professional actor, improv actor, and - now - story teller/DM and comedian. So it makes sense that he has a level of expertise with D&D that he can just use it to handle things he wants, and work around the rest. And it makes sense that he can manage an entire social game without mechanical support. He has those skill sets. Which also goes back to the mechanics and what they represent. D&D mechanics support combat heavy games, because it has a lot of mechanics for combat. D&D 5e mechanics do not support wilderness survival games, because it has a lot of mechanics that nullify key aspects of wilderness survival. You can make a D&D game about anything - and people do - but the less you lean on what the game has mechanical support for the more work you have to do. Shadowrun & Blades in the Dark is another great example. Both games involve groups of outlaws doing jobs. Blades in the Dark has mechanical support for doing the job, and this means the players themselves don't have to engage with the planning, research, and legwork of a heist. You just make an engagement roll and go. However, a lot of Shadowrun players (I'm stereotyping from the groups I played with) really like that legwork stuff, and so they balk at how simplistic Blades makes it, because it's "doing the job on easy mode." And I see this a lot with other people. I've been so disappointed with so many so called "Rogue Players" I've met because they're not good at playing rogues. They're good at min-maxing D&D dice mechanics to do a lot of Backstab damage. But when it comes time to solve a problem in a non-straightforward method they're lost. Meanwhile the Shadowrun player tells the GM they're going to poison the captain of the guards with bleach, and yes they've had a bottle of bleach on their character sheet for *months* just in case a bleach solvable problem came up and everyone looks at them like they're a crazy person.
@taragnor
@taragnor Ай бұрын
Personally I much prefer the Blades way of doing things, because 99% of times, the plan in a conventional RPG heist (like Shadowrun) ends up crumbling in the first 30 minutes of play and then it just turns into a failed playthrough of Hitman where you set off the alarm and now you just have to murder everyone. Part of this is because most players suck at planning and the other big part is I have yet to meet a GM who gives the PCs enough information to set up a complex plan from the start. Hell just getting a basic map of the place and guard layouts is like pulling teeth with most GMs. And even with decent intel, there's always a ton of things you won't know. The only reason you're able to do complex stealth missions in computer games like Hitman or Payday is because you've replayed the mission a tons of times over and get to learn all the possibilities. So you're prepared because you're operating with 100% knowledge. But on a first run, it's going to be a total disaster. And in a TTRPG it almost always is. Blades handles that in such a more natural way where you get to think up something cool on the fly as if the GM gave you a full binder of intel before the mission, without the GM actually having to do that (because he won't anyway). So you get the narrative feeling of being able to play a mastermind type character able to do a heist on the first try because it assumes your character spent way more time planning this out IC than the PCs did OOC, which honestly is a pretty reasonable assumption.
@Deliriumend
@Deliriumend Ай бұрын
@@taragnor And this is a 100% completely fair point. I kind of like legwork and planning, but I've played with GMs who either knew how to give the needed information for good planning, or knew to run with the assumption that the competent PCs made their competent checks with the information the GM gave and stick to that (until things go off the rails.) At the same time, while I've never played Blades in the Dark, I *love* running it for just the reasons you stated. It lets people who really enjoy these fantasies get to really perform on them in ways that other games don't allow, because it has mechanics in place to support you being a competent and capable scoundrel. Everything from dice weighting to flashbacks to devil's bargains are there to help the player engage with the core idea of the game "I succeeded, but at what cost?"
@Pneumanon
@Pneumanon Ай бұрын
@@taragnorPersonally I don’t think Blades actually does give you the feeling of being a mastermind. We went from CP Red to Blades. Both games are very heist focused. CP Red is great at giving the “failed Hitman mission” experience and I thought Blades would be a lot better, but I just didn’t find it very satisfying to actually play on the fly without pre-planning. It probably has more to do with how the GM runs the preparation stage of a typical mission than with the systems involved, and rewarding good planning with advantages during the heist rather than relying on dice rolls or flashbacks. But maybe that’s just me.
@taragnor
@taragnor Ай бұрын
@@Pneumanon Yeah different people prefer different things. I think part of enjoying Blades has to be to embrace the style it's going for. Most conventional RPGs essentially want the player themselves to be the mastermind and thus the task of planning is left to the player, and your success is some mix of how much info the DM gives you and how smart you are as a player. Blades approaches things where it assumes the character is the mastermind and thus gives the player a series of useful tools to represent the ingenuity of his character without requiring the player to be a genius. But if you're used to conventional RPGs, the tools Blades gives you can feel like you're cheating, since you're effectively retroactively adding in details via a Flashback. From a narrative standpoint, this kind of stuff happens all the time in TV shows and movies, where the main character pulls out some contingency we never knew about earlier, and it's used to show the audience how smart of a planner he is. But if you look at it from a simulationist viewpoint, you're changing history, since OOC you know the explosive wasn't planted there until you used a flashback to decide it was.
@ripdoinksinamish
@ripdoinksinamish 28 күн бұрын
Brennan was basically made in a lab to produce actual-play content. His opinion is always going to have the bias of someone is amongst the best of the world at something. It's like asking Michael Phelps how to swim faster and he just tells you you need to practice more carefully. Like yes, but also no.
@Greymorn
@Greymorn Ай бұрын
I loved the call-out to the 'fruitful void". From a designer's standpoint though, we mustn't assume the GM will be a professional improv actor, an experienced fencer, a spelunker, or any such. The goal of game design is to provide the tools and guidance needed for *anyone* to reliably recreate a particular kind of play experience for any arbitrary group of players. Certain players may or may not like that play experience, but if the game design doesn't lead them to the target experience, it has failed IMHO.
@trikepilot101
@trikepilot101 Ай бұрын
Good point and tall order.
@AuntieHauntieGames
@AuntieHauntieGames Ай бұрын
I mean teenagers have been describing all those activities in D&D games and having a great deal of fun doing so for decades. The idea that a system needs to be perfectly symmetrical with whatever narrative the _designers_ have in mind is an unnecessarily limiting design principle.
@peasantkyr
@peasantkyr Ай бұрын
That’s sort of the point, though. Every table is going to be different, and every DM should be looking for a system that either has a “fruitful void” they mesh with well, or provides the experience they are looking to create in that session. Catering to a nebulous “general audience” isn’t always going to serve you well, in an industry still mostly dominated by a certain rule set. In our current context, it often seems better to aim for a more specific *target* audience, in order to find a niche that isn’t taken over already.
@kevinibarra6131
@kevinibarra6131 Ай бұрын
Brennan and Co are all extremely skilled storytellers and I have no doubt that they could use any system to tell any story. But most GMs do not have the time or skill to do what Brennan and Co do. For the vast majority of people, a game system that caters to the kind of story they want to tell is tremendously better.
@finalcut612
@finalcut612 26 күн бұрын
There’s a certain point where a GM just has to get good though. Players want 5e, so convincing them to learn a new system ‘for the story’ isn’t really that convincing
@WellBattle6
@WellBattle6 26 күн бұрын
Meanwhile everyone in my group knows 5e and never want to switch over to different systems, no matter the campaign style.
@kevinibarra6131
@kevinibarra6131 26 күн бұрын
In my experience, people will play what you prepare, especially if you’re willing to teach. If your players can’t put any effort into your campaign, that really sucks…
@finalcut612
@finalcut612 26 күн бұрын
@@kevinibarra6131 My players all have full time jobs and put a lot of effort into their characters. My players and I like other systems, but when they want to play 5e I'm not going to make them play something else when it's really not hard to make 5e work for engaging narrative. A system can't make up for not being that good at improv. I've seen people complain about 5e not being narrative enough then seen their actual play streams where they can't engage with the simplest of 'yes and' improv techniques.
@Swenglish
@Swenglish 26 күн бұрын
​@@mrosskne Would you suggest that painters should use cameras and drummers should use drum machines? They can, certainly, and might even find ways to combine it with their other tools and methods, but the more efficient and automatic tool is not necessarily the most flexible one and the one that allows for the most creativity. That depends on the user and what they bring to it, and what they find joy in doing. Printer paper is not designed for origami, but it's more useful to an origami artist than an airplane model kit, which is specifically designed to be made into a small airplane, or a 3D printer, which can produce almost any shape. The tool's ability to do those things in a specific way is not useful to a person who wants to do those things their own way. The tool, ideally, should complement the user, not rob them of the joy of doing the very thing they find joy in doing. That's why a drum machine is more useful to a guitarist, because it can complement their guitar playing with percussive rhythm. A drummer has less use for that than empty buckets.
@Varatho
@Varatho Ай бұрын
There is a growing resentment among TTRPG players, over games that push the burden of making everything up on the Game Master. Which is part of the reason why people are starting to speak out against games without rules.
@AndjeiKuna
@AndjeiKuna Ай бұрын
Emigrating to PF2e precisely because of that. After reading the 2e rulebook, 5e looks like a skeleton. I'm really tired of stapling meat on it.
@chriswolfe403
@chriswolfe403 Ай бұрын
I have played 5 systems in the last few months, and I have found that I am more comfortable the more rules there are. The last game was so heavily dependent on the whims of the DM that I indeed "resented" it, so I agree with those players you mention. This is a highly situational opinion of course, but I still felt that annoyance that my character and my tactics had little to do with combat, while the scene and narrative was amazing.
@benjaminmckay6983
@benjaminmckay6983 Ай бұрын
While I think there needs to be a certain amount of rules to keep fiction bounded, I really dislike the idea that everything needs a rule "to make the GM's job easier". The resentment seems misplaced... the absence of rules doesn't inherently make running the game harder, it has more to do with what types of rules are absent. Which is almost always the procedural rules. B/X (or OSE) is significantly lighter and leaves far more gaps in the rules than 5e for instance, but if you ask anyone who switched from 5e to those games I'd wager 95% of people said running those games was much easier. It's the type of rules that are present and absent that more people should be focused on IMO not the completeness of rules, because this leads to a false dichotomy where the solution to "fixing the holes in the system" is perceived as just making more mechanics.
@DistortedSemance
@DistortedSemance Ай бұрын
Starting? This was a huge part of the indie RPG revolution of the early 2000s. Arguably the most influential indie RPG ever published (Apocalypse World in 2012) made clear and explicit proceduralization the norm in most indie RPGs published after it, aside from those in the OSR camp. The outlier to that trend was new editions of trad games like D&D and Chronicles of Darkness, which while they occupy the largest percentage of players, are a minority in terms of published games.
@taragnor
@taragnor Ай бұрын
I don't think the sentiment is growing, it's just always been there. If you love tactical combat or character optimization, you're going to want rules, and a lot of them. Your preferred playstyle literally won't work without them. If you aren't a fan of those two things, rules heavy games will feel like a bunch of added baggage you have to learn. From the GM side, if you're a tactical combat lover, then you may want rules too. But it really doesn't make the game easier, in fact, it makes it harder, but if you want tactical complexity, then you may think it makes the game more fun to run. It's a lot more work though and the more rules, the more linear it has to be, because coming up with statblocks for complex NPCs is tough. Generally though, rules lite is far easier for the DM. You can improvise on the fly, numbers are smaller so you have a better idea of how tough something is and so forth. 5E is the worst balance or rules for DMs, since there's just enough rules to curb your creativity and prevent you from running the game like a PbtA game like Dungeon World, but the lack of depth of monsters really prevents you from enjoying the tactical experience, since you get to control and track a bunch of dull melee grunts while the PCs get all the fun toys. Of course 5E's design philosophy is all about player empowerment, so obviously it's incredibly popular among players.
@duseylicious
@duseylicious Ай бұрын
I love mothership, but the 4-5 sessions I’ve played of it, no one ever really tried to use stealth, because it was left in the negative space. If a game designer wants to intentionally use negative space this way, it needs to be made clear to all the players that this is the intent - because otherwise, if it’s silent on the matter, how in the world are players supposed to know it’s actually a focus of the game? The difference between negative space and fruitful void whether or not the players know the intent, and have the ability (or guidance) to be able to take advantage of it.
@gaz-l621
@gaz-l621 26 күн бұрын
Agreed. I think a far stronger case is to have a core mechanism that can be applied even in non-explicitly covered situations. At the risk of being looked down on just like Brennan, D&D 5e's d20 and advantage works well for this. No explicit rule? Roll an ability check that matches with dis/advantage. You can still have those discussions to determine how to apply the mechanic but just leaving blank space like that can be very frustrating or just outright misleading. And on top of this, I think assuming more freeform=better is a trap. You can often far more easily ditch or streamline rules for stuff you'd rather make looser or more social than you can invent new ones for stuff that isn't there. I often feel this is an excuse for lazy game design. Or more charitably, a blind spot where a designer doesn't think about anyone playing the game who doesn't feel exactly the same as them about the void being left
@jesseshultz3666
@jesseshultz3666 14 күн бұрын
@@gaz-l621 Playing games like Shadowdark, I actually find your last statement to not really ring true. The simplicity of the rules make it very easy to add on things, where in a crunchy game like say Pathfinder 2e, removing mechanics can have a ton of cascading effects that can be hard to predict. If the game has a good foundation, adding rules is much simpler than taking them away IME.
@hozie6795
@hozie6795 12 күн бұрын
I don't think a game that's meant to emulate the science-fiction horror of the 80s, which was often about sneaking around a spooky spaceship or space station or mining colony trying to avoid getting got by an awful alien creepo, needs to necessarily tell players that they are allowed to sneak. I feel like it's somewhat implicit in the premise.
@duseylicious
@duseylicious 12 күн бұрын
@@hozie6795 I think it’s less about telling them they’re allowed to sneak, (because players are typically allowed to try anything in an rpg,) and more about making it clear that it’s a big part of the game. We were all familiar with the source material, but the game simply didn’t lead us there. And we had a blast, but hearing the creator talk about how important it is to the game, and realizing that we all completely missed it, I think shows it’s very difficult to transmit an idea that you want to end up in the game without explicitly saying so. A single short paragraph saying “this game is about sneaking away from your opposition, but you won’t find any rules about it, because it is meant to be the most flexible part of the game.“ Would go along way.
@jordanvanness7586
@jordanvanness7586 Ай бұрын
I think the negative response to Brennan's statement is in part because there's no clearly defined point where "playing D&D" ends and "playing pretend" begins when you've shown up for a session of D&D. Brennan seems to view that entire spectrum as still being within the scope of "playing D&D", which then reasonably makes it meaningless to define D&D as a "combat-oriented game" since it will contain whatever he imagines. But then it becomes meaningless to define any RPG as being oriented towards anything at all. I think this comes down to the different approaches to RPGs. If your end goal is to tell a story, your improvisation is what it's "about" and the rules used are just a way to get from point A to point B without disrupting the intent of the improvisation. If your end goal is to play a game, the rules used are what it's "about" and improvisations are just a way to get from point A to point B without disrupting the intent of the rules.
@LDIndustries
@LDIndustries 15 күн бұрын
Yes, it is pointless to say any RPG is oriented towards anything. All TTRPGs are playing pretend, the distinction between playing pretend and playing D&D is an arbitrary one created to give false legitimacy to TTRPGs. However playing pretend is legitimate on its own as it’s something all humans are naturally inclined toward since birth. Some people are still stuck in the past where playing D&D would get you ostracized from society either for being a satanic devil worshiper or a child who needs to grow up. Move on people, storytelling is sacred and if you want to play a TTRPG without shouldering the weight of creating a story then you need to play a video game instead. TTRPG is specifically about improvising otherwise there wouldn’t be dice involved in determining story direction. If you just want to play A GAME without improv play Monopoly.
@sefatsilverlake3816
@sefatsilverlake3816 Ай бұрын
Counter argument: Some systems have mechanics that spill on other categories. 5e's HP and damage is so bloated that out of combat risks (falling, traps, natural disasters) are trivialized to the point that they block fun emergent narrative gameplay. It also stealthy encourages metagaming (i.e "yeah I can tank this") and encourages artificially bloating damage to create interesting narrative risks. System matters
@Zangelin
@Zangelin 24 күн бұрын
I dont understand this. if you fall in a pit of spikes you cant "just tank it" cause the DM will say "you are impaled by the spikes and dying" and unless someone revives you thats pretty much it. The system doesn't matter as much as long as whatever the DM says, goes. As it should.
@sefatsilverlake3816
@sefatsilverlake3816 23 күн бұрын
@@Zangelin We are talking strictly about system. DM workarounds have always existed, but their existence is at fault with the system. 5e has a hp problem, and this is known for years now. All this workarounds to make things more deadly are the system's problem not the DM.
@ericjome7284
@ericjome7284 Ай бұрын
Positive space (what is there) and negative space (what is not there) can both matter. We are usually inclined to positive things first. Thus, it can be hard to teach a player that "they can do anything" because that is the negative space of rules. No rules for that? I guess we're going to negotiate it ad hoc.
@julesspits9661
@julesspits9661 Ай бұрын
system definitely matters but... it's a show not a dnd game. These are actors/writers who like Brennan basically said really don't need roleplaying tools. let's be real here worlds beyond number could work with no system at all. It's basically 3 actors and a narrator doing improv for 2 hours. In episode 1 I'm pretty sure Lou's character doesn't even speak in like the last half of the episode because his character isn't "in that scene". I don't know about you guys but when i play dnd i rarely sit silently for 45 minutes. They're not playing a game like us they're doing an improv show and the only real thing they need is the framework of a DM and players, and some way to define character's abilities. So when picking a system why not just take the one everyone knows and is familiar with since they aren't really gonna pay attention to the system anyway. Also I'm pretty sure Brennan mentions in the trailer that they intend to use other systems in the future. So i assume that picking 5e as a starting point is just marketing and a way to ease in fans to other systems. Marketing your new show as a 5e actual play podcast is sadly just better for business. This industry is dominated by dnd 5e and using another system is shooting yourself in the foot. So yes for us system matters but it really doesn't for them.
@oOPPHOo
@oOPPHOo Ай бұрын
This. System matters. But it only matters as much as it matters to a given group. If all you need for your game is the 5e ability check system and your entire group already knows this system and is happy to use it, then it doesn't even matter if they could have more fun with a different system. You have enough and you don't have to put any work at all into getting more. Some see it as, if you're spending 5 units of work for 5 units of fun, then you would rather spend 6 units of work for 10 units of fun. Others just see that they wanna spend at most 5 units of work to get at least 5 units of fun and that option A is therefore better than option B.
@TheAnimeAtheist
@TheAnimeAtheist Ай бұрын
@@oOPPHOo I once went to the gas station, bought a soda, and was told an additional drink was only a small bit extra. I told them I was fine, I'd rather the cheaper option. The cashier looked at me and then tried to explain that her offer was cheaper. To which I told her, no it was indeed more expensive, just a better bang for buck, to which I wasn't really interested in. She never really understood the point, so I awkwardly and politely bid them a good day before leaving.
@adamgalloy9371
@adamgalloy9371 Ай бұрын
I think people often conflate structures/procedures with rules when defining what a game is and what a good RPG should provide (I think the former is typically more important than the later). I recently ran a murder mystery in a session and realized I really didn't need that many traditional rules to run it. I already knew the facts of the event and the motivations of the NPCs, so I could just have the players ask questions about the crime scene or talk "in character" to the suspects. I only really needed traditional rules and mechanics when they got some suspects angry and started a tavern fight. The players had a well defined goal (solve the murder), challenges and obstacles towards accomplishing that goal (having to gather details from the crime scene, identify and get information from suspects, and make logical deductions to put it all together), and a fail state (they don't solve the mystery) so I think this definitely still qualifies as a game and not just an improve exercise, but the moment-to-moment gameplay had little to no dice rolling or other "traditional" game mechanics. It was almost entirely back and forth dialogue that seemed to go well both with the more "theater kid types" in my group and the more "tactical types". That said, there is a reason I can't just hand you an empty box and say "It's my new murder mystery RPG!" In order to run this session so organically, I needed to think of the structure and procedure of the mystery ahead of time. I needed a number of interesting crime scenes with environmental clues, suspects with information on the crime and their own conflicting motivations, and most importantly I needed to think about how information flowed between these things so that the players had to make non-trivial inferences and interact with these environments/characters in interesting ways. A good RPG provides the GM with the tools to craft these scenarios and actionable tips/tools for steering the pace and flow of information so that the back and forth can become immersive gameplay and not "just dialogue". It doesn't necessarily need dice rolling, numerical abstractions, or even mechanical depth to do so. Sometimes it can be a well-thought out set of scenario components (suspects, clues, motivations, etc.), some tables to help generate these components, and then laying out the logical structure the GM uses to understand and run a compelling gameplay scenario with them. I think this, and not rules, are what aspiring GM's often find frustratingly lacking from a lot of RPGs.
@mightystu49
@mightystu49 Ай бұрын
Yep. "Live plays" are just that: plays. They are generally inauthentic as demonstrations of games being played since they exist to be consumed by outside viewers and make money.
@nostalgicpetrichor4913
@nostalgicpetrichor4913 Ай бұрын
huge agree. assuming a group of new players gets together for a game of dnd and they want it to be like Dimension 20 or Critical Roll, theyre just going to get disappointed because what the hypothetical players want is not given by the game the instructions or rules that would facilitate that sort of game just arent there and its going to be a wholesale worseoff experience than if they chose a system that is built for and teaches that type of game play. its not even that its a fundamentally different system, its a different type of experience entirely. its a bad cocktail of bad expectation and pointless lessons learned in bad sessions that could be better spent with something more fun. Not to mention the D&D monopoly of "you can play anything with it!" leaves so many good systems to collect dust.
@TimeLapsePrints
@TimeLapsePrints Ай бұрын
I still think 5e is an odd choice and I'm more inclined to believe it was chosen for it's recognition and market reach... but, this is a very interesting plate of food for thought. The rules can be what the game is not about, or the rules can be what the game is about, but in either case the rules certainly matter in so far as they are a means to an end or a tool to accomplish a task.
@danriordan6395
@danriordan6395 Ай бұрын
I think your instincts are good. "I chose DND because its the most popular system that the most people (players and viewers) are going to be familiar with" is a great reason to choose DnD as the system, and its a much stronger reason than attacking the 'DnD as a wargame' logic.
@GalvatronRodimus
@GalvatronRodimus Ай бұрын
It may have been picked simply because it's what Mulligan and his friends already know, it's what they're comfortable with. Audience familiarity probably plays a part, but player/cast familiarity is a huge factor.
@sherinfordholmes1613
@sherinfordholmes1613 Ай бұрын
I kind of agree with you. If you don't like combat, it's weird to play with a system that will be time consuming when it occurs. There are dozens of RPGs out there that have simplest combat rules, easier to manage for the DM. If really you're not interested in that aspect of the game, there is no point choosing 5E.
@ramirocarnicer2503
@ramirocarnicer2503 25 күн бұрын
@@mrosskne It's a practical one, don't like D&D myself, play a bunch of different games. But if your DM and close only know/want to play D&D it's understandable to use it. I would prefer not to but it's understandable.
@drakegrandx5914
@drakegrandx5914 25 күн бұрын
@@mrosskne If you can't see how it wouldn't be so, we cannot help you.
@samchafin4623
@samchafin4623 4 күн бұрын
You're example of Mothership play gave me a mechanical idea for hiding: the difficulty of the stealth is the number of questions you get to ask before the entity that will notice you arrives.
@Torile0
@Torile0 Ай бұрын
One important thing about rules that many do not understand is that, when a rule is not absolutely necessary, you absolutely need to have no rule. Understanding when a rule is necessary is the main skill of a rpg creator... and this is true in many other kinds context.
@DungeonMasterpiece
@DungeonMasterpiece Ай бұрын
So strange about Mothership... I never noticed this. I just assumed Stealth mechanics were wrapped up in the "Military Training" skill. But I definitely noticed that without a skill called "stealth" on the character sheet, it encouraged way more dialogue.
@randomusernameCallin
@randomusernameCallin Ай бұрын
Form what I would guess the rules works together to craft the stealth part of the game.
@krkngd-wn6xj
@krkngd-wn6xj Ай бұрын
This is a true effect, that having a "roll to do X" button the player smashes every time they need to do X, without thinking about it makes them engage with the world less. Which is why D&D with it's Charisma attribute, and roll to persuade/deceive/intimidate is horrible for a social game.
@trikepilot101
@trikepilot101 Ай бұрын
@@krkngd-wn6xj But a godsend to people who are too shy to role play. Also, I am not shy, but I am an awkward geek and would probably fail to convince the beautiful barmaid to go to bed with me, but the bard I play has the riz to make that happen.
@krkngd-wn6xj
@krkngd-wn6xj Ай бұрын
@@trikepilot101 I have plenty of players who are not great at coming up with what their character says in real time, which is why I don't make anyone "speak in character". Hell, I rarely do it whether I am playing or running. But you do have to say the gist of what your character is saying more eloquently, so I have a baseline idea how possible it is within the fiction. I like to compare it to fighting: I don't need you to describe the exact sword fighting technique and blade alignment your character is using, but I do want more then "I attack him". At least name me the weapon you are using. For your example, I wouldn't want you to tell me the 2 hours of dialogue word for word your character is using to charm the barmaid. But I would expect something like "I'll use my boyish charm and good looks to woo her" or "I'll act all mysterious and brooding to pique her interest". That gives me something to work with in the fiction, maybe this barmaid wouldn't fall for your boyish good looks, but your mysterious brooding is just what she wants. "I roll persuasion" is the death of roleplay, it gives me nothing to interpret in the narrative space, and if I do try to narrate something, it will either fall flat, or you could rightfully complain your character wouldn't do that.
@baileywatts1304
@baileywatts1304 Ай бұрын
@@krkngd-wn6xj"Rolling persuasion" or morale checks in OD&D work for my group to facilitate roleplay fairly well. We still say what we are going to say in character but the roll gives a guide to interpreting how charitably the words will be taken in context. It's not a magic wand but it gives a guide to how to react to the character's words. My go to example of a botched social check is the "what do you mean I'm funny" bit from Goodfellas.
@mr.fufucudlypoops8207
@mr.fufucudlypoops8207 21 күн бұрын
The first campaign i played in was very narrative focused. We would maybe have one combat a session and maybe even go multiple seesions without any combat. There would even be sessions where no one even made a skill check. It was all us just having long conversations in character while occasionally going to different objectives and maybe having a challenge to overcome. I absolutely loved this campaign. And as someone who's only experience with dnd at the time was seeing miscellaneous clips of critical role, i assumed this is how all tables were. The thing that separated me from the rest of the table was that i absolutely loved the combat any time we would have it. The reason was because i found combat to be an extremely effective vehicle for intense, high stakes roleplay. Many of my favorite roleplay moments were during combat. So naturally, i got really into optimizing so i could make this experience even more enjoyable since i was, more often than not, getting my ass kicked. So imagine my surprise when i realized...most players don't roleplay during combat. Or they at least tone it down significantly. Imagine my even greater surprise when i hopped into an lgs game and started speaking in character and they said they don't really roleplay at that table (they were nice about it tho, they said i could still do it if i wanted). Imagine my surprise when i didn't go back to that table because playing dnd strictly as a game is... pretty boring. I still love theory crafting of course. But not because i wanna make the most mathematically efficient character possible. I'll play my polearm battle master with sentinel and two levels of barbarian, not because he kills people quickly, but because he feels like a character who's never on the back foot, is always looking for the slightest opportunity to get a hit in, and will protect his allies to the bitter end. Mechanics are simply the means to the end of telling a better story. This balance is exactly why emily axford is such a great player. She plays this style to a tee.
@EposVox
@EposVox 19 күн бұрын
I can't say I've ever thought about this directly, but it falls in line exactly with what I feel about the game.
@Giantstomp
@Giantstomp Ай бұрын
This hits on the head the one thing that I think a lot of modern games don't realize, sometimes less sis more. Lots of games back into the mechanics things that should be left up to the interpretation of the GM and the players. When you codify something you take it out of the hands of the GM and players. There is a balancing act when it comes to this because there are a lot of players who prefer to just roll, which is one reason that social interaction rules are at the top of the list for what new players like to see in their games. I'm glad to see this topic getting some traction because its one of the oft overlooked aspects of RPGs.
@RomanNardone
@RomanNardone 24 күн бұрын
In the fireside chat they made all made a couple good points but the biggest thing I appreciate is them talking about how 5e is one of the better 'physics engines' of the nitty gritty actual combat mechanics and skill checks. Brennan and Co are fantastic improv actors and don't need help in the game system on that front and infact find that those RP mechanics can detract from the story they want to tell. The only thing he wanted more of in 5e was features and spells that were more out of combat oriented but if he home brewed a whole class for one of his players I'm sure he could customize that for them as well.
@fjordojustice
@fjordojustice Ай бұрын
I really like the point about the games mechanics defining what you as a GM don't have to care about, rather than what you do. Functionally, the dimension 20 cast could (and often do) barely use dice in telling their stories - they lean on their skills as storytellers and improvisers. In a way, them playing Dnd without combat is more like them not playing any system at all, which certainly gives them a lot of freedom with their narrative. Still, I think Brennan's point does ignore that playing a narrative focused game doesn't inherently to hamper your roleplay - it can often enhance it. Seeing game rules as purely restrictions ignores the work they do in giving structure and guiding the emergence of interesting and unexpected outcomes. There's a reason this isn't freeform make-believe, and that reason isn't simply a lack of storytelling skill on the average players' parts. Dnd's void of narrative rules does give a lot of space to breathe, but that doesn't mean a game with more guiding mechanics in that direction wouldn't have its own benefits. Like, do 5e's elaborate combat rules restrict what stories they're able to tell in combat? Undoubtably, yes - Dimension 20's combat could be resolved purely with imagination, improv, and theatre of the mind, and they would have a lot more freedom to use their strong improv skills to guide the stories of the battles to satisfying conclusions. But there's a reason they use rules, dice, and elaborate battle boards. A lot of cool moments and opportunities for roleplay come out playing within the structure of 5e's combat system. We love it when a surprise crit or bout of bad luck throws an unexpected wrench into the story. And at the end of the day, one of the primary appeals of actual play ttrpg shows is seeing how the players roll (pun intended) with the narrative effects of the game's mechanics. I think implying that rules can only ever hold you back is ignoring this critical factor.
@katjalehtinen8101
@katjalehtinen8101 Ай бұрын
But, this is manifestly false. GMs have to worry a lot about rules. In fact they were called referees for a reason. Rules are their raison d'etre, they exist to arbitrate the rules first and foremost. When combat feats exist in the game the GM needs to know what they do and the players need to know how they work. If my players have a feat that says "you can jump 10 feet always without rolling" then I need to know that because my 10ft wide chasm is not a threatening conundrum for my heavy armour wearing fighter to deal with, where before it very much should have been. I can't just rule that doesn't work because it makes no sense (because it does make no sense) because it's stepping on their choice of feat. Rules pull double duty. They both simplify complex things and let us skip over them and let us dive in and deal with them in more detail. The mothership example is great, but D&D 5e has mostly combat mechanics and systems built around combat. Leveling up is about combat. The game is about combat. This also totally ignores that there are two types of rules. Mechanics and Procedures. Procedures being structure that can help organise a chaotic system and mechanics which are often used to omit pieces of the game we don't find interesting (like a diplomacy skill we can just roll, that's rules to skip over something the game doesn't care about). Where a system of turns and rounds with actions bonus actions movement actions etc sends a very clear message that this matters.
@vintagezebra5527
@vintagezebra5527 Ай бұрын
I strongly disagree with your assertion that DMs’ primary reason for existing is to arbitrate the rules. A DM’s primary job is to describe the world the PCs live in to the players. They describe the people, places, challenges, and opportunities the players can interact with via their characters. Different games have different rules for some of this, different abstractions for streamlining it. The AD&D I played in the 80’s was explicit that the DM was the ultimate authority on how the game world’s reality played out, regardless of what the book might say. Thus, if a player at my table told me their fighter wearing full plate armor had a feat that allowed them to always jump 10 feet without having to roll, I would deny them that feat, as it totally breaks immersion in the world’s reality and just plain makes the game less fun. @@katjalehtinen8101
@DistortedSemance
@DistortedSemance Ай бұрын
I think a lot of this has to do with the diverging goals of a game for use in AP media versus a game intended to be fun to play. In the former, the only thing that matters is how good the resulting story is. In the latter, you also have to consider things from the perspective of the player, not just the external audience. One of the underlying ideas of Forge-style narrativism revolved around delineating the goal of "story now" from "story before/after", where with the latter the goal was to produce a story that could be consumed as media rather than letting the players feel the narrative tension firsthand. It's a subtle but important distinction. You can have play experiences where you tell a story that is technically well-crafted, even though everyone was bored and disengaged through the whole thing. On the other hand, great narrativist play experiences do not always produce good stories; they're often disjointed and unfocused, full of unnecessary details and dropped plot threads. The "story now" idea was about focusing design around emotionally-resonant play, not creating art at the table.
@Dorian_sapiens
@Dorian_sapiens Ай бұрын
@@DistortedSemance This is a really interesting comment. I wasn't aware of the distinction between "story now" and "story before/after". It doesn't seem to come up in any of the RPG discussions I observe and sometimes participate in. And yet it seems very important, at this point in time when a lot of the discourse arises from comparisons between our own gameplay experiences at the table and the very popular professional performances of gameplay. There are some big differences in the incentive structures involved in these two kinds of gameplay, so maybe we'd be better off keeping those differences in mind.
@katjalehtinen8101
@katjalehtinen8101 Ай бұрын
@@vintagezebra5527And thus you will have made a ruling on what is and isn't real in the game. Yes maintaining the fiction is important. It's done primarily by making rulings that fall in line with that fiction.
@lucaswickmansound
@lucaswickmansound 24 күн бұрын
I fully agree with Brennan’s take. During D20 Mentopolis, they used the Kids on Bikes system and that was great for story and RP. Combat was brought up, briefly discussed, and decided on between the DM and players *during* the episode where there’s some combat where they take actual damage. Not having to think about how combat will work and having everyone already understand how it will work *IF* it happens is brilliant. No one likes combat mechanic disagreements at the table.
@xanderh2404
@xanderh2404 Ай бұрын
My problem with the argument is that, for someone who doesn't care about combat and wants it abstracted, 5e specifically takes a really long time to resolve combat. If you don't care about the combat and want it to be abstracted away, why pick a system that has you dive deeper into the combat and spend a lot of time on it, rather than a system that abstracts it away and makes it come down to a single roll instead. You don't even need to have a failed roll equal losing the fight. You could have a system of attrition, just like 5e is, but resolving the outcome in one or two rolls, and having that determine how many resources (stamina, health, mana, whatever) you expend during the fight. That way, you can deep dive on the aspects you like and care about, but without having to waste precious session time on unnecessary combat. Unless, of course, you DO care about the combat, and the way it interacts with the narrative tension of your game.
@ericjome7284
@ericjome7284 Ай бұрын
It makes for tense fights if everything is on the line with a single roll. :)
@bigblue344
@bigblue344 Ай бұрын
I have noticed a lot of people love D&D 5E but don't care too much for the combat and a lot of people want to run it because its popular.
@Virsconte
@Virsconte Ай бұрын
Yeah it's kind of the inverse of the Matt Colville question "What is your game about, and *how* is it about it?". Instead it becomes "What is your game not about, and *how* is it not about that?" If the particular way in which D&D is *not* about combat is slow and complex, then maybe it's not very good at not being about combat.
@DavidAlastairHayden
@DavidAlastairHayden Ай бұрын
Yeah. Some people want to run narrative campaigns that don't feature much combat, but when combat does happen, they want it to be meaningful and involved. Story games tend to assume a player/GM that was narrative to be the focus and for combat to be over quick. The scenario I described doesn't seem to encourage many designs, oddly enough. I think Mythras is a good choice for that style, though. The combat is deadly serious, involved, and isn't about attrition. But Mythras isn't as popular as D&D.
@Painocus
@Painocus Ай бұрын
A traditional RPG is not a single player experience. While he does not care for combat, his players might. His players might think a single roll system for combat is anti-climatic, meaning such a system would either force him to get into the weeds of combat himself or let down his players. Having a detailed combat system allows *him* to not focus on it. Also, I question your implication that a slow combat system inherently means a combat focused game. If anything, each individual battle encounter taking a long time would be more of potential problem in games with a lot of battles. Meanwhile you can absolutely have a combat focused game where each individual fight is quick and mechanically simple, see some of the Fighting Fantasy gamebooks as an example, or old CRPGs like Telengrad. Furthermore a slower combat also can allow for plot/character-moments and roleplaying in-between the mechanical beats of the combat, and if combat is really rare it matters less that it takes that long. It can, potentially just become a system/framework you lay on top of what "you" actually want to do, improvisational-storytelling/RPing/etc. for a while.
@rio425ee
@rio425ee Ай бұрын
All painting is a dialogue with negative space, every stroke of the brush only ever changes the negative space but never creates or destroys it.
@chriswolfe403
@chriswolfe403 Ай бұрын
I'm thrilled with this video and its representation of what sort of player I have found myself to be after a few months of playing 5 systems, from 5e to DCC, to Shadowdark, Into the Odd, and finally Blades in the Dark.
@taragnor
@taragnor Ай бұрын
I think everyone should try multiple systems. It really makes me sad when some players just get married to D&D because it's the big brand name.
@SirElrich
@SirElrich 28 күн бұрын
"System matters' is definitely an aspect but I think to have the mindset that "yes, we have those tools so i don't have to worry about it" softly expresses the mastery/knowledge you have of those tools. They understand the crunch and are now looking beyond it to worry about the more unknown territory. I think it speaks more to moving out of the comfort zone of the books in order to grow beyond them. A new DM looks at all those same rules and says, "There's so much to learn" after all
@PhilipDudley3
@PhilipDudley3 Ай бұрын
I had a discussion recently about Player-GM Negotiation/Conversation versus a Skill or Mechanic just telling you what you can do. Fundamentally different GM approaches. This person felt the negotiation slowed the game down and put responsibility on the player, where mechanics let the GM tell the player what to roll putting it back on the GM. I don't adhere to it, but we switch GM responsibility so as grown adults we do things we don't always like for our friends so they can have a good time.
@hodgepodgesyntaxia2112
@hodgepodgesyntaxia2112 Ай бұрын
Negotiation does give more responsibility to the player, but another word for that is agency. The challenge is that some players enjoy that agency, while others feel like that level of freedom is a burden.
@odolowa1
@odolowa1 Ай бұрын
I think part of the backlash to this feels like it's another arrow in the quiver of the people who refuse to try anything but 5e.
@OldSchoolGM94
@OldSchoolGM94 Ай бұрын
I think the issue is 5e doesn't have the rules void for roleplaying and speaking with others. It has super simplified rolls that seem designed to avoid needing to have back and forth discussion. "I roll persuasion" is the death of role play.
@QuestingBeast
@QuestingBeast Ай бұрын
You're right about that. The void in 5e is when it comes to rules for character development and story twists, which some storygame RPGs have mechanics for.
@grahamward7
@grahamward7 Ай бұрын
5E as written has more sophisticated advice than “roll for persuasion.” What you’re describing is a certain dominant subculture/playstyle.
@TaberIV
@TaberIV Ай бұрын
That's a good point, but like Ben said, his great players are going to not make that a problem for him. They're all comedians, they're here to interact and riff
@iantaran2843
@iantaran2843 Ай бұрын
The idea that we don't roleplay and think around things but roll constantly Hurts my soul
@andrewternet8370
@andrewternet8370 Ай бұрын
@@grahamward7Roleplaying goes out the window when, during any encounter, a player or the DM can simply say “I roll for persuasion”. What’re you gonna do, deny them and force them to roleplay?
@rufuslynks8175
@rufuslynks8175 Ай бұрын
Always helpful. Thank you for the ongoing content!
@dr_pibby
@dr_pibby Ай бұрын
I remember seeing that post about the stove on Twitter and thought it was a poor analogy for what he was trying to say. Instead he should have said something like, "A stove isn't just meant for cooking. You can also perform chemistry with it if you know what you're doing. And that's what I do."
@willmendoza8498
@willmendoza8498 Ай бұрын
Very insightful and interesting. I think it does matter, and D&D isn’t what I would choose in Brendan’s place, but I would also say the guy knows what he’s doing. Brennan has run narrative games (like the modified Kids on Bikes for Mentopolis) so it’s not like he doesn’t know they are out there. D&D was an informed choice by a competent professional.
@MisterWebb
@MisterWebb Ай бұрын
Informed by a healthy profit motive
@dawalrusable
@dawalrusable Ай бұрын
​@@MisterWebb Nah, 5e just feels good if you have a competent GM and want a middle ground between obnoxious, naggy number-crunch and fluid, wishy-washy rulespace.
@ghostwitch644
@ghostwitch644 Ай бұрын
​@@dawalrusable There's also the fact that it's the most profitable system to use in content right now
@danrimo826
@danrimo826 Ай бұрын
@@MisterWebb you mean he wants to get paid for doing his job? THE SCOUNDREL
@gaz-l621
@gaz-l621 25 күн бұрын
​@@mrossknewhy?
@MKInsane45
@MKInsane45 Ай бұрын
Ultimately my issue with what Brennan said is that he's not responding to the claim he says he's responding to. The claim he says he's responding to is "D&D is a combat-focused game", but the claim he then proceeds to actually respond to is "D&D is 100% combat all the time and noncombat is impossible in D&D". To torture his analogy a little bit, if 5e had actual socializing/social interaction mechanics, it would be like if your stove came with a recipe book. You can obviously still improvise that element if you have that skill outside of the game in real life, but also for the people who don't, having that recipe book can be the thing that lets them do it at all, and then they can develop their skills and maybe reach the point of being able to improvise. My stance mostly is "If your game doesn't have rules that let people who aren't good at something play a character that *is* good at that thing, your game isn't about that thing". Games budget what they'll use rules on to explain all the time, just be honest about what kind of game you're making.
@concibar4267
@concibar4267 Ай бұрын
Why is a game not about X if people who are bad at X can't play? Doesn't every game that requires any skill leave certain people behind?
@Salsmachev
@Salsmachev Ай бұрын
@@concibar4267 I think you're missing their point. Yes, games of skill require skill. But if I play Dark Souls, it's my ability to read animations and press buttons that's being tested, not my ability to swing a sword or cast pyromancy spells. D&D is a game that allows you to play out the fantasy of being something other than what you are. I am not a wizard, but I can play a character who is. I am not strong enough to lift a heavy portcullis, but I can play a character who can. The problem emerges when my real life abilities impinge on the fictional abilities of my character. Generally, my wizard's spellcasting isn't reduced in power because I can't really cast spells, but if social encounters are adjudicated primarily on the basis of roleplay, then my real social skills are impacting my character's fictional social skills. If I am playing a charismatic character who is a trained diplomat, I should be able to say "well I don't know how to convince the high priest not to have us burned at the stake for blasphemy after we disturbed the Holy Hatstand of Flarg, but my character probably does. I roll diplomacy/persuasion!"
@aurtosebaelheim5942
@aurtosebaelheim5942 Ай бұрын
@@Salsmachev I broadly agree, but it's worth acknowledging that it's a spectrum. If I want to play as a master tactician in D&D, no character build will tell me how to play my turn optimally.
@benjaminmckay6983
@benjaminmckay6983 Ай бұрын
@@Salsmachev The "I roll diplomacy/persuasion" thing whilst totally understandable, feels to me like it's diverging from an implicit strength of playing a social game. We don't need to abstract social challenges, so if we do we're losing a compelling aspect of "playing the game" in favor of genre emulation. Now I will say that someone's personal opinion on this largely has to do with what they think D&D is (or at least their favorite part of it). You say it's about being someone you're not... I say it's about overcoming challenge in a fantastical world. these two different ideas will lead to very different opinions regarding the depth gained or lost from abstracting mental skills or playing them out.
@mightystu49
@mightystu49 Ай бұрын
"If your game doesn't have rules that let people who aren't good at something play a character that is good at that thing, your game isn't about that thing" is a great quote. A chemist can make any game they play feature chemistry since they know all about it, but that doesn't mean D&D is a game about chemistry because someone can wedge in their personal expertise.
@nefariousorator
@nefariousorator 10 күн бұрын
It seems to me that Brennan's point is more that he doesn't need a ttrpg to give him storyteller rules because he already has a set of storyteller rules that he is using, those derived from his professional experience. Rules are how you adjudicate situations, so he still needs a set of rules, it's just that he's able to reduce the storytelling rules to a minimal set of improv principles that he has honed through the years. We all do this same thing in areas where we have special knowledge, especially if it's shared by others at the table, it just happens his in in a major area of ttrpg games. The basic principle is that rules can provide structure for you to resolve situations, but if they are in the way (because your own adjudication system is fairer, faster, or more fun) then ditch them.
@sigmascrub
@sigmascrub 19 күн бұрын
Brennan is already an amazing storyteller. He does not need a system that does that for him. He needs a system to help keep track of who's dying and who's not
@TheLyricalCleric
@TheLyricalCleric Ай бұрын
This way of thinking about systems makes me even more psyched to try out the Cypher system, as it seems its mechanics rely heavily on design by subtraction-instead of rules for many things the DM has to keep track of, the tiers of rolling are player-driven and the rewards for play are given when players willingly allow rolls to fail for narrative purposes.
@kidmurdock
@kidmurdock Ай бұрын
I've run a lot of Cypher System both for friends and demos at Gen Con. It's a fantastic balance of narrative and combat mechanics. I think you'll love it.
@Sirtoshii
@Sirtoshii Ай бұрын
I've only played a little of Cypher so far, but I've enjoyed it! I'd say it's definitely a nice balance of gaminess while leaving room to improvise. The mechanics are abstract enough to apply to various situations, rather than just simulating combat or social conflict or some other thing specifically.
@ctom4242
@ctom4242 Ай бұрын
I fully agree with what Brennan said about D&D for how he runs it and the people he plays with. But for a general audience, I think the idea of the thing you don't have rules for being the most important doesn't tend to pan out. You need a table with a GM and players who are all already skilled at that aspect like Brennan and the many comedians he GMs for are with improv to have this sort of thing work. In practice with your average group of TTRPG players/DMs you end up having the things that there aren't rules for being largely ignored/unexplored/forgotten or you end up floundering through them with poorly conceived house rules. I think giving the advice to most people that D&D isn't great for roleplay makes sense, because many groups need systems that actively encourage roleplay through the mechanics. That said, systems that attempt to do that poorly can often make matters worse. I've been GMing a campaign in World In Peril, which is a superhero system using Powered by the Apocolypse for it's core gameplay. One of the quirks of this system is that the main way you progress you character is through roleplay, but it mandates certain very odly specific roleplay actions that you need to do to unlock certain abilities, which requires both the GM and the entire table to focus on achieving those things during play. In practice I found my players didn't want to shoehorn specific roleplay beats into the story and I largely replaced that system with an improvised fail forward mechanic. So yeah that was a case of roleplay rules getting in the way. But other systems have rules that are more freeform and make more sense to encrouage roleplay from those who might be less inclinded towards it naturally.
@Zeedox
@Zeedox Ай бұрын
I was thinking the same regarding Mothership! With a lot of GMs, leaving stealth completely up to GM fiat would be a fairly uninteresting affair.
@krkngd-wn6xj
@krkngd-wn6xj Ай бұрын
I'm almost of the opposite mind on the fruitful void argument. When running a stealth game, of course I don't want a stealth roll to solve the problem. I want rules on light, sound, the size of different space suits vs common hiding places, how long it takes to unscrew a vent, pick a lock or barricade a door. If I don't have that, it feels like we are doing nothing more then improv theatre. And neither me nor my players are skilled improv actors.
@androkguz
@androkguz Ай бұрын
Exactly. Brennan says this because he is a Dungeon Master as a job. He gets all week to plan and his crew gets to the table all fresh and ready to improv. Meanwhile, the average DM has a job and has managed to find a space where they and their friends can let loose and the rules and framework are a HUGE help, specially on the things you are interested. You want combat in floating disks? You use dnd, because it covers most of it but you still just add whatever feels right for the floating disks. You want drama? Play a drama gama with a framework for that. Ignore it when it gets in the way of what you want, but otherwise it will help
@gaz-l621
@gaz-l621 25 күн бұрын
Interestingly given it's ubiquity, what you're describing with World In Peril is the same issue I tend to find with almost every PbTA game, to the point that I'd argue it's baked into the system: it wants you to play a very specific archetype of a character and tell one very particular story and if you want to deviate or improvise on that? Too bad, all the toys are locked behind playing the way the designer has ordained
@TheTurtleinariver
@TheTurtleinariver Ай бұрын
Based on the polygon article I think Brennan and I are of a similar mind. However, I do not play DnD for one very simple reason. All aspects of table top rpgs boil down to time management, be it scheduling so the group can meet or determining how much time is given over to each aspect of a game. In DnD's case (and especially 5e) I find that the mechanics are too crunchy and my group gets lost in the minutia of figuring out what to do each round. I prefer rules light games (like Knave) since combat can be quick and brutal (which works for the tone of my games) and not occupy hours and hours of our limited play time. That way more time can be given over to the narrative aspects Brennan talks about. Perhaps this is a failing on my part as GM but I think the issue is consistent enough across more than a decade of gaming that I can safely say I am not interested in 5e.
@Recontramojado
@Recontramojado Ай бұрын
cut down monster's hitpoints (I cut them in half and then even swap them for "Hits" every 10 hp is a hit, round down) and increase their damage output and their initiative. And build multi-layered encounters where short rests are impossible. I have been experimenting with that, makes the game incredibly faster. Think of a Village under attack, many short, deadly encounters, a timer (a building on fire) bad guy running with a kidnapped NPC.
@TheTurtleinariver
@TheTurtleinariver Ай бұрын
@@Recontramojado You see I already did all of that when I played 5e. That kind of advice has been with me for years thanks to folks like Matt Colleville and Seth Skorkowsky. It helps to a degree but 5e just has too many moving parts to make a pace consistent with my style. Changed system and that problem virtually disappeared. Worked for my group anyways.
@katjalehtinen8101
@katjalehtinen8101 Ай бұрын
@@TheTurtleinariverThe big one here is individual initiative which iirc Knave doesn't have. Side based is just so much faster it is mind blowing. I can finish a knave combat round in 5 minutes sometimes 7 if it's complex or one player got distracted with a phone. 50% less HP doesn't get rid of the 40 minute long combat rounds where each player takes about as much time a full combat in my homebrew system.
@TheTurtleinariver
@TheTurtleinariver Ай бұрын
@@katjalehtinen8101 IKR? I love side based combat. Me and a lot of my friends are also fans of the Fire Emblem games so it was a super natural fit for our group.
@croaxleigh
@croaxleigh Ай бұрын
Some of the things that you point out are why I prefer 13th Age over D&D for more structured fantasy RPG play. It's still a D20 game so the structure is familiar to D&D players (which is important to my group, as some don't like trying new things), but it abstracts out more of the crunchy bits (such as replacing big skill lists with background points that let the player use the character backstory to determine whether they're likely to be good at something for a bonus on the roll) and a combat ticker that speeds things up and makes it more cinematic as combat continues.
@sanildefanso
@sanildefanso 19 күн бұрын
What I love about your channel is that you are willing to investigate a lot of perceived wisdom about the hobby, even perceived wisdom that might mesh with what you already believe. That's a really great quality, and it makes your videos some of the best TTRPG-focused ones on the internet.
@TheAnimeAtheist
@TheAnimeAtheist Ай бұрын
I think part of this argument fails because it asserts that abstractions are loss of detail. That's not true, rather they are flexible interpretation of detail. If one rolls an attack roll, it's not just an attack, it's, to an extent, what the player wants the attack to be. It could be a low cut to the leg, a flying knee kick, it could be lots of things. Abstractions aren't removing detail, they are leaving that to the player. The greater logic at play fails because it can assert absurd things like, d&d has no rules about tanks, therefore it's about tank play. So one could assert many ideas not covered by the rules are what d&d is actually about. Yet all cannot be true at once. So arguments like this can be quickly dismissed. There are different aspects at play that determine the focus of the game. However, what the rules support will be related to that at the end of the day. So w/e 5e is, it is designed around doing combat in some way or where combat leads. And w/e way that is, based on the mechanics, it's more immersion based, not narrative. Brennen can make it work, cool, that doesn't make it ideal. That also doesn't mean the ideal game for what Brennen wants to do exists, but that doesn't mean that 5e is therefore ideal for what Brennen wants to do. Brennen could easily grab a game that does narrative based combat, still do everything he wants to do outside of the combat, and that would probably suit what he wants to do better. His response, ultimately doesn't really address this point.
@SortKaffe
@SortKaffe Ай бұрын
Awesome. I'll look to handle Stealth like that in my 5e Game whenever it makes narrative sense.
@felipeuseche332
@felipeuseche332 Ай бұрын
One of my writing mentors told me something I'll never forget. He said that telling good stories is all about knowing how to delay. For me, there are mechanism, like Gearing says, that speed up stuff (knowing how to delay is also knowing when not too), but other abstractions are meant to slow things down. I'm thinking in the 4-5 result for Blades for example, or how in D&D combat you need to answer questions about what's your weapon, your armor, where are you, who's pointing their weapons at you. That very much sparks the conversation, the same way an oven is not food, but helps you cook it. Slowing down in combat, or making it deadly, makes it dramatic and when things are dramatic they are usually fun, be it games, sports or stories.
@LailaJohanna
@LailaJohanna Ай бұрын
This makes a lot of sense to me, especially because when I have tried more narrative focussed games, that is exactly the issue I ran into... *somehow* I tended to find the narrative part too restricted, too "gamey" and less real and immersive than when playing 5e or OSR etc. where that part was mostly free of rules and mechanics that get in the way.
@Fung15
@Fung15 8 күн бұрын
I feel this really depends on the players and game master more than the system to a large extent. Now I generally feel that for stuff outside of combat there are A LOT of systems so much better than 5e or its ilk. However a good DM/GM is capable to make most systems work for what a group want if they want the same thing. My experiences is that most 5e campaigns I have played quickly feel less "real and immersive" because so many things were possible outside of combat, whilst a 'real' world would have much more restrictions and rules to feel believable to me. D&D quickly feels like such a power fantasy game, which is fine, it is what the game is (unless the DM restricts that part or the players play it down). Whilst a lot of other game systems grounds the characters to a larger extent through its rules. But again, to me it very much depends on the DM/GM, the lack of rules and mechanics you mentioned really means to DM needs to do a good job to make it feel real and immersive. And without the rules and mechanics need to make it work without any assistance through mechanics. Which does require a decent DM to make it work without feeling hollow and 'unreal', have ran into several cases where it just feels like everything outside combat feels meaningless in D&D. EDIT: Just wanted to clarify some more. A lot of systems help with roleplaying to a larger extent through its rules, by forcing you to act in certain ways because of restrictions put on you. But for that to work, you need to want that experience. For example, in D&D you could essentially be beaten to within an inch of your life, maybe broken some bones, etc. But in its rules you would essentially be fine after 8 hours of rest, and be as good as new. Whilst other systems might have restrictions on how much health you regain, or that if you have a broken bone it takes 30+1d10 days to heal and can't really be used until then (a specific example) or lose enough teeth and your character is no longer capable of chewing food. These are things you can add to your D&D game if you want, and to me they help with roleplaying instead of being handwaved away with 'magic'. Though if they already exist in the rules they are more likely to be used. But again, it needs to be what the players want, if they want the power fantasy then having 'fragile' characters really isn't in tune with that.
@TheSteezyCheese
@TheSteezyCheese Ай бұрын
Thanks for the bit on Mothership. I would have never thought to leave out the stealth from a game you want to be about stealth
@chastermief839
@chastermief839 Ай бұрын
genuinely that was the most convincing argument in brennan's favor that i've heard so far.
@duseylicious
@duseylicious Ай бұрын
I think the “fruitful void” is real, but in my (very fun) sessions playing mothership, stealth was NOT the focus - I don’t think any players knew it was supposed to be. A hole without guidance, intentionality, knowledge or ability to make that void become fruitful… is just a hole.
@krkngd-wn6xj
@krkngd-wn6xj Ай бұрын
It is the best argument, but it's not supporting Brennan's take. I agree, that fruitful voids can exist in games. "I roll my X skill to do X" does make players engage less with the world. Two problems: 1) Codifying rules about things like how much light is shed by lamps, how big of a locker you need to fit into with or without a suit, how long it takes to unscrew a vent would add to the game for many people. Then, it becomes players interacting with the puzzle of hiding from a monster, not just improv theatre until the GM says you win. 2) This argument would support NOT using D&D 5e, with its mind control spells, Charisma as an attribute, and roll to persuade/intimidate/deceive skills for a very social heavy game.
@ProduccionesPaquito
@ProduccionesPaquito 13 күн бұрын
It's a bit misleading though. Having that level of complexity applied to something like hiding without rules is perfectly fine, if all player and the DM know it should run like that, but having say, a system of different skills tied to those actions, can enhance that. If you say I jump on the rafters and it just happens, well it's cool, but can you really do that? Wasn't your character a nerdy scientist? opposite way, I want to outrun the monster in a straight line and slide beneath a door. I, the player, run like shit, but Mike Chadston, ace of the track team in highschool, can totally outrun the necromorphs if there are no interruptions. Systems complement narrative. Narrative doesn't always need mechanics to support it but they help make the narrative work, not just having it be "whatever you say happens". Narrative can also be hurt by intrusive systems. I bloody hate Humanity in Vampire, for example, I think it's an obervearing and underdeveloped piece of paper saying how you should act and why if you don't act that way now you act a different way. It sucks, it's restrictive in a way I find unfun. A discerning gm or rpg designer absolutely should think about which aspects of his game need rules to support it and which ones can just be roleplayed.
@xkillrocknroll1
@xkillrocknroll1 Ай бұрын
Exactly why I just don't find Pathfinder and Starfinder fun. Rules and rules and rules and rules. I played SF and I felt like I spent more time flipping through the 7 sources books(YES 7) that we had, than actually playing the game.
@Maxidonis208
@Maxidonis208 22 күн бұрын
An important aspect of this that I think gets overlooked is the purpose of dice and rule systems. They are impartial (though not necessarily fair) judges as to the results of actions. Without them, situations that invested parties aren't all in a position to accurately judge can easily devolve into childish quibbling. "Assassin stabs Hero." "Hero dodges." "Assassin moved too fast for you to dodge." "But Hero is faster!" "No Assassin is faster!" etc . . . Using dice, with a supporting set of rules so things make a bit more sense help a lot in avoiding these kinds of situations. I like 5e because it has rules and dice rolls in almost all of the situations where this could be a problem. We're not always obligated to use the dice or the rules, but if there is any uncertainty or possibility of disagreement, then we have an easy way out. We're not trying to skip the combat, we like it, we just need an organized system for it so there is little room for conflict. Of course it helps that me and mine like wargames and fantasy.
@johnschwartz1641
@johnschwartz1641 Ай бұрын
Running Hot Springs Island with Into the Odd is quite different from using Mork Borg.
@danrimo826
@danrimo826 Ай бұрын
Hahahaha!
@concibar4267
@concibar4267 Ай бұрын
On the plushand all this discourse made me think about negative design space which is a cool concept. I hope people remember the context so it doesn't become "not having a system is good actually" when people point out the lack of rules for sth. I'd think people's pushback is because they (rightfully or wrongly) assume he plays 5E because it's popular and gets views. And what he says sounds more like a post-hoc justification in order to not come out and say that (even if he is serious).
@AZURAKAZ
@AZURAKAZ Ай бұрын
4e had rules to facilitate roleplaying; the skill challenge system was way more accessible for DMs than what we've to to work with what we have to work with nowadays. Sure, it had a lot of combat specific stuff, but so does 5e. The challenge was getting your players to a balance where they are aware of their powers, but want their persona to evolve also. It is much like the contention about the 5e rules covering the aspects of the world the DM cannot improvise; it was the same with 4e, people critical of its RP potential could never see past all the bells and whistles on the character sheet.
@josephpotter5766
@josephpotter5766 29 күн бұрын
In fact, if what the GM wants (as Brennan claims) is for the game system to handle the mechanics of combat in a gamist fashion, then 4e is the best version of D&D ever published.
@dedemastra1799
@dedemastra1799 18 сағат бұрын
REALLY THANK YOU. Those two transcript and how you elaborate them really give a context to my confusion. Sometimes, I got this weird feeling that a game didn't feel quite like a 'role-playing' game. I mean, they do role-playing and their battle decision are based on their characters, but still something is missing. And now I found out that the missing thing is the theme or thematic or the focus of that game. "What kind of a game (or a session) this is about?" I mean, those exploration or battle that said to be the focus of that game/session, while indeed exist, at that point of time I didn't get why does it (exploration or battle) is being done. As in, the in-game reason why the characters really need to do it. Do they really able to find the place by wandering aimlessly or just by rolling a dice? Does the cave where people goes missing just a basic linear hallway, without any bodies or even skeleton? Do they really need to go all out, falling into a critical condition over a party that just formed 30 mins ago? Or maybe it is just because I didn't relate to it or aren't focused enough when the setup happens. Or even the neighborhood demonic reason: time constraint.
@StoryboardsbyStuffPOP
@StoryboardsbyStuffPOP Ай бұрын
This is an interesting point. Definitely will keep in mind as I work through more homebrew.
@ClockworkBard
@ClockworkBard Ай бұрын
It's not just that D&D has a focus on combat, but that it has very "gamist" combat. It's very drawn out, strategic, and rewards system mastery. It's not simply simulating how an arrow flies through a battlefield. It's influenced by whether you're a fighter with action surge, the archery fighting style, extra attack, and the sharpshooter feat. There are objectively strong and weak ways to make an archer, often unaccounted for by the narrative. The system does bend and you can add narrative influence to it without breaking it, but that's not what it is at its core. The narrative is essentially handing over control to a game of chess, and the outcome becomes at least partially defined by your skill at chess. For an otherwise narrative-focused game, that can be some jarring dissonance for the audience. Personally speaking, I also generally don't find long combats that fun to listen to. Brennan Lee Mulligan seems better than most at keeping it lively from my limited exposure to his shows, but not enough to keep me on the hook long after initiative was rolled.
@taragnor
@taragnor Ай бұрын
Yeah, D&D 5E combat is just not very interesting to listen to because it's often just speaking numbers at people that mean nothing narratively. You take 15 damage. It either totally incapacitates you and knocks you down, or its purely superficial and doesn't impair you at all. It's only meaningful if you're number crunching the miniature chess game, but not very engaging to listen to as an audience member. There's no interesting injuries. No arrow to the knee, no broken bones, nobody's hand getting so badly burned its unusable, etc. It's just some number, and at worst it makes you downed and bleeding, where any amount of healing will instantly bring you back to fighting shape. Honestly I've always had trouble as a DM describing D&D combat because it's hard to constantly come up with exciting descriptions for grazing superficial hits with deadly weapons, because fundamentally the narrative just isn't very exciting. It's why the majority of D&D shows focus far more on the RP side than the combat side.
@josephpotter5766
@josephpotter5766 29 күн бұрын
The irony of this is that it's not that 5e is bad because it has gamist combat, it's bad because it's gamist combat is bad gamism. It's watered down and a half way house, fundamentally untactical and filled with compromises. It's neither rulings based and streamlined like BECMI D&D was, nor is it the apotheosis of tactical and intricate D&D combat that 4e was, it's a poor bastard thing half way between both, neither fish nor fowl. Good highly complex, tactical, and gamist combat systems can be extremely enguaging and fun to play, with the caveat that this only applies if you have players that enjoy that tactical element. If not, go play somthing else, just don't play 5e. It's literally the worst of both worlds.
@taragnor
@taragnor 26 күн бұрын
@@mrosskne Imagination gets stifled by the rules. You aren't given any interesting effects to describe. When a 20ft tall giant hits you with a massive club for 18 damage. That's it, just 18 damage. Just a number. You're not moved out of your square, you're not knocked prone. Your shield isn't crushed, your bones aren't broken, your sword doesn't fly from your hand. Even an indestructible hero like Superman takes a powerful hit and gets knocked back through a wall to add some kind of narrative weight to the attack.
@taragnor
@taragnor 26 күн бұрын
@@mrosskne No not simple. Because that would require you being pushed, which not many monster attacks do. The rules by RAW do not allow the giant's club to knock you through a wall. You cannot move a target outside that 5 ft square unless the attack specifically says it can. D&D doesn't offer the DM any provision to add narratively cool effects like that.
@taragnor
@taragnor 26 күн бұрын
@@mrosskne Sure, you can ignore the rules, but if you have to actively ignore the rules to make D&D's combat narratively interesting, then it only reinforces my point. What you're doing is house ruling in what narrative systems like Dungeon World already allow the DM to do in the RAW.
@jayoungr
@jayoungr 26 күн бұрын
Well said! This puts into words some thoughts that I've been groping toward for a long time.
@lukeeatschips6324
@lukeeatschips6324 Ай бұрын
This is straight up enlightening, thank you for making the video about this! I'd not have considered it at all.
@chadliampolley6991
@chadliampolley6991 Ай бұрын
Point: you polled on your own community.
@TheNerdySimulation
@TheNerdySimulation Ай бұрын
The wildest part about his take is how little those mechanics he claims to be using actually see use in the show. The majority of what they do is engage with skill rolls and often feels they have combat in Dimension 20 purely _because_ of said system in use, whereas in comparison to Mentopolis (using a mildly modified Kids On Bikes), they solved most conflicts without combat or fights. I do somewhat understand the approach (its nothing new to me by a long shot) but I find it a harder stance to be fully behind when the person saying it has both evidence illustrating they're incorrect _and_ a lack of knowledge regarding the wider design space. There are even games with conflict resolution in them that are more willing to get out of the way and/or operate faster, as well as more fitting to their conversational yet showy playstyle.
@kquixotic
@kquixotic Ай бұрын
Very great video that makes me look at the "missing" mechanics in several games in a different light.
@blakea3323
@blakea3323 Ай бұрын
I’ve never considered this before, and this is the first I’m hearing of the debate! Thanks for the awesome video :)
@jeffwhittingham5314
@jeffwhittingham5314 Ай бұрын
I feel like this boils down to whether someone likes mechanics or not. Or maybe a simpler way to say it - how much do you want to gamify your RPG experience? I recently had a session where we made a single dice roll in 4 hours - it was a lot of planning, plotting and personal storyline development. The group loved this session (I think) because it was just a collaborative storytelling exercise. Speaking only for myself here, it was not a satisfying experience. I did not enjoy this session. For me personally, the mechanics have to support the game I want to run. Adding a random dice element IMO is vital for my enjoyment because it brings complications into the story that wouldn't otherwise be there. I can appreciate not wanting to have clunky rules invading the narrative to the point of ruining immersion - I get that - but that's why I have come to prefer lighter/simpler systems over crunchier ones. If I play 5E, I want to play a combat heavy game - I made a gloom stalker, let me use my gloom stalker. But if I am wanting to tell a different kind of story - character driven, political intrigue, whatever - I am running as far away from 5E as I can possibly get. It's not that you can't run a political intrigue game in 5E, it's that you are making characters which are hammers and you have to be playing with people who are going to treat everything like a screw instead of a nail. I really think that only works on KZfaq, where the object of these campaigns is to entertain an audience, not play a game with friends.
@MasterGhostf
@MasterGhostf Ай бұрын
agreed. I really like dice heavy games, because to me its the rules of the world manifested. Don't get me wrong, I like RPing and planning things. But, I like complicated things to stack bonuses, modifiers, and special conditions to get advantages in certain areas. It also makes having a balanced party much more needed. If the DM just hand waves survival or foraging, then there is no need for a tracker/ranger. That character archetype is not needed. Thats a story not needed. In dnd i hate the spell pass without trace. It usually nullifies stealth. Same with goodberry it nullifies survival.
@pickpocketpressrpgvideos6655
@pickpocketpressrpgvideos6655 Ай бұрын
I agree, I want the mechanics to support the style of game I want to play. If there is to be lots of stealth and fleeing, there better be those rules in there, because I dont want to have to create the rules myself (what am I paying the designer for?). Brennan is the opposite - he purposefully doesnt want any rules to get in the way of the preplotted narrative - so 5e suits, because it has no real narrative rules.
@seanmurphy7011
@seanmurphy7011 Ай бұрын
6:15 - I don't understand this. Just because you have stealth as a skill (which is not the same as invisibility) doesn't mean you can hide in a brightly lit spaceship hallway with no hiding places. You can roll a 20 or 00 or whatever all you want, there's still nowhere to hide.
@bigblue344
@bigblue344 Ай бұрын
I actually saw a player try to pull that kind of garbage before, hiding in a brightly lit room without cover and the DM just allowing it.
@ericjome7284
@ericjome7284 Ай бұрын
@@bigblue344 it can be difficult to deny a player their chosen action because in your view it is just not possible. If their understanding of the system is that they have a skill and according to the rules they may attempt it when they want, to be told "you can't do that" is akin to ignoring or breaking the rules. A GM might set an irrationally high difficulty, but is that accurate or just a way to force their interpretation of the system?
@TimeLapsePrints
@TimeLapsePrints Ай бұрын
@@ericjome7284 In D&D terms, there is nothing wrong with telling a player that a skill that requires something (darkness, tools, whatever) can not successfully use the skill with out the required objects or conditions. No one is going to tell the fighter they don't need a sword. It's absurd.
@TimeLapsePrints
@TimeLapsePrints Ай бұрын
Not reducing it to a roll is the point, isn't it? Maybe I've been lucky, but I can not imagine attending a table more than once that allowed the carpenter PC to build a table with no wood. It's just... crazy to me. I think I'm basically agreeing with you, I've just never met a single gamer or been at a table where some one would try to hide in plain sight or similar absurd thing. For me these hypotheticals have always been just that.
@chadliampolley6991
@chadliampolley6991 Ай бұрын
Even _if_ you let them roll for this --- their skills at being stealthy merely tell them that: "In this brightly lit room, there is no place to hide". So you don't tell them that they can't - their character's ability score/roll tells them that. If they persist then it can merely be translated as their character having a small panic attack about the fact that they cannot seem to find a space to hide. Time passes and they are discovered, in that moment of panic. At least that's how I'd run that.
@Joshuazx
@Joshuazx Ай бұрын
Good video. I want voids in the rules where I want my conversations to happen, and I want my mechanics where I have my weaknesses and where I want to just skip over.
@guitarlover1204
@guitarlover1204 15 күн бұрын
This has been blowing my mind for a few minutes now... Damn
@PregnantAdamSandler
@PregnantAdamSandler 24 күн бұрын
This touches upon something I feel like the indie RPG community glosses over a lot. When you are trying to get someone who primarily knows DnD to try out another tabletop game you are not JUST competing against DnD, but also against freeform roleplaying. I don't think you even need to be as skilled as brennan you just need a creative mind and a vested interest in roleplaying to make a similar conclusion.
@theskyling
@theskyling 24 күн бұрын
My group of almost 10 years all come from a freeform roleplay background and all got interested in D&D because we, gasp, liked Critical Role. But its appeal was in adding some cool and useful rules/numbers to adjudicate the hard parts of the stuff we were already doing. We LIKED combat and still do. In freeform it can often feel wishy washy and there's no room for the unexpected because you have to just negotiate everything. There's so much less drama in that. "Having rules/dice for combat and none for social makes both our combat and our social more fun" is for some reason so hard to explain to people.
@ogreboy8843
@ogreboy8843 Ай бұрын
Games as interesting decisions is a useful framework here. Every cool interaction in the Mothership example is the GM creating an interesting decision-point for the player on the fly: Where will you hide? Will you risk taking off your vacc-suit to fit in the locker? Will you risk taking the time to unscrew the grate to hide in the ventilation shaft? These decision-points are interesting because the player can't just deduce the right choice. They are trying to make risk-reward calculations based on incomplete information, and ultimately they have to decide what they are willing to risk and for what reward. TTRPG mechanics don't just abstract. 1) They quantify. They allow some choices to be measurably more or less risky (reduce your armour class, make a speed check) and to offer measurably better or worse rewards (This is where the stealth mechanic would usually come in... Depending on where you hid, you get a bonus or penalty to your stealth check.) 2) They randomize results in real time. If the GM just decides that the risky thing you did pays off in spades, it doesn't feel like you took a real risk and happened to get lucky. So the GM allows the dice to decide the results, but based on the risk-reward scenario that the player decided to accept. I am surprised at such an unnuanced take from Brennan. The idea that Dimension 20 has chosen to play primarily 5e because Brennan isn't interested in telling stories about violent conflict is... like... lizard-people-conspiracy-level nonsense.
@LeChaosRampant
@LeChaosRampant Ай бұрын
"Combat is the part I’m the least interested in simulating through improvisational storytelling. So I need a game to do that for me […]" In the quote from the article, Brennan doesn't say he's not interested in combat or violent conflict. He says he's not interested in improvising the results of combat action, so he wants rules for it. How is that unnuanced?
@ogreboy8843
@ogreboy8843 Ай бұрын
@@LeChaosRampant To be fair I was probably being hyperbolic and uncharitable cuz internet. Sry Brennan. I loves you. But it's unnuanced because it suggests a parity, as though there could easily be a bunch of people out there saying “emotions, relationships, and character progression are the parts I’m the least interested in simulating through improvisational storytelling. So I need a game to do that for me, while I take care of combat, because that shit is intuitive and I understand it well.” That's obviously wrong. People who feel less comfortable improvising deep emotional character development are absolutely NOT the ones reaching for story-based games. They play D&D. So, to take a stab at more nuance: 1 - Procedural questions like “who would win in a fight?” are much easier to represent with the kind of quantifying mechanics I described above than dramatic questions like “will I finally forgive my estranged brother?” 2 - Brennan and his players are professional actors who have studied and trained in a ‘game’ called improv theatre that is structured by a series of ‘rules’ that help you work together to create dramatic moments on the fly. There IS a game system there. We just don't see it. 3 - Story and drama-based TTRPGs are still more or less in their infancy. If Brennan hasn't found anything in them that seems useful enough to supplement his theatre training, I can hear that, but there's interesting design space to be explored. I'd love to hear him review Robin Laws’ Drama System. 4 - Our whole nerd pop culture space is built on procedural stories that represent conflict as violence. So of course D&D is fundamentally about combat. Of course Brennan’s stories all end in a climactic physical fight. But to ignore the fact that there are other kinds of stories and that other game systems might be better at supporting those stories is pretty narrow-minded. 5 - Being very familiar with a system counts for quite a lot in your ability to improvise within it. 6 - Playing a system that is many times more recognizeable than its closest competitor is a no-brainer when you're trying to attract viewers.
@mightystu49
@mightystu49 Ай бұрын
@@ogreboy8843 Your reason number 6 is like the meat of the actual logic behind choosing 5e, and everything else is done in service of making this choice seem more organic and less about making more money from a larger viewership.
@Daehpo
@Daehpo Ай бұрын
@@ogreboy8843 Not sure how to say this right, but I hope my tone doesn't come off as overly accusatory or combative. English looses much of it's nuance once bound to text, and text is far slower to clarify than vocals or gestures. I love Brennan, but I think his response is more so a justification for his & his players' familiarity with D&D and it's overall recognizability. As far as I can tell(and based on the interpretations of others) he's more interested in the mechanics of D&D 5e for simulationist reasons, specifically combat. It strikes me as silly to say D&D 5e isn't combat-oriented, as that is were the bulk of its mechanics lie. It's like saying "an oven doesn't heat things up, it cooks food". Yeah, it cooks food by heating it up! (Also I'm going to be honest, I'm just reacting to a bit of scraps & don't know his full quote) Of course, its fine to use whatever system you're most comfortable with, but just say it. You don't need to justify it beyond "this is what I'm most familiar with" or "I just prefer using it". This is somewhat off topic: I find it a bit odd that many people say that story & drama-based TTRPGs are still in their infancy when such systems have been around since the 80's or at least since the 90s with the likes of Vampire: The Masquerade & Sorcerer. FATE emerged in 2003 & Apocalypse World in 2010. Heck, Robin Laws' Drama System is now over a decade old. It feels more like a dismissal on the legitimacy of such systems rather than accepting them as fully fledged systems that have been a part of the medium.
@ogreboy8843
@ogreboy8843 Ай бұрын
@@mightystu49 I don't know that that's fair... Of all the D&D KZfaq personalities, I think Brennan actually has the strongest and loudest anti-capitalist politics (okay... Maybe second to Ronald the Rules Lawyer.) But we all hafta make a living. I'd rather him be doing this than drilling for oil. That said, I'm surprised it isn't the first thing he said. (Maybe it was and it got left on the cutting room floor. Or maybe he just wasn't prepped for this question.) And I think it makes some sense even outside the profit motive: If you want to speak to an audience in a way that's easy for them to enjoy, choose a medium and a subject that they'll recognize and understand.
@jeffreybconway
@jeffreybconway Ай бұрын
tons of huge thought points here, thanks for the video!
@cyborgzloth
@cyborgzloth Ай бұрын
Super interesting video. Giving me lots to think about. Thanks for bringing this into light for me.
@tangent_mechanic
@tangent_mechanic Ай бұрын
We always say rules are guidelines. Most rulebooks do. I don't disagree that you can do anything in 5th edition D&D. I think the problem is that people who only play one system, lack the experiences of another style of play to bring that to D&D. Brennan has almost certainly played Fate or a World of Darkness game or Call of Cthulhu, and knows how to translate those experiences into other games. I think most people cannot do that. The fact that D&D is mostly combat mechanics encourages non experienced players to think in terms of combat mechanics.
@bigblue344
@bigblue344 Ай бұрын
That and a lot of the mechanics in the game seems to actively dissuade prolonged role play problem solving because of just how magic and skills work. Everyone at the table needs to have self restraint.
@taragnor
@taragnor Ай бұрын
@@bigblue344 Well it's tough because D&D came from a very gamist attitude at its roots. It's about overcoming the challenge of the dungeon and the monsters. You get XP for being effective, not for roleplaying. When you reward players for effectiveness, you'll generally get very strategic thinking and less narrative thinking. And this was actually Gygax's intent in the original versions of D&D. He wanted to challenge players to think intelligently, not for roleplaying an alternative personality.
@thailine75
@thailine75 Ай бұрын
Monopoly the board game isn't about moving pieces around board trying to make the most money using the methods allowed in the rules. It's actually the most immersive, narrative forward, player facing roleplaying setting in existence. What's important is the characters you make for the player tokens, their voices, how they interact with each other as they pass each other on the board, visit each other in prison, and (god-forbid) spend the night together in the same motel room on the Kentucky, Indiana, and Illinois... (Of course, you can do whatever you like. There really is no "wrong" way to play except what isn't fun for the group in question.)
@Hdhdushzhz57743
@Hdhdushzhz57743 Ай бұрын
Unironically, this would be hilarious
@Keyce0013
@Keyce0013 Ай бұрын
I appreciate this comment a lot because it puts into words a thought that I was having trouble explaining to myself out loud.
@dylanwatts1045
@dylanwatts1045 Ай бұрын
Interesting. I think this is the kind of thing Prof. DM is talking about when he talks about rules-lite systems for his games: Because he can improvise combat stuff, he prefers less rules with combat, so he can focus more on narrative description when in combat. Super interesting!
@youtube-critic
@youtube-critic Ай бұрын
Wow, this was an amazing video. I never thought about rules this way. Thanks Ben!
@eamonmulholland3159
@eamonmulholland3159 Ай бұрын
I think Brennan's approach is perfectly fine. Freeform roleplay the stuff you really don't need or desire any system level help with, and then just pick your favorite combat system to kick in whenever combat happens to come up. I disagree with the choice of 5E, but that's simply because it's far from my favorite combat system, not that his principle of choosing it doesn't make sense to me. I'd happily run a long, narrative heavy campaign with my favorite combat system (Electric Bastionland), and have done so, even though it has minimal rules that directly govern "narrative" stuff. I don't want rules for that! I just want a nice combat system for when I need it, and that one's the perfect balance of crunch and quickness for my taste. There's a reason many OSR games don't have a codified parley procedure. Some playstyles prefer minimal or no rules for that stuff, rather than "when you sway someone to your cause, make your case and roll +TALKING GOOD. On a 10+, they do what you want and blah blah blah" (not that systems with these rules aren't fun in their own right! They just aren't the only, or even best way to enjoy a narrative heavy campaign)
@musicman24X
@musicman24X Ай бұрын
You get it! I'm using a hacked version of Solar Blades and Cosmic Spells for exactly the same mechanics needs.
@musicman24X
@musicman24X Ай бұрын
I did actually add a Social skill, but I use it for degree of effect and some social intuition. Your pitch to the NPC either worked or didn't, and now your stats are either bailing you out, getting you a little extra on the side, changing nothing, or damning you, depending on the situation and roll. I like having a little accounting for the player skill and familiarity with the world vs. the character.
@ish5550
@ish5550 28 күн бұрын
To embrace his metaphor, Brennan is a Michelin chef spending $10000 on ingredients, $1000 on a fancy pan and utensils, importing spring water from the Himalayas, all to cook rice on a stove. Not only that, Brennan's been growing his own rice all his life. So of course his response to "Should you buy a rice cooker if you like rice?" is "No, the stove is perfectly fine for making rice. I do it all the time."
@Direwolf1771
@Direwolf1771 27 күн бұрын
Except he does and always has does this stuff on his own at home with his group. You’re mistaking the set and trappings as what actually makes him able to do what he does. He has shown that he doesn’t need it. That Michelin chef? He can cook that rice better than you even on a camp stove in the wilderness because he *trained* and has *experience.* At that point the gear is tertiary at best. Your point is wrong. You are incorrect.
@Direwolf1771
@Direwolf1771 27 күн бұрын
Musashi got so bored of dueling he began doing it with wooden swords. And never lost. The weapon doesn’t make the master. And people who think it does are the ones who get thousands of dollars of high-end stuff sold to them that doesn’t improve their performance at all. Golfers, I’m looking at you.
@weaponizedlizardmen360
@weaponizedlizardmen360 26 күн бұрын
Wreked
@ish5550
@ish5550 26 күн бұрын
@@Direwolf1771 Of course he could, I'm not saying Brennan is good because he has all of that, or that I could make better rice than him. There are probably tens of thousands of people who would hate my rice. But I have a table of 4 people who think my rice is better than his and that's all I give a fuck about. But I don't have to be capable of making better rice in order to be correct. I just phrased it that way because I think his metaphor is stupid. If you want another one, you *can* murder someone with a hammer, but most people would say "That's a tool for pounding nails" if you asked them what a hammer was for and not "Murder weapon." But that's still a bit abstract. So let's drop that and instead speak in simpler terms. Johnny Never-Played-a-TTRPG wants to give it a go. He goes out shopping and is looking at a couple of different games. He's looking for a game that can facilitate and provoke certain elements of storytelling from a group of people. Is he going to, and should he, buy Dungeon World or 5th Edition D&D? 5th edition, because of its (lack of) design, can fit any sort of game you want. If you put in minimal effort, it will do that badly. If you put in a modest effort, it will do that...okayish. And if you give yourself wholly to it, then it can do anything really well. Not everyone has the time or the skill or frankly the energy to reach that height though. So I simply advocate for picking the better tool, and just because you CAN use 5e for something doesn't mean you should, or that it's the best tool for the job.
@ish5550
@ish5550 26 күн бұрын
And now that I have a little more time, as for your Musashi comment, I'm having trouble remembering the time in history that we all stopped using metal swords and switched to wooden ones because of how cool Musashi was with a wooden sword. Oh, it didn't happen? Because everyone collectively agreed that, while allegedly defeating opponents with a wooden sword is impressive, it would be asinine to fight life or death battles with a worse tool? Weird.
@thrawncaedusl717
@thrawncaedusl717 Ай бұрын
The funny thing is that as a DM, I agree with him. I have no problem running a combat heavy system for my narrative games because I just need to know the basics then let the system work for combat. But as a player, I disagree. As a player, most of my character building decisions relate to the mechanics of the game, and if said mechanics are all combat based, that leaves me focusing on combat more than I want to. This approach leaves me in the position where I am willing to run most any system, but I am much more picky about what systems I play.
@paid.intern
@paid.intern Ай бұрын
This was genuinely fascinating
@musicman24X
@musicman24X Ай бұрын
Brennan pretty much articulated where I'm at on this. I dont need help running a story, especially not in my current game where all 4 of us are writers and editors. I'm running a hacked version of Solar Blades and Cosmic Spells for this because I need lightweight, flexible, not too many rules, and combat adjudication. Even in my old game, I needed D&D to keep my crunchy powergamers happy and mechanically invested, not for running the story. A system only needs to cover what the GM and group require.
@Access1296
@Access1296 17 күн бұрын
Wow, this video completely opened my mind about what I’m really looking for in a rules system. 1) a rules system that quickly allows a GM to create rulings, not rules (as talked about by Matt Colville) about processes that I have a very sophisticated idea about and 2) a rules systems that provides rules for systems I want everyone at the table to understand and be on the same page as - things that they should be able to metagame about. Rules that include things like “a troll is vulnerable to fire (i.e. takes x2 or x1.5 the listed numerical damage)” is mostly useless - I as a GM can easily make a ruling about that on the fly. What I don’t want to do on the fly is decide what the chances are of that player being able to cast that spell in the first place - and what the chances are that something will go terribly wrong. Those I want to be codified in the rules. Anyway…. Wow. I love it. Thanks Ben for an amazing video!!
@DanJMW
@DanJMW Ай бұрын
Good video. I was having this very discussion with someone online the other week. My analogy was from Scott McCloud's 'Understanding Comics'. In that (excellent) book he points out how the best action in comics and graphic novels happens in the gutters (the white borders between panels). Your mind is filling in the gaps between each still panel, providing movement. I see the Fruitful Void theory as a similar argument about "white space".
@Drudenfusz
@Drudenfusz Ай бұрын
The problem is that when the only tool you have is a hammer then everything starts to look like a nail. Sure, that does not mean that everything will become a combat, but with the heavy focus on capabilities of characters the fiction becomes competency focused to a degree I just am not comfortable with. I think narrative games explore more who the characters are and less what they are capable of doing.
@gaz-l621
@gaz-l621 25 күн бұрын
This is an interesting way of looking at it that I hadn't really seen articulated like that before. I think I fall on the opposite end because I prefer stories where the characters have the ability to affect the world positively, possibly due to this being something that feels alien to my everyday experience where competence feels largely disconnected from whether or not things change in the world for you. Basically I would rather feel like a hero while playing than being caught up in an otherwise powerless character's internal drama, even though I can often enjoy the latter in movies or books
@MMurine
@MMurine 22 күн бұрын
Well said.
@AKImeru
@AKImeru Ай бұрын
The quote from 2:51 tickles me fancy because Brennan would be a GURPS stan if that was the first RPG they ever touched instead of DND of all things. It is the logic of a simulationist.
@Gladedancer
@Gladedancer Ай бұрын
This is a valuable discussion, and quite a revelation for me. I appreciate your effort in highlighting and articulating the wisdom in game design that considers a deliberate absence of rules for a particular aspect or pillar of a game to achieve a specific tone of play. I often read opinions that decry games with "weak" or absent social encounter or exploration mechanics, and continue to experiment with these in my own design. Brennan is a master storyteller, and an incredibly gifted improviser so it absolutely makes sense to lean towards a game that offers the widest scope of freedom. On the other hand I also agree that most people will need some structure in the form of rules in that department to assist along the way to achieving their own level of expertise. At some point many realize they no longer need the rules, and so can ignore them, but probably appreciate that they had such mechanisms in place at the start of their role play journey.
@brianfeeney2042
@brianfeeney2042 10 күн бұрын
Great concise video on an unintuitive topic. It's definately making me go back to reassess a few of my rules in my own system and I might just remove them, or at least highlight them in the framing presented. "You are encouraged to roleplay this out as to what makes sense to the GM... however here is a shorthand rule if you need or want to shortcut the scene"
@shineshadow
@shineshadow Ай бұрын
I think what Brennen says is viable FOR HIM. As you said: he is a professional Improviser and does stuff like this for a living. Most GMs don't. So concluding something FOR US from what he said is mostly useless, because most of us don't have this expertise. Most normale Groups don't need rules to cover what they are not interested in but to support the Stuff they are interested in. Most GMs need Rules for what they can't do themselves. Not everyone is great at improvising social Encounters or Intrigue or complex Relationships and if that is the Case complex rules for these Things can ease someone into trying it. This is basically like using training Wheels until you can drive on your own. And there is no shame in needing support in Things you can't do (yet) as a GM. For me Preperation and Rules are always about easing the Players and GM into the Game. They support them into what they are supposed to do and rewards them for doing them. So if a normal Group wants to play a narrative Campaign they absolutely should choose a narrative-focused System at first to learn the important parts by playing it. If you choose DnD for that the Game won't help you! That is fundamentally it. You wan't help with that? Choose another System. Are you comfortable without Rules for that? Choose whatever feels best for you. And if that is DnD for one Reason or another thats totally cool. This is why this Debate is so weird. Because it completely depends on your own competence if DnD is enough for you and your Group. This might not be true for everyone!
@taragnor
@taragnor Ай бұрын
It's not just the DM a lot of it is based off the PCs too. The thing with Brennan is that his players are trying to make a cooperative story with him. They know they're putting on a show for an audience and they're not just thinking of "winning" like most PCs, but rather on putting on an entertaining performance.
@krkngd-wn6xj
@krkngd-wn6xj Ай бұрын
D&D is not even the best choice for Brennan, his arguments support picking other systems better. It is clearly a marketing choice. I have no problem with that, I just wish he'd come out and say it.
@greyscaleadaven
@greyscaleadaven Ай бұрын
Yeah it's annoying to see people go back and forth so harshly when every table has different needs at the end of the day. I play with a bunch of people who I used to do longform RP narrative with for years, we came from a system that literally had sub-zero narrative rules. We're all naturally good at navigating RP as a result. 5e is perfect for us because we have no need for narrative guidance, and in fact any would probably hinder more than facilitate narrative with the amount of homebrew we do. Mechanics is where my table struggles a bit, and I can shore that up by knowing 5e well enough to pilot the game world and guide them to what they want to do without needing to come up with ideas. They've improved massively in this way over time, and really come a long way as players and RPers. Couldn't be happier to play the system we do, and kind of tired of people trying to convince everyone that X indie TTRPG is gonna "solve" a table's "problems" when many are perfectly happy with the system they're playing and adding something into the mix would only serve to confuse everyone involved. If I run into a problem 5e can't solve I can literally do it myself, I'm a game designer lmao... Like idk feels condescending to tell someone that they should feel mediocre for working smarter not harder. TTRPG is a rube goldberg machine of a genre, there are an infinite amount of ways to approach it and so it feels closed minded of people to act like anyone who only plays 5e is just a casual or having a sub-optimal experience.
@anthonybird546
@anthonybird546 Ай бұрын
I mean, he needed to mention that the kitchen takes up like 90% of the house
@zazander732
@zazander732 Ай бұрын
Did you not even watch the whole video? Did you miss the entre bit about wanting mechanics for the parts you care about the least? Were you so desperate to make a snarky comment you missed the entire argument?
@anthonybird546
@anthonybird546 Ай бұрын
@@zazander732 mostly did it to watch you cry
@zazander732
@zazander732 Ай бұрын
@@anthonybird546 embarrassing reply, 0/10
@anthonybird546
@anthonybird546 Ай бұрын
@@zazander732 🤣🤣🤣
@zazander732
@zazander732 Ай бұрын
@@anthonybird546 just take the L my dude, bad look trying this hard 😬
@thecthuloser876
@thecthuloser876 Ай бұрын
I use Old School Essentials for my narrative heavy games because it suits my needs for combat; it's quick and brutal. Most "narrative heavy RPG" have mechanics that, at least to me, don't work for for what they are intended for.
@dougpridgen9682
@dougpridgen9682 18 күн бұрын
This is excellent. The rules take care of the part you don't want to have to think about, and the combat rules of D&D take care of that for you and frees you up to do roleplaying.
@simmonslucas
@simmonslucas Ай бұрын
Lee creates a lot of subsystems and on the fly systems to manage the narrative aspects of his very specific themed campaigns. This is the part I don't like about 5e, to get a the theme in my head on the table I have to put in a lot of extra work. I'm just a regular dude with job, kids, etc.
@marcclement6597
@marcclement6597 Ай бұрын
A seriously good point. I think that's what bothered me so much about Pathfinder 2nd ed (well one of the things), everything is controlled by the system and dice rolls, no place for the narrative. it's like playing a video game.
@marcclement6597
@marcclement6597 Ай бұрын
Also I can see this problem having a negative long term effect on the ttrpg in general. It creates "lazy" GMs unwilling to enter roleplay with the players. I have an example of this. In one of my last game with a gaming group I asked the GM if my high level character could shop for a flying mount in the greatest city of the realm. He explained to me (well it was one of the players but the GM was agreeing) that I couldn't do that because it would be game breaking the adventure. Being a GM of long date, their reaction made me laugh a little. I left the group not long after.
@seyj7457
@seyj7457 28 күн бұрын
Love the video, you made the argument much clearer for me! The way I see it, and this is probably the easiest answer to give, is that it boils down to how the table wants to play. If you want freedom in one area and rigid structure in another, find a system that focuses its ruleset on the latter and allows improvisation in the former. Brennan Lee Mulligan's use of 5e is perfect for his purposes, because he wants extremely fluid roleplay and straightforward combat; during his games, there's not a lot of focus on combat, except as a means to move some aspect of roleplay forward. He wants his players to remember the parts where they really interacted with the world, rather than just fighting against it. I love a roleplay-heavy game, so I've always enjoyed watching that style of DMing, but another table may care more about combat, and they may enjoy a larger ruleset *for* combat, so that they have a greater number of options outlined within the system, rather than having to make it up.
@grahamward7
@grahamward7 Ай бұрын
Awesome summation of the discourse! 😅
@qarsiseer
@qarsiseer Ай бұрын
What’s missing from the conversation is the role and powers of the GM. Both trad GMs (like BLM) and OSR GMs agree that the GM has ultimate authority over the rules and content of the game. This means they rely on their own intuition and experience to do whatever they want to. Narrative focused games often explicitly constrain the GM and empower players. Heart for example gives the players options to meet specific goals which the GM MUST give them opportunities for. I’ve found that good GMs who go for narrative play just recreate these rules in an arbitrary, opaque way. In my experience, making these rules explicit has Always produced better games and I have Never had a GM succeed as well relying on their own intuition. GMs are rarely good as they think! Constraints breed creativity!
@katjalehtinen8101
@katjalehtinen8101 Ай бұрын
I think this is proceduralism. Which argues that procedures are the core of the game, but are almost always unsaid. Meaning that players often have to make it up which is why different groups can diverge so heavily. A good number of 5e campaigns I've played in are All Combat All the Time. Where more than half of the time playing was in combat rounds. You can see this in Baldur's Gate 3 too which does about the same amount of combat a combat heavy campaign of 5e would do. Sometimes less, honestly. This divergence is one of the great things about RPGs but it makes onboarding new players really really difficult since they have no context for most of what is in the rule books, and these procedures can be really helpful ways to begin thinking about it. Best example off the top of my head is Fronts from PBTA. It's a good way to start thinking about faction play, it's not my personal favourite way, but it's a good one. I think these can be good learning tools to get people in, and I'm absolutely positive he knows this, and uses these tools all the time or at least did to learn what he does. The thing is 5e draws a lot lot more views than any other system, so even if someone uses a lot of homebrew and steals from other systems constantly they will often stay 5e because it just... gets people watching.
@abcdefghijklmnopqrstuvwxyzsus
@abcdefghijklmnopqrstuvwxyzsus 24 күн бұрын
I've GMed a few times and I confirm: the GM's human limitations are the ceiling of the game. Yes, technically you can do anything... as long as I manage to improv my way around it!
@trikepilot101
@trikepilot101 Ай бұрын
Certainly food for thought. Another question could be "Does this system support my player's where they are weak?" Half my players really don't like talking in character. They want to roll "Persuade" and move on. The other half like to do it. I always give bonuses to rolls if people have improvised a little something, but it is not enough to convince the "wall flowers" to step out of their shell. We have been playing, of and on, for 40 years so it is not like people are going to become more comfortable with each other later.
@gaz-l621
@gaz-l621 25 күн бұрын
Roleplaying=/= talking in character
@EviIM0nk3y
@EviIM0nk3y 20 күн бұрын
@@gaz-l621 neither is "i just say something to persuade"
@senor135
@senor135 4 сағат бұрын
excellent video and explanation. i had not considered this angle or way of looking at the use and importance of rules before. makes great sense.
@anselmoffrisia2930
@anselmoffrisia2930 Ай бұрын
This conversation reminds me of the difference in fight-scene writing between RA Salvatore (every move and weapon thrust painfully described) vs Robert Jordan (fighting quickly and vaguely described with mentions of sword fighting form names).
@the3rdgray
@the3rdgray Ай бұрын
A game is about whatever the game allows you to do. It’s cool and great if your character has a deep history and relationship with the stakes to motivate them, but at the end of the day, they’re a 7th level wizard because you decided it would be sick as shit to be able to throw fireballs around, and odds are that’s how you’re going to settle things. It amazes me that this argument is still being had in a post PBTA world. We know what games with robust narrative mechanics can look like; I have no idea where or why they all went.
@jartoonsuwu
@jartoonsuwu 28 күн бұрын
Yea but in Brennan's case it's a game being performed as a story for an audience. The importance of those are flipped
@the_markoman
@the_markoman Ай бұрын
Am of a similar opinion to Brennan. At first I found DnD restrictive. I wanted character, exploration, and combat that's more loose and creative, as opposed to super-specific and resource-dependent. But then I looked at other TTRPGs that claimed to be more roleplay-oriented. And I found that most of them tried to gamify roleplay, which made things anything but intuitive. I don't wanna flip through a book for mechanics on how to act and talk in-character, or roll dice to determine how drama and character development evolves, It just breaks immersion IMO since your mind is more focused on the rulebook than on the scene you're in.
@JozanBrinter
@JozanBrinter 23 күн бұрын
May I suggest games from the Powered By the Apoloclypse genre? I specifically have had a lot of fun with Monster of the Week. Its the set of games ive found that most supports roleplay without getting in the way too much.,
@dylaninthemovies
@dylaninthemovies Ай бұрын
Helped me better understand - and somewhat put into words - what I've been feeling lately. Roll the dice: fail or succeed, roll the dice: fail or succeed, roll the dice... Hasn't really been scratching that itch for those moments of feeling clever, for actually getting to come up with an interesting solution to a problem, or actually getting to solve the mystery. I feel like maybe the GM I've been playing with wants us to not be frustrated (and yes, a good GM should be a fan of the players) - but in order for true success to be a possibly, true failure must be a possibility as well, and it's been feeling like we just get fed the answers. The mechanics in these games we have been playing handle combat in a very simple way (they HEAVILY abstract it) - and everything else often feels like stuff that is just sort of "happening" to the players. Something weird happens, investigate it / kill it / talk to it - get your clue (aka a mark on your map telling you exactly where to go next) - rinse and repeat. It's not all bad, we try to do creative things in combat to get us an edge, or try to be intelligent in how we approach the non-combat side of the game - but it all to often feels so shallow - still not confident I've actually put my finger on *why* though. Now I wonder if it's a feedback issue - like - did we succeed in a task because we made good decisions? Or would we have succeeded if we had just mindlessly rolled the dice? It isn't super obvious if all our finagling and arguing about what we were going to do actually made the difference, or if we (or maybe it's just me) are just trying to feel smart when it would be largely effective to just roll the dice. I think a good decision only feels meaningful (or at least, feels MORE meaningful) if you have some idea of how badly things would have gone if you had made a different choice.
@sungeziefer7421
@sungeziefer7421 Ай бұрын
Thanks for clearing this up. I was Dm'ing Rolemaster exactly because there rules about everything so I did not have to take care about one. Same with P2F2 now.
@scrapperlock9437
@scrapperlock9437 Ай бұрын
The Mothership example is a straw man argument. He's not arguing against games that have a stealth roll mechanic in them; he's arguing against a particular play/GMing style that can happen in ANY game -- using rolls instead of roleplaying. Savage Worlds has explicit stealth mechanics (a Stealth skill). But I would have the SAME conversation with my players before a roll... where are you hiding, how dark is it, etc. Because as a GM, once they tell me what they are trying to do in the space, I will then give them a bonus or penalty based on what they are RPing that they are doing. Their roll is thus modified based on their description, so it's not "just a roll." I do this in every game, not just SWADE, and my friends and I have been doing this since 1982 basic/expert. You always had to tell the GM what you're doing, before making a roll, because penalties, advantage, etc., might apply based on what you are saying.
@onetruecaesar99
@onetruecaesar99 Ай бұрын
This also applies to DnD 5e btw. My players and I don't really play 5e anymore, but if we did, they wouldn't just say "I roll for Persuasion", they would roleplay that interaction with me.
@al8188
@al8188 Ай бұрын
Calling the stealth mechanics in a game where every other system is driving you towards a particular play-pattern a "void" is an extremely poorly formed argument. If the rest of the system is scaffolding the interactions you want, then it's still a system.
@taragnor
@taragnor Ай бұрын
Well... I think there's some interesting stuff to consider. For instance, a stealth skill is not a good thing to have in a game where you want everyone to try to hide and sneak. The reason for this is that when you introduce a skill, it means some people will be good at it and others not good at it. Notice how when you have a skill for disarming and finding traps, only the rogue actually tries disarming and finding traps? This is because having the skill exist creates a barrier to entry. Sometimes this can be a good thing, but if you want everyone in your RPG to utilize a given tactic, it's a bad idea. By not having a stealth skill, but letting people know stealth is an option, you now enable it as an option everyone can use. Kind of how anyone can use the dodge action in D&D 5E or drink a potion. It's just a universal part of everyone's tool box and occasionally everyone will indulge in this action. And it's different from something like shooting a bow where technically anyone can do it, but if you have a low dexterity and no proficiency, the game is basically telling you "never do this, you suck bad at it." That being said, I think Mothership should have some mechanics for stealth, not a skill strictly speaking, but probably something that would help determine what's a good hiding place. Maybe a set of keywords based on how the thing tracks you (scent, sight, hearing, etc), as well as how fast it is. So hiding under the bed might be good against something with relatively poor senses but it's fast, because it's quick to get under the bed. Hiding in a locker might be okay against smell, but bad versus hearing (since it hears you shut it). Since I think it's important to give players some basis on knowing what's a good hiding spot compared to a bad one, so it doesn't feel like a totally arbitrary choice.
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