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12:09 AM
hey there @nitsua60
 
12:54 AM
In reality, I'm totally okay with new players trying weird and sub-optimal things.
Shakes things up.
 
hey there @Yuuki and @goodguy5
 
1:16 AM
@Yuuki Don't play to win, play to have fun
 
@nitsua60 nm I found it. A couple of original dmg's, phbs, mm. A 144 page edition of deities, and a bunch of the unearthed arcana types.
 
hey there @JohnP
 
@Shalvenay sup?
 
@JohnP not a whole lot. jungle adventures have been good XD also, trying to find some DW vets with time on their hands among the chatizens....
 
1:40 AM
@Shalvenay hiya
 
@nitsua60 no, that's spelled hiiiyah!
 
@JohnP Just got back from the gym--that many 'i's is too much energy for me at this point =)
 
@nitsua60 now a decent time for us to talk some more on Discord?
 
2:24 AM
@Shalvenay Sorry, heading off to bed.Long week, even longer weekend coming up =\
 
@Shalvenay I have some free time in the evenings. Not enough to game with since there's work in the morning, but I can talk.
 
@Glazius ah :) I was meaning fellow players
 
@JohnP I'm given to understand it's 気合.
 
2:39 AM
hey there @goodguy5
 
Ben
2:52 AM
Hey Everybody!
We are experiencing some heavy rainfall these past few days. I slept in today because the sound of the rain drowned out my alarm
 
There's nothing quite so soothing as the white noise of hard rain on a tin roof.
 
As long as it isn't accompanied by too much wind
 
Ben
@BESW Indeed.
@trogdor Well, there is a fair bit haha. I decided that instead of letting the wind completely destroy my umbrella, I'd just walk to the coffee shop without it
 
Well, yes. The sound of a tin roof gaily escaping its nails and pirouetting into the neighbour's yard is somewhat less soothing.
 
Ben
Fortunately though the rain let up enough so that it wasn't as bad as just jumping into a pool
There is a bit, but not that much at least haha
 
2:59 AM
@BESW or deciding it needs to hug your car to death
I think that's happened twice in fact, a tin roof destroying one of our cars
 
Ben
Oof.
You could say that's... roof
Did you guys hear about Cyclone Yasi? Hit back in 2011, worst cyclone to hit Australia since cyclone Tracy that destroyed Darwin?
 
Both times were a while ago but yeah Typhoons are jerks
 
Ben
Yeah... I'm almost proud of NQ because the damage was minimal, considered the scale of the storm, and only one person died... while no less tragic... it was his own fault.
He brought the generator into his house and suffocated on the lack of oxygen.
 
3:16 AM
Yeah, we've had that happen a few times here.
Most of our during-typhoon fatalities are that kind of thing--indoor generators, going surfing in the middle of the storm.
Then there's sometimes infrastructure fatalities afterward, mostly people who lose access to electronic medical devices.
 
Yeah it sucks but it could always be worse
 
Ben
Yeah. Ah well.
Either way, the rain we're getting now is welcome - we've been on water restrictions for near 10 years, be cause they decided to rebuild the dam, and as soon as they broke down the wall, we got hit with torrential rain, then went on a 10- year "drought" haha
The dam has been under 20% that whole time
And now we're finally back up to full :)
 
4:05 AM
@GreySage I have been on that hobby horse for a while and it seems not to have registered. +1 for keeping up on that crusade.
 
hey there @KorvinStarmast
 
@Shalvenay Hey shal
 
@KorvinStarmast how're things going?
 
Cleaning up a few things, browsing a few sites.
I'd like to say "havin' a Bud" but it's not ... true.
(Not sure if you remember that beer commercial, the punch line was "Wazzup?!"
 
@KorvinStarmast :P
 
4:12 AM
I just replied to that Matt Colville tweet, a thing I almost never do. (Reply to any tweet anywhere)
 
@KorvinStarmast over here....mostly keeping one eye out for DW vets among the chatizens here while avoiding the cold. (also hoping to catch up to nits in the near future, but he seems to be freaky-busy atm)
 
RL has that small downside. This question by matt c
I just received my copy of Angry GM's book in the mail. I am happy. Sent my brother's copy to him.
 
@KorvinStarmast I'm...not sure what my answer to that would even be, really, given the places I take my setting-building
 
Then your answer would be "the whole darned setting" and be truthful. :)
 
@KorvinStarmast XD
in other news, working on some random-gen stuff (which is the stuff I want to talk with nits about a bit more, since I've already intro'ed him to it)
 
4:17 AM
My brain is doing the equivalent of reactor shut down, I'm no good to you tonight. Been a long day ... might be of some use tomorrow.
And on that happy note, best wishes to all and happy gaming.
 
4:33 AM
Is it time to worry when a fifth level wizard is searching the city for s scroll of true seeing?
 
always worry
...but actually I don't see why that'd be that worrying
they can't copy the spell down until wizard 11, so it'd just be a one-time user thing
 
The only reason I can come up with to worry when a character has this odd hobby is chekhov's gun.
My bad. Fifth spell level not fifth character level.
So he's one or two levels from being able to do so.
@Shalvenay: One of my friends is gathering up the pieces for one of my stupidly overpowered devices and the DM doesn't suspect a thing yet. I think he's two or three character levels away right now.
 
5:23 AM
Ah. Yeah, it's not like truesight is particularly OP if you're spending a high-level slot to do it (and a costly component worth 25 gp that's consumed per each casting)
 
5:50 AM
Anybody here who can answer a CoD/WoD question?
 
@KieranMullen You could try posting it as a question on the site
 
It's a question about a comment someone made, so I thought it belonged in chat.
The quote was: "Caveat: examining WoD from a RAW perspective is comparable to putting tomato in fruit salad. You can do it, but why would you?"
I am just starting with CoD2e, and I was puzzled by the attitude that the RAW were not a good approach to a gaming system.
Is there some feature of CoD(2e especially) that makes RAW a bad idea?
 
I don't know practically anything about either, but that attitude is not uncommon about games in general
 
6:08 AM
The rules as crunch (i.e. do this roll in this circumstance) are horribly laid out, but that's different from saying that the RAW are not useable.
 
No game is completely coherent from a RAW perspective; RAW is a literalist lens that doesn't accommodate the fact that all rules are leaky abstractions and that the unpredictability of play means the leaks can't all be anticipated beforehand.
But also, specifically for World of Darkness, I don't know about more recent iterations but that system was notoriously incoherent from its inception; the designers were literally on drugs and just writing whatever seemed cool to them.
Long-time WoD players will be familiar with an approach to the system of never expecting the rules to fit together well. In order to play the game, each table of players had to fill in the gaps themselves. RAW is not a useful lens for that paradigm.
@KieranMullen I think it's useful to remember that the RAW lens was not developed as a play aid. It was developed as a talking-about-games aid. It defines the common ground shared by disparate groups of people who aren't playing together but want to talk about their games to each other.
 
Are the RAW any more coherent in the CoD2e?
(This is an opinion question so I thought it inappropriate for the SE itself).
I am trying to put together a Demon The Descent game and while I am struggling to absorb all the rules, I thought that knowing them was at least worthwhile....
 
6:24 AM
I don't know. I have very little direct personal experience with any White Wolf products; I'm just conveying the general impressions I've gotten from experts, and my own limited exposure to Mage and Vampire (not sure which versions).
Sure! knowing the rules can be very helpful.
But the question you're referring to isn't "what are the rules?"
 
Well I do appreciate your input. @BESW
It just seemed odd on an SE devoted to parsing the rules of RPG's that someone would question ever using RAW for a particular game.
But I may understand better when I get to run the game in the late spring.
 
Heh. RAW is not the be-all and end-all of RPG.SE. We try to value experience-based answers MORE than armchair interpretation.
 
@BESW Point well taken.
 
It's easier to make text-analysis questions and answers that fit the broader Stack Exchange structure, so they tend to be more common and more visible.
But the best answers are "I did this and it had this effect and here's why I think that's useful to your situation."
 
I did find it odd that the CoD2e rulebooks seem to have lots of fluffy fiction included to describe the setting but no examples of gameplay...
 
6:29 AM
Heh.
 
I may raise the question again when there are others in chat with direct experience. Thank you for taking the time to respond.
 
I think it's also useful, when studying rules texts, to remember that game designers --specially for big franchises-- aren't usually spending a lot of time picking the exact right words and phrasings to accommodate edge cases, or looking up all the previous existing material and checking how their new material interacts with it.
A lot of them are copy writers who get paid by the word to write material for a system they didn't create.
 
I can see that DtD runs more on "wouldn't this be a cool power!" than a systematic approach.
 
That sounds like a White Wolf style, yes.
 
I somethings think about writing something called "Chronicles of Darkness: The Missing Manual".
 
6:33 AM
The White Wolf texts I interacted with treated their material as story prompts more than tactical choices.
 
I come from a more mathematical background so I tend to think in terms of rules and consistency. CoD is interesting to me in that it tries to reward interesting narrative choices rather than tactical (killing and looting).
 
I'm big on narrative-first systems myself.
 
Well, off to sleep. Thanks for your advice!
 
White Wolf never really caught my attention in part because I feel like it relies TOO much on trusting the Storyteller to "make" the game work.
ttfn
@KieranMullen You might be interested in games where rules and narrative are more evenly married, compared to games which seem to sacrifice one for the other.
 
I like it how many games match their RAW with generous exposition of the designer intent, it allows one to interpret and tweak rules much better than simply facing the huge monolith of rules alone.
 
6:46 AM
That's definitely my favorite and I see it so comparatively rarely.
Like, Call of Cthulhu talks about intended play experience but doesn't clearly tie that to mechanical implementation.
 
7:10 AM
The tag is missing tag info. Anyone mind adding some?
 
> : The inevitable result of misusing this tag.
2
 
@BESW Hm, that's a bummer
Esp. since horror is a tricky genre to pull off
 
7:29 AM
@BESW Hahaha
 
 
2 hours later…
9:31 AM
@kviiri Yup, I still can't recommend Nightmares of Mine highly enough for anybody interested in... ANY kind of genre-specific story curation, but of course especially for horror.
(My copy is the re-published version in GURPS Horror Third Edition that I got used from Powell's, because the original is insanely expensive when you can find it at all.)
"You can't get blood from a stone," the mage said. "Can too," the barbarian thought. It just depended on how hard he hit someone with it.
 
9:58 AM
"Tucker Leighty-Phillips interviews Ursula Vernon" for Hayden's Ferry Review. Contains musings on storytelling and worldbuilding, including how landscape shapes story.
(I have a lot of trouble with stories that don't somehow show an understanding of how landscape and architecture interact with how people behave and the stories they tell.)
 
10:33 AM
It's quite easy to get wrong
 
The sense of environment's influence on story and motive and character is one of the things I really like about Manly Wade Wellman and Ben Aaronovitch.
 
Fortifications, too, require some attention to get right. I've played both games where fortifications were centuries ahead of the threats they were facing (Star forts versus catapults) and vice versa (everyone has straight walls to defend against cannon!)
@BESW By the short sample I've read of his works, he does have a knack for vivid description
 
It's not just getting descriptions accurate and vivid.
It's about that sense of, like, how Ursula Vernon's southwest stories are about shapeshifters and her southeast stories are about witches.
 
Ah, I think I see what you mean
Brb, feel free to post stuff for me to read later :)
 
If you've read any of Aaronovitch's "Peter Grant" novels, or Allingham's "Albert Campion" novels, you'll be struck by how they introduce a new setting by explaining how the environment --landscape, architecture, history-- informs who the people are and what they value.
Or AJ Hall's opening passage from Lust Over Pendle:
> Outside the rain beat in horizontal brush strokes across the shrubbery. The wind, getting in on the act, wuthered enthusiastically away in the chimneybreast. The square-built house of smoke-blackened stone on the edge of Roughlee-in-Pendle glared across the valley at the Hill, barely visible today beneath its shrouding of low cloud. It was a staring match that had been going on for a hundred and fifty years.
So far, it was still a no-score draw. The house had been built by a race that had prized above all else the ability to stand upright and glare back at whatever opposed you for however
The place and the people match in their bones.
 
11:21 AM
Yes!
 
I've got a Bubblegumshoe game that deals with some pretty significant issues of prejudice and bigotry, and I deliberately set it in a town that's humid, flat, and swampy, in a particularly hot summer, with older high-economy architecture and newer low-economy architecture mashed up together.
It's a place where poor people who grow up there don't stay if they have a way to leave, but rich older people come there to retire.
 
That's interesting
 
The environment is oppressive and impossible to ignore. It's buggy and moist. The landscape offers no high ground. The water table is so high that any hole you dig will flood immediately.
This offers interesting metaphors for elements of social inequality, but it also informs how people think and behave. Physical labor is even more burdensome and so even less desirable for anyone who can afford to hire someone else to perform it. People come because it's a warm escape; people leave because it's an obnoxious morass. There's no hiding behind a hill or in a basement, everything is out in the open for all to see.
 
12:07 PM
I usually concentrate more on larger scale societies, but there's lots of good ideas there
 
For an RPG, I find that microsocieties are more useful to focus on.
Unless your campaign lasts for at least a year, grand sprawling nationstate worldbuilding is usually going to be indistinguishable from a bunch of okapi butts, and putting so much energy into the big picture usually leaves the local details --which are what the players will be directly interacting with!-- sparse and generic.
 
12:23 PM
Yeah
 
It's worth mentioning, though, that my Bubblegumshoe campaign is set in the contemporary United States in a lightly fictionalized version of a real town.
So the broader worldbuilding work was already done by reality.
We literally opened a private Google Maps document and wrote our fictionalizing changes over the top of an actual satellite map of the real town.
And the landscape/environment influences on the local people is an exaggeration of observed traits during the four years I lived there.
 
@BESW That's a good lesson too, though :)
 
@kviiri it's a principle I've started applying to my specfic RPG worldbuilding too: never change something from reality unless the worldbuilding change creates a specific desired change in the gameplay experience.
The more world alterations I ask the players to keep in their heads, the harder it is for them to focus on whatever we're doing IN the world, so the stories get simpler as the worlds get more complex.
 
12:41 PM
If anyone's inclined to give this person a couple more upvotes, chat may be useful for them.
 
@BESW Cognitive burden is an under-considered resource
 
@kviiri Absolutely. It's one reason I go for simpler systems too.
The more the system is designed to remind us what we're there to do, the more we can focus on just doing it instead of turning the game into a negotiation with the rules.
 
1:10 PM
(That's why I can't GM for PbtA games; all the GM mechanics are reminding me to do what I'd do anyway so they just make it take longer and occupy brainspace without benefit.)
 
1:39 PM
@nitsua60 I'd be interested to know about the conversions you did to run DL in 5e, if you would feel like sharing them :)
 
2:25 PM
yesterday, by nitsua60
@JohnP Not hard to run in 5e. I've been running the DL campaign in 5e locally and do all my conversion on the fly. The overwhelming amount of magic itemry given away in that era's modules is the only thing that needs too much thought, IME.
Basically I just run it as written. When I hit a statblock I take the 1e AC subtracted from 20 to be the 5e AC.
I read HD as CR and eyeball hit bonuses from there. (Jotting it down in the module.)
And then I give out waaaay less treasure than indicated.
HPs are often rather low so those I either take a quick peek at the MM or just eyeball an adjustment based on (a) what level of challenge I believe it was written for the original party and (b) how much damage the 5e party's generally putting out.
 
2:44 PM
Here's a campaign handout I made up--feel free to cannibalize anything you'd like: homebrewery.naturalcrit.com/share/HJZyttvDg7
 
```FYI, the question was put on hold because you didn't cite which game you were playing. Add it to the tags, and we should be able to re-open it for more input```
What is this, another war on the agnostics?
6
Q: Gamemaster - Skills a player has, but not his characer VS Skills a character has, but not a player

MrTonyThis question results from a small debate I had last weekand with our gamemaster during a session on cthulhu. A player wanted to check if an npc is alive or not. The players character had but zero points in medicine. Players argued, that they would not check anything complicated, just check his ...

 
A question like that should specify the system being discussed (although the OP says they were playing "Cthulhu")
 
The way the question is phrased makes it clearly irrelevant what the system actually is.
 
How so?
 
It's essentially a GMing-style question.
 
2:49 PM
Different systems have different baselines on what the characters can and can't do.
It might be a GM style question for some games.
 
The question is about the discrepancy between what the character can do and what the player can though.
 
Yes, and different games handle that differently.
 
But it's not inherently a mechanics question.
So the choice of mechanics is not necessary.
 
but different games have different rules on how to resolve that
some of which would probably contradict any reasonable answer to that question
 
Some may override the general answer. That doesn't mean general answers cannot exist.
 
2:54 PM
Then we'd have an answer that wasn't really correct.
 
The End of the World RPG has you play as yourself, and so any action you can't describe/actually do is technically not in your skillset
 
I find it so ironic that I'm usually the one accused of being a slavish rollplayer, but end up defending roleplaying and otherwise non-mechanics-centric questions on a roleplaying stack.
 
There is maybe a restructured version of that question where it is aimed to be generic and would be answerable in that way but this one isnt there IMO
 
@vicky_molokh You say that as if mechanics and the roleplaying were somehow neatly and hygienically distinct, but they aren't.
 
The division doesn't need to be absolute to allow A-focused or B-focused questions. (No need to be a Sith, eh?)
 
3:00 PM
The division is flaky.
 
The division is irrelevant - this isnt about it being mechanics vs roleplaying, it's about it being one game vs another vs ALL others
 
And irrelevant when discussing whether a ssystem is necessary. Many systems mechanize roleplay to the point that there is no difference. The fact is, the person is clearly playing a particular game, knowing what that game is will only help to give context to how to answer their question.
I'm honestly unclear where this idea that keeping the game you are playing secret somehow helps the question at all comes from.
 
@Rubiksmoose Could make sense if an issue happens in a specific game, but the asker wants to know how to address similar issues for future games in other systems
 
Yeah, many issues don't work like that
 
It's not that keeping it secret per se helps. But some people seem to miss the forest behind the tree, focusing on the game mechanics when the solution lies in the meta/roleplaying/player-social plane, for example.
 
3:09 PM
Right, that's understandable; however, when the question asks about an interaction with game mechanics, then it's not truly system agnostic
 
The thing you might be missing here is narrative is actually linked to game mechanics
 
@Rubiksmoose (I think there's a verb missing there?)
 
RPGs do not have one universal agnostic narrative experience
 
@nitsua60 you are correct! "Unclear where"
@vicky_molokh even when system tags are added, answers are welcome to answer in a way that applies universally.
 
Dungeon World's mechanics exist to create a bombastic narrative of powerful, capable heroes. Fate's mechanics exist to create dramatic stories about proactive, competent characters. Golden Sky Stories exists to create stories about cute animals helping each other wholesomely. Katanas & Trenchcoats exists to create a 90s schlock action film parody setting where absolutely everyone is an edgy badass with a tragic backstory and ancient weapon.
 
3:12 PM
@Rubiksmoose Gotcha. (Though I suppose it ended up being a predicate adjective missing, not a verb. I was imagining gerunds, like "I'm honestly wondering...")
 
All of these are completely different stories, and not by coincidence—the game is deliberately aiming to make those kinds of stories naturally unfold as part of simply playing the game.
Paranoia, Gumshoe and Bubblegumshoe, D&D, also create narratives entirely unlike these.
GURPS doesn't consciously try to create any specific narrative... but it's still creating certain kinds of narratives, and not others, because of its mechanics. You can't do Katanas & Trenchcoats stories in GURPS, and if you did, they would feel completely different to those told by using K&T.
Our system gives us a narrative bedrock. It also gives us, as players and GMs, expectations about what the narrative is like, what can/should be possible or difficult, what kind of stories and content and scenes we should be looking forward to, what kinds of things are/aren't conflict and what is/isn't a valid resolution to those conflicts.
 
@nitsua60 to be fair, it is a really awkwardly phrased sentence. Thanks for the fix though!
 
It also tells us what the mechanics expect of us, where the system will help us or resist us or break down completely. Golden Sky Stories breaks down if you want to start a sword fight because it is simply not about that. Katanas & Trenchcoats breaks down if you simply want to open a bakery and help people by baking cakes because it is not about that.
 
@Rubiksmoose You mean because of the preposition it ends with?
=P
 
This tells us what tools we have to work with to create our narrative, and those tools shape the narrative we tell.
 
3:16 PM
@nitsua60 Thank you!
 
So "but I'm only asking about narrative!" doesn't mean system becomes completely irrelevant: it is manifestly extremely relevant.
5
 
@doppelgreener Speaking of K&T, the boy and I finished season 1 of Highlander: The Series last night. Soooo good bad good highlander-ey!
 
@vicky_molokh So there is no "war on the agnostics", there is just us requiring information to answer the question. When someone's asking about a narrative experience, we need to know: "what game's narrative experience?". We know the question's not asking about how the mechanics work. But there is no universal narrative that exists in a void.
@nitsua60 I haven't had the pleasure of seeing that yet.
 
@adonies NP. Hope it helps--I'm generally pingable if you want to chat more about it.
@doppelgreener I'd say anyone who already really likes the Highlander films should give it a try. In a vacuum, though, not that good. There's too much good TV out there for me to recommend it standing on its own, that is.
 
dudes, that "how to I deal with fatal encounter elements?" question was a rep gold mine
 
3:19 PM
("The Average Role-Playing Game Story" is of course unavailable for our examination because it is kept locked up in a hermetically sealed vault in Geneva, along with its participants The Average GM and The Average Playing Group.)
 
@doppelgreener minor correction: it is not @vicky_molokh's question here. But other than that agree absolutely.
 
190 yesterday and already 160 today
 
@Rubiksmoose whoops, fixed
 
@goodguy5 Well it was a great answer. Even my goodguy5 downvote bot couldn't resist upvoting it.
 
First, I apologise for going dramatic a second time in the span of one week. I know that's not a good impression.
 
3:22 PM
@doppelgreener [Swiss guards march by taking perfect Five Foot Steps in unison]
 
When you inadvertently draw attention to your old controversial answer by answering a new question..
[Downvotes incoming]
 
@Rubiksmoose eh, it was just long.
on rpg.se
longer = better
 
@vicky_molokh fwiw I didn't take you to be going dramatic :) Your good! We have discussions of varying levels of intensity here all the time. As long as everyone keeps a coolish head and a civil tongue and is reasonable we all stay friendly.
 
Second, I'm just getting an impression from time to time, a question gets under fire because it dares to ask about the 'roleplaying' side and not the 'game' side, or describes a problem occurring across multiple systems but gets closed with 'no, pick a system first' comments.
I find it extra bizarre that a question can be understood, answered, get a lot of support for being a good one, and then the question gets closed as 'not being phrased in a way that is answerable'. That seems contradictory to me.
 
It's weird.....
 
3:27 PM
@vicky_molokh I definitely understand where that sentiment is coming from, but I think there's a base assumption taking place by you (and a lot of people, honestly) that Roleplaying and Narrative and Storytelling exist as some kind of platonic ideal separate from the games we choose to play. And there's a degree of truth to that sentiment, but not enough that we think questions about them can be complete if they're system-agnostic.
 
@vicky_molokh This is not the impression that I get. And, as someone frequently on the side of demanding a system, I can tell you that is not my motivation.
 
like..... Shopping questions are off topic. We have to close them.

But if someone asked for an amazing mapping tool, and got a a great answer. A lot of people would upvote it, including myself.

(slightly contrived, but you get the idea)
 
This question may not be the best example, since the system-agnostic tag was assumed and added by another user
 
but we have to adhere to the guidelines we've set, or everything is chaos.
 
Remember that we know the Stack does better when people are asking about problems they actually have. So if you're having a system-agnostic problem about player-character skill mismatches (not that I can wrap my head around what that'd look like) you describe the problem and ask the question.
But the question in... question clearly doesn't stem from a system-agnostic place. They were playing *a* game and had a problem, (we can tell the game has a Medicine skill and 100-pt scales). Answers can only be improved if the question's transparent about what game.
 
3:28 PM
A spectrum doesn't need to be binary to be discussable separately. The spectrum from red to blue is gradual, yet we can talk about blue paints and red paints.
 
@goodguy5 I'd temper that one a bit--we should adhere to our guidelines, or re-examine those guidelines, or things start to unravel.
 
I may have been hasty with assuming system-agnostic (the tag), but the way the question was phrased, it seemed like any system mentions were purely for an example.
 
I WILL NOT BE TEMPERED. IT IS ORDER OR CHAOS!

If you're not with me, you're against me.
 
@vicky_molokh Even so, there's precedent here not to assume the system (or lack thereof)
 
@BESW You would know better than I on the kanji :)
 
3:30 PM
@vicky_molokh There is no meaningful difference between a mechanical and a roleplaying question as far as the needs of the Stack system are concerned. A system's mechanics are inherently tied to assumptions and a narrative the system drives and they do so through mechanics and other systems. Narrative gameplay emerges based off of the environment created by a game.
 
@MikeQ Good argument.
 
@goodguy5 Nice--0e returns =)
 
Otherwise, if the question is intended as system-agnostic, and contains justification for that tag (e.g. it's an issue that has occurred across multiple systems) then it can be well-received
 
@vicky_molokh Perhaps an overlooked consideration: it does seem like the question is asking about some kind of Cthulhu game; is there enough context that we can correctly deduce which one it is? Both Call of Cthulhu and Trail of Cthulhu are games I know of, are they mechanically distinct enough that we can't pin it down?
 
Just to clarify, is the player threatening out of game to kill all the PC's? Or the players themselves? There is a large and disturbing difference there. — JohnP 14 secs ago
 
3:33 PM
@vicky_molokh I can give you a very specific example for this particular question. There is a system called End of the World in which you play yourself in an apocalyspe situation. In this system your character is assumed to have all of your knowledge and skills. Does your answer apply to that system the same that it does to D&D or Pathfinder or GURPS?
 
The mistake here is in assuming "narrative" and "mechanics" exist separately, and therefore "roleplaying" or "narrative" exist separately from needing to specify a system.
 
I will say, at least for this question, "System Agnostic" would be inappropriate: I already know for a fact that games Powered By the Apocalypse would handle this question very differently than D&D would, and I think any of the Cthulhu games handle this question a third way.
 
"How do I conduct a fun stealth infiltration story for my group?" has a different answer depending on whether you're playing Honey Heist, Fiasco, Fate, D&D, etc -- because we need to tell you how to use the game to do that. "But I'm only asking about narrative" doesn't make that any less true.
 
@MikeQ It's funny, though... I look at most of those top-voted questions now and think "this would still allow for the great answers we see and might get system-specific answers if it mentioned the system being played." Because spot-checking a lot of those seem like they really did stem from a particular game (or collection of games) being played.
 
In D&D, for example, you'd simply make a medicine check, and the modifiers applied to the roll would affect the narrative. You wouldn't block someone from trying to check for a pulse just because they have a -2 modifier; you'd let them make the roll, and if they rolled badly, you'd describe the consequences.
 
3:35 PM
I wonder how much in the early years of the site was used as a bit of a fig leaf for questions.
 
@nitsua60 But system-agnostic can refer to a class of games, no?
 
There'd be little question about whether they're allowed to "check for a pulse" or not. There would only be the question of whether they deduce the correct information from doing so.
 
@Xirema Hmm... not at my D&D table.
 
@Xirema that is table dependent
 
@nitsua60 Fair enough.
 
3:36 PM
"How can I handle an intimidating character?" has a different answer whether you're in D&D (where it causes a lot of trouble which should be avoided) or in Fate (where it causes a lot of trouble which is delicious) or in Golden Sky Stories (where you are playing the game wrong) or in K&T (where we rub our hands and tell you to strap yourself in for how to live out this badass role)
 
@Xirema Step 1 in my adjudication-resolution flowchart is determining whether the proposed action is (a) trivial requiring no roll or (b) impossible allowing no roll.
 
Some tables will ask why the character does so (if the character is not learned in medicine; especially in a medieval-stylr setting where that knowledge is not commonplace)
 
@nitsua60 Well, okay, yeah, I was ignoring that scenario.
 
All of those are roleplaying/narrative answers to a roleplaying/narrative question. Note all of them depend on the system, because the system matters in handling the roleplaying and the narrative because of the narrative constraints the system creates.
Consider: if all systems produced identical stories such that system never mattered for the story, why the heck does anyone bother to create systems for specialised kinds of narratives?
3
If every system could tell the same story the same way, why would I ever need Gumshoe? Surely Werewolf: the Foresaken could handle a hard-boiled detective story exactly the same way. Why would I play Honey Heist? Surely Cthulhu Dark is equally good for telling the same story about a bunch of dumb bears breaking into HoneyCon to steal honey. (It's even about as lightweight!)
 
If someone with a -2 Medicine score asked to perform a tracheotomy on a character, I'd probably inform them that no possible roll would be good enough to succeed.
 
3:38 PM
@doppelgreener time to play Great Ork Golden Sky Stories
 
@MikeQ Brilliant
 
I prefer Trail of Great Ork Golden Sky Stories & Trenchcoats.
 
Why would I bother picking up Lasers & Feelings or Shadowrun for a sci-fi game? Surely Great Ork Gods is equally good for telling sci-fi stories about high-flying insterstellar adventurers and low-down hackers.
 
"I am Oog McGnash, of the clan McGnash, and I am here chasing down those pesky Pilgrims of the Flying Temple."
 
OP has added a system, but also the system agnostic tag.
 
3:41 PM
Even Father Mulcahey had a +5 Medicine score solely from his wisdom modifier. ;)
 
@Rubiksmoose CHAOS!
 
@Rubiksmoose I mean, get rid of the agnostic tag, and I think the question can be reopened.
 
XD
@Xirema yup! done.
 
Aww, I just learned William Christopher died in 2016. =(
 
@Xirema Incredibly sad. I actually mailed him a long time ago and got his autograph. I really need to find where I put it. Got a couple of the other MASH folks as well.
 
3:47 PM
I probably won't be able to participate in the discussion at full speed, but I suppose a major difference in views on the division depends on whether one sees rules as supposed to be subservient to logic ('If someone with a -2 Medicine score asked to perform a tracheotomy on a character, I'd probably inform them that no possible roll would be good enough to succeed.'), or to overrule logic ('drowning someone brings HP to zero; use it for resurrection!').
The question about intimidation was asked with the expectation that logic should trump the letter of the rules.
 
Well, if you're playing Gumshoe for a start, that tells us you're not in a story where there's resurrection available. When people die, they're just gone, therefore we expect people -- especially the main characters -- not to die, and for dying to be an enormous thing and not a mere inconvenience.
 
That's a setting thing though.
 
And?
Games usually come with a setting.
 
I've seen people use the Storyteller system to run a campaign in the StarCraft setting, for example.
 
@vicky_molokh I suggest that the need isn't to know which rules are in effect, but what set of genre conventions.
 
3:50 PM
And they imply things about what will/won't be in that setting.
 
@vicky_molokh I definitely have opinions about how I'd rule on those kinds of questions, but I also know that different games have different rules about how much logic should trump rules.
 
@MarkWells Right. Games establish narrative conventions, genre conventions, etc.
 
Most roleplaying games seem to have a golden rule (often under a different name) saying to change what doesn't make sense though.
 
Settings also don't get run independently of games. There was a D20 Stargate game. It sucked at telling Stargate stories, because it focused on systemic murder as a resolution to all problems, which is not how Stargate works. Fate rules at telling Stargate stories because it lets us solve problems by smack-talking the evil magic pharaoh and by kicking his gadget.
 
3:52 PM
@vicky_molokh That's fair. It's hard to generalize about what kinds of questions/discussions can or cannot be truly system agnostic.
 
If we're going to tell you how to navigate a Stargate situation concretely, it matters whether you're using the d20 Stargate system or the Fate system, because what can possibly happen and what is/isn't effective as choices is completely different between them. Smack-talking the Space Pharaoh does not work in d20 Stargate.
 
My favorite example: You're riding in a taxi, the driver suddenly takes you down a dead-end alley, and a black van pulls out and boxes you in. Some armed goons get out of the van. What happens next?
Well, if this is a John Woo movie, you fight the goons and escape. If it's The Godfather, you're pretty much just dead.
 
@MarkWells Shout "Get down, Mr. President!" and tackle the driver.
 
And if it's a Tom Clancy novel, yeah.
 
@MarkWells if its a superhero, it depends on if you are the heros or the citizens.
 
3:57 PM
@MarkWells If it's Top Gear, you expect to be shown something really cool.
(and to not get shot)
 
And if it's a Saturday morning cartoon, the armed goons fire for about 3 minutes. You get out, chug a nearby bottle, and water sprays from the various holes in your body.
 
@doppelgreener Ford Fiesta, the vehicle of choice for being chased through a shopping mall.
 
If it's a political thriller you probably expect to be taken hostage.
 
If it's anime, you monologue about how you're actually in control of the situation, because you prepared for this exact scenario
 
If it's a spy flick you expect to be taken to the evil overlord's HQ and be given food, water, a comfortable bed, a length villain monologue, and ample time and resources with which to escape and stop their plan.
 
3:59 PM
Seems to be a conflation of genre, system, and relative power levels.
And an assumption that the system is being used in a way that does or doesn't clash with the genre, instead of being adjusted by optional and houserules to fit.
 
@vicky_molokh Game lays down genre and narrative conventions which in turn tell us what relative power levels to expect. They're connected.
 
@MikeQ Or if it's an anime, all of the armed goons turn out to be highschool girls and they fall in love with you.
 
If it's Bollywood, you step out of the car and begin a musical dance number with the armed goons, singing about how bad the situation is for you
 
@Yuuki anime is such a broad genre that you can get a lot of different situations
 
@vicky_molokh Yes, we are in general assuming the game is being used the way it's made until told otherwise.
 
4:01 PM
If it's a parody noir film, you might light a match and let it burn out in your fingers just so you can feel something.
 
But GMs can flip the game's switches and toggles to get the result that is appropriate. You can have GURPS Horror, you can have FATE Horror, you can have GURPS Espionage, you can have FATE Espionage etc.
 
@Yuuki Or your hair spontaneously bleaches and you murder them all.
 
@doppelgreener (which also solves the issue with when a setting mention/tag is required. I.e. only if it's different than what the rulebooks expect)
 
Relative power levels are also genre convention. Again, The Godfather. You're not getting ambushed and shot 50 times because you have fewer hit points than the goons. You're getting killed because someone got the upper hand over you politically.
 
@Yuuki Or you form Voltron and instantly resolve the situation
 
4:03 PM
@MikeQ Did you meant Golion?
 
'Relative power levels are also genre convention. '
To some degree yes. You still have high-powered horror vs. low-powered horror.
 
Nope. All horror is low powered.
 
Also, why no one yet considered the option "You safely walk away after beating the goons in a card game?"
 
That's what makes it horror.
 
Dead Space is an action-thriller, not horror. fite me irl
 
4:06 PM
come to Philadelphia
I'll fite u, just not about deadspace
 
@vicky_molokh And this doesn't make us stop being interested in what constraints you're working with there.
 
@goodguy5 ew no
 
NOW I have something to fight you about
 
WoD is horror but is high-powered compared to the traditional power level of horror.
 
what's wrong with Philadelphia?!
 
4:07 PM
Project Sandman / Madness Dossier is high-powered horror.
 
@goodguy5 I have no strong feelings one way or another about Philadelphia, tbh.
 
oh okay, fight's off then
 
@MarkWells I beg to differ: see Begotten (WARNING: The film is immenseley graphic and even reading the plot synopsis may be troubling to some). The characters are literally gods and forces of nature.
 
So, about mouseguard
 
@DavidCoffron That doesn't come across as horror so much as it is just a gore showcase.
 
4:11 PM
@DavidCoffron Experimental film gonna experiment.
I don't even see a plot going on there.
 
@MarkWells Classic horror, yes, because it typically dealt with mundane/natural vs supernatural. Although AFAIK horror can be generalized such that the threat/problem is more powerful than the protagonist(s).
 
Texas Chainsaw Massacre, for example, isn't supernatural but it is about a power difference, specifically, he has a chainsaw and you don't.
@goodguy5 Yes, tell us about mouseguard
 
I've always wanted to play.
 
4:46 PM
@vicky_molokh That's true, I think. Often I'll have logic overrule the dice (no attempt at tracheotomy would work) and other times dice'll overrule my pre-logic (oh, you succeeded at a tracheotomy. They must be easier than I thought for some reason, and let's think about the consequences of that.) I can't claim to be rationally systematic about when I apply either approach.
Except maybe as arises from some sense I have from reading the table as to whether the tracheotomy minigame is something that'll be a fun three minutes or not.
 
Certainly some people lean one way, some another, some lean randomly each roll etc. Different players and GMs, different styles.
 
@vicky_molokh I'm certainly a different GM session to session and hour to hour, never mind group to group and system to system =)
Probably player to player, too. Scratch that--definitely. I cannot claim some virtue of never being annoyed or delighted by one player over another.
 
@goodguy5 You should, it's awesome!
 
@Anaphory the only thing stopping me is having someone to run it.
same for ... uh... torchbearer?
I always get the name confused.
 
@goodguy5 Not this time though!
 
4:54 PM
@goodguy5 I'd join if someone here ran a one-shot test of the game
 
@MikeQ If only time was not such a tight resource, I might even volunteer!
I find Mouse Guard more awesome than Torchbearer, probably because I have enough other games scratching my fantasy-itches.
Also, I think Mouse Guard is able to shine in a one-shot. Torchbearer can show some things in a one-of, but the interplay between adventure, camp, and town needs more than one session, I found out.
 
@goodguy5 I'll be there on Feb 17 bell-ringing. Coffee?
 
@nitsua60 my baby is due on feb 18th, so follow up with me closer to the event ^_^
 
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