General Tabletop RPG Thread

Has this ever happened in practice? How often does it happen. Does it happen often enough that it outweighs the time the x-card helps? The FAQ on the x-card document is from actual experience in play of using the tool for many years.

It’s not some be-all end-all solution. It’s just a band-aid, among many, with pros and cons. There are plenty of holes to poke in it, and all other such tools. They are all flawed in some way. But just because a thing has flaws does not mean it should be thrown out. Doing nothing at all is clearly much much worse than using the x-card or whatev. Just because you have correctly identified a flaw in it, of which many are already known and admitted, is not enough reason to go back to using nothing.

2 Likes

Does this ever happen in practice? Idk, the writer of the article seems to imply it’s definitionally impossible. I don’t remember if I’ve mentioned it, but I’m not entirely opposed. I haven’t had the opportunity to use the rule. It’s just a bit absolutest for my taste, and discussions about it are fractal. Why am I wrong and bad? Because I am, you’re wrong and bad for questioning it, and that also makes you wrong and bad. And I realize that makes me sound like someone who just wants to say racial slurs in my ttrpg games, and that itself is part of the fractal nature.

Edit: this is like a grave I should at some point stop digging but find myself psychologically incapable of doing so.

1 Like

I refuse to game with any group that would have me as a member.

3 Likes

You’re not digging a grave (imo), you’ve brought up exactly some issues I have with the tool.

“This tool has some possible issues, I worry that they will impact its viability for players not 100% invested in the scene I.E. the general consumer”

“It accounts for it’s own issues in the FAQ, you just need to read the man pages. Anyone who isn’t, is acting in bad faith or should be booted from the group”

This is solved by baking these guidelines and advice into the games themselves. But earlier up the thread you said you didn’t want to include them in the rules because that could lead to exploitation.

My question to you: What do you see as an acceptable social contract enforcement tool and/or guidance?

If it can’t appear in the books because it can be exploited and can’t be included as third-party things because unaware gamers won’t ever see them, what do you see as the best direction to move in a way that drives TTRPG towards a more open and affirming community that has removed all/most of the toxic and abusive elements?

3 Likes

To clarify, mentioning they exist and asking they be used is valuable, I’ve done that in the game I just published.

I think making them a part of the rules is problematic because it turns a social contract into a gamic one.

I never said that, only that the existing tools do not fully solve the problem. The point I want to make is that unaware gamers won’t deeply engage with them thus they need to be designed to be as communicable and intuitive as possible.

I don’t have all the answers, but “you didn’t grok the two page description” is not one of them

I know a number of neurodivergent people for whom turning normal social conventions into gamic conventions is a life-saver, because it gives extremely clear rules for socialization that they can understand and abide.

There are flaws with gamifying social conventions, but in my experience, someone who would abuse those loopholes is already abusing the rules of the social contract anyway. The gamic contract makes it more obvious; I have yet to find a case where someone being an asshole on purpose in a TTRPG is not also being an asshole on purpose in real life.

Yeah, maybe I’ll bounce a legitimate good egg once in a while. I’ll live, they’ll live. I’ll get rid of way more abusers, and that is the better thing. Do not let the perfect be the enemy of the good.

4 Likes

Whew, a lot of conversation has happened since I logged out, haha. Just wanted to reply to your statement, since there was obviously a lot of time spent in making it. Hopefully I can clear up some of what I was thinking, sense I have a tendency to ramble on and go off on tangents haha.

That first bit about a game with safety rules baked in was more a general question, since I was unfamiliar with a game that had incorporated it. I can see the weakness in having the design work like that, but there are some people that that would work for. That was more a statement of curiosity than a demand for a product.

And again, I’m not stanning dnd, but like RadMad pointed out in a previous interaction, what I’m more against is trojan-horsing “I don’t like x game” (whatever x is) as the end argument of what makes a game “bad”. To respond to your points, though:

1a. The comparison of “crpg but without the AI” is true of a lot of games. That isn’t unique to dnd specifically, although it happens more frequently, given the audience and size of the audience. How many times have you opened a book (usually from the 70s/80s) and it is explained as a game of “make believe but with rules”? It’s the same thing: making someone unfamiliar with a concept familiar with it. People will always try mods, regardless of designer intent, because if you are attracted to the game space, you’re probably a creative person. So you start out using a mannequin on which to hang your experiment.

1b. That sounds like a bad (or at the very least a new) player. Unless you are playing a wargame, I think a tabletop RPG is a collaborative experience that the rules facilitate. Some do this better than others. Guiding a story is not the same as railroading, as I understand it. New GMs do that because, surprise, there’s probably a thing they have prepared and they didn’t account for x or y scenario that the PCs come up with as a solution. It happens. It isn’t good, but it happens, and that is outside of the scope of the rules for a lot of games.

1c. I’m unsure what problematic scenario you’re specifically referring to here. It’s been a minute since I’ve played it, but I feel like skill challenges in 4e were intended to work that way. Now, a lot of the time that they were used, the end result was metagaming hell, where players asked “alright who has the highest x skill” and honestly that’s just bad play. But it isn’t a complete answer to the problem of lack of facilitation to collaboration, either. It’s one of the things that I wish moved onto 5e, maybe combined somehow with advantage/disadvantage, but a lot of the course correction probably meant it was too tied to that one edition and so on. Given the atmosphere that they were trying to move forward on, I can see why they would make a decision to remove something tied to that one, even if I don’t agree with it.

2a. Encounters per day doesn’t JUST mean combat, but honestly, what other resources other than HP or spell slots/powers does the game give? Again, it’s the game’s fault for outlining that and only having those things. You could say money, but that tends to be so inconsequential in the way a lot of people run the game, that honestly they could replace it with blocks of cheddar and it would work about the same haha.

2b. This sounds like a personal interest problem. Torchbearer works similarly; I think I remember a podcast where Crane even said that they took the boring part from dnd that nobody used meaningfully (meaning encumbrance) and made an entire game around it. It’s inventory math and the grind. There’s nothing wrong with just not liking dnd and not playing it (or any game for that matter). There is something wrong with actively telling people who are having a good time with it and tell them that the game they like sucks because you feel that it does. And obviously, though I wouldn’t think I’d have to bring it up, that “having fun” doesn’t include people being abusive or malicious.

Now, if it is a group that you are playing in, rather than faking a good time, it might be the opportunity to say something like “hey, I’m not digging this for x, y, or z reasons. When everything wraps up (or whenever) could we try x, y, or z game?” and teaching whatever that game is to the group. Conversation would solve a lot of problems, regarding player buy-in, or at least has in my experience. Chances are high that if you are feeling bored by certain aspects of the game, you are not the only one, depending on the size of the group. And honestly (and selfishly), speaking as a very tired GM, it’s great to get a chance to play haha.

2c. Yep, they do say that those are the three pillars. No, they are not well-balanced, or at least tend not to be in the wild. I’d argue that, from what I’ve seen/flipped through, the modules they put out do include those things in them. Whether people running those games include them or not is another discussion, but when players willingly remove things from a module, I’m not sure how responsible the publisher or designer is for that. I guess they could have them matter more, but again, people not interested won’t do them. I’d argue that powergaming is a player issue, but I can see how having the exploit in there in the first place is not great design, as well.

  1. I mean, given its history as coming from a wargame, it makes sense. It’s arguably gotten less simulationist as it has developed over 5 editions, but they could have definitely done some different things with it. Rob Schwalb, who was on design for part of 5e, specifically the DND Next iteration, has talked some about the development side of the game at a panel once. This was several years ago, but my memory of it is that they were moving away from the strict class/multiclass/prestige class advancement and embracing more of the 4e “paths” system (leading to the subclasses that we have now in 5e). What he described was akin to what Shadow of The Demon Lord turned out to be, where you take on traits that make sense in the course of the story, as your character develops. Instead of Fighter>Battlemaster, you could end up with Warrior>Warlock>Apocalyptist. And, I don’t know if you’ve played it, but that isn’t multiclassing, that is just the advancement of your character. But unfortunately, the design team did not ultimately choose that path, obviously haha.

For your betters list:

  1. Sure, I’ve said before that BW is my favorite game. No arguments there. BITs are designed purposely to push interaction and in-character drama. The math can be swingy, combat almost too lethal, etc. depending on the situation. Which you could argue is the point; getting stabbed with a longsword probably takes the piss out of someone very quickly haha.

2a. In terms of design, if you’re using dice, they still follow a curve, so anything like that is going to be swingy here and there. You can mitigate it to some extent, like with Artha, but that swing will still be there. I’d argue the attrition in this case is designed to make your spending of it part of the point, in which case scarcity and attrition IS the point of that mechanic. Otherwise it wouldn’t mean anything to spend those Artha.

2b. See above. I’d also include that “taking 20” is a similar idea in That Other Game. Maybe I’m a bad GM, but if I’m running a dnd game, and it’s something that a dnd character could do reasonably (like a character who has proficiency in thieves tools picking a lock) and there is no consequence (the room isn’t relevant to the story or no security/no one is around), yeah, I let ‘em open that lock without a roll. There’s no point in wasting table time rolling a dice to have a missed throw dampen someone’s interest. They’re interested in a section of the world that I didn’t specifically plan for, they got curious, yeah, they’re now in a room that wasn’t available to them before, and they got to use the tools of their profession, which they would reasonably be able to use in the circumstance. Based on the situation, it’s the equivalent of them asking “can I take 20?” and me saying “yes, you can” except I’ve automated it so we don’t do the break in immersion.

  1. I mean, I guess so. I’ve only played Fiasco 1e, at a con, when it came out and then a handful of times since then. I can say that your group dynamics still matter way more than some people would like, based on how this thread discussion has gone haha. Since there’s no GM in the game, there’s no GM fiat, but there’s opportunity for player fiat in distribution of dice. It’s swingy, but it’s also an emulation of a Coen Brothers movie, and bills itself as such. The question I would have there is “is that good design or good marketing?” Now, I don’t know if Fiasco 2e is much different, since it’s card based (or looks like it), but 1e is not my favorite game. It’s fun, I can see it being people’s favorite game, I’ve had more good times than not with it. I’d also say don’t play it at a con based on my experience with it haha.

Regarding safety tools, like other people have pointed out, yes, they aren’t perfect, but it’s a tool available to make sure everyone is having a good time, not one to be abused. And in apreche’s example, makes some situations more interesting and unique! I don’t want to belabor the point, but I wasn’t advocating against using an x-card by any stretch of the imagination, so I hope that was clear. I was saying that, in my experience, lines and veils are a more proactive way of running a group, so that’s the one I tend to default to. Throwing an X, T-ing a time out, using a stoplight, whatever you want to call it, should always be an option, especially if someone is being harmed. I’ve never seen a situation where someone was gaming a safety tool, but it seems like a discussion should be had with that player. Otherwise, like it was pointed out previously in the rules of the x-card, maybe a private conversation, taking the onus and framing it as “how can I run this situation better?” rather than “what’s your problem?” And like what apreche said, you don’t need specifics, because it’s none of your business. One of your players needs some help, so help in the least intrusive capacity that you are able to.

And I get it, that’s rough to have to do. I’m very conflict-averse in my own interpersonal life; a lot of the time, I inconvenience myself rather than disappoint someone else. That’s a very difficult conversation to have, but if you have someone throwing an X that consistently (or perhaps unclearly), then it’s definitely one that needs to happen. If they are using it to harm people, or I guess make a point about people using it “for no reason”, then like SkeleRym said, yeah, kicking them out would be my reaction. You see a lot of the edgy OSR and horror guys talking a lot about how safety tools are beside the point for their thing and horror is supposed to push buttons and whatever. Those people are assholes. Don’t be like those people. Doing that sounds like the action that one of those people would do.

As a general aside, I might be overly semantic with what people are saying or misunderstanding intent of some statements, but it seems like there’s an argument to be made that there is one game out there that is the best game, and I don’t know if there is one. I don’t intend to take the wind out of the sails of this conversation, because it has been a good discussion and I’m not intending to derail. But I don’t think that there is a way to create a bullet list of criteria that a game has to tick every single one of the boxes for. I don’t think you could even do that within genres of game. The way I am envisioning this is not necessarily a bullet list but maybe a set of overlapping Venn diagrams? Like, yes, this game has deep social interaction, which is kind of like this other game that has “survival horror” aspects, but this other one has both of things and is ALSO a sci-fi game, but without the spooky scary monsters like the first two games. I think that because roleplaying games ask for more of a personal interaction, they’re going to be more flawed and have loopholes that people exploit, etc. In some ways, some of what people have described sound more to me like a board/card game or maybe a video game than a roleplaying game, but again, that may be me misunderstanding the statements being made. I haven’t played every single game, but a lot of them definitely fall short. It’s just that some of them just fall less short than others.

I’m saying that it’s all simulationist. A lot of rpgs really push on creating systems that are underpinned by what players want, or are very explicit about the table dynamics they’re trying to create, and end up being a lot more collaborative systems. With D&D when it comes down to it, what the gm says goes, and that’s the only rule to foster social interaction.

Unless money reduces the players ability to perform combat later in the “combat day” it doesn’t.

Torchbearer I hear does have some of the same design, but as I understand it does the attritiony parts of d&d a lot better. When you see people playing online(the fixes here), most people seem to be running a small amount of pumped up encounters in a adventure day. I don’t know of anyone who says “I love carrying over a unrested character between sessions”, and I know quite a few people don’t actually run random encounters. As I understand torchbearer fixes some of that by both narrative framing(it doesn’t try and be a “pathfinder module” like expirience, which means it doesn’t have to worry about the fantastic in scope being muddled with random encounters), and it’s focus on making the encumbrance/etc the main focus makes it a lot more elevated and streamlined. I’m not saying absolutly nobody likes Pathfinder/3.5/etc as gary gygax intended(actually probubly not him, but you know), but I suspect most people into d&d arn’t really in it for that.

Modules differ on what kind of guidance they give for the three pillars. Honestly, there’s a part of me that really loves running pre-writes in some ways. The systems they’re attached to give me big :frowning:.

eehhh. I think it’s a real big sign of how d&d is a messy soupy sludge of a design. It kind of really doesn’t have a vision, or also kind of always has 10 conflicting visions of what it is. This comes out hardcore in the “easy exploits” to exploration. Like, some of the “just turn off exploration rules as a level 1 spell” seems to be more on the level of a thing that should be a “optional rule” or something of the like.

There’s a big thought there that I should maybe expound. In so far as vision, I think a lot of table troubles come when one person is invested in something at the table and nobody else is. When you say “this is a pillar/part of the game”, and you want different players to interact with it in different ways. You shouldn’t just be giving out “fiat i win buttons”(at least, not without labeling it as a optional rule or something like that), or having players that are “just better” at it. (no, balancing it by making the player worse at everything else isn’t good design, again, you’re setting yourself up for one player hamming it up while nobody else cares, and then twiddling their thumbs/disengaging the rest of the time).

Another way you could look at it though is they have a design vision and then undermine it. Either way, it’s super messy. In so far as “the player is a problem player because they’re powergaming” often this really isn’t the case. They just(maybe unknowingly) picked up one of the really powerful spells that says “congrats, you picked the good spell”, or just how spells are often just override any rule about arbitration and chance and give pure fiat.

How many times have you seen people say “I play d&d all the time and I’m having fun. We often spend sessions and sessions at a time without rolling dice, but I love it”. If you’re all having fun, you’re all having fun, but you might as well yeet your d&d book in the trash for all the good it’s doing you. I’ve been involved in games like that and regret the fact that I wasted my time writing a character sheet.

At the same time, why is this such a toxicity problem for someone to say they think d&d is bad or point out the flaws in d&d?

Yes bw still has attrition. But carrying resources from session to session seems like it’s more natural(especially given there’s no spell slot planning and the like). The big thing is that in burning wheel you’re pressured to think about the story and your arthea. In D&D, at the end of the day, if you want to think about and use the mechanics that come with the book, there’s a lot of pushing towards results that are “losing spell slots”, “losing health” or “more encounters”. It’s a lot harder to work with

Sorry, this is on my phone, so limited access to check responses rn!

  1. Collaboration: Yeah, you can say that dnd is gm fiat, but that’s not a great table if there is zero collaboration happening, as I understand your framing of it. That is true of any game because MOST of them put some level of emphasis on “GM as final arbiter” if it has a GM. I can’t think of a game (with a GM) that says the equivalent of “well, you’ve hit a stand off. Flip a coin I guess!” If that arbitration is abused, that’s a combination of weak design, bad players, or both.

  2. Money as resource: My comment about money as a resource in 5e was, I thought, clearly more of a joke than a serious rebuttal, sorry if that was unclear. It was not intended as a serious example.

  3. Torchbearer: Personally, I can’t wait to get my set whenever they ship, because I’m liking the rough drafts I’ve seen. If you don’t like it, again, it’s fine to not like a game. Like other people have said, there are other games. Whether it’s “good” or not is opinion and not fact.

  4. Modules: it’s interesting that we seem to be coming away from this with two different impressions. My takeaways from flipping through them is that they are like little sets of linked sandboxes (if that makes sense) where each chapter is a new arc in a larger story. Again, these are either written to incorporate the pillars or not. My impression of them is that they are, it’s just that whether someone running them uses everything included or not. Which again, is part bad design, part bad player. It would be true of any module being run by a player that just doesn’t use things intended to be used.

  5. Powergaming: this seems like a mischaracterization of what I wrote. I can fully see how having an exploit is a weakness in the game design. Powergamers are gonna be assholes no matter what game you’re playing, though. Sometimes, people just want to “win” at tabletop, and damn the fallout at the table. Which is regrettable, but also /kind of/ is fault in design and /kind of/ is player-based.

  6. The rest of it: again, seems like either a mischaracterization or misunderstanding of my response. As stated in (I think) three different times in different responses, play what you want. Like what you like, don’t like what you don’t like. If someone says “I’m not liking this game”, offer a solution, by all means. If they’re trying to do something in a game that it just isn’t set up for, yeah, they’re probably playing the wrong game for the purposes that they have.

My issue (based on my understanding of the conversation, which has since been corrected) was/is with people entering a space, declaring themselves God-King of Game Design and Good Taste to inform people, who didn’t ask for it, that what they’re playing is inferior/bad/not actually fun/etc and inform them of the “right choice.” Which, again, they neither signaled nor asked for. That’s the toxicity issue I was referring to. Not liking a game is fine; purposely being an ass to people who do is the bad thing, not disliking something. Hell, I dislike MOST things, if I’m being honest haha.

It’s all personal preference. All of these games have weaknesses that people can exploit, just as all of them have strengths, /depending on the players’ preferences/. None of them are perfect. They might be better for x interaction or rewarding y behaviors, sure, but I don’t think there is a literal True and Best Game ™. That’s all I was trying to get across. And I mean, dnd is fine. There’s better games. There’s worse games. It’s not the greatest game ever made, but it’s also not the worst.

Hopefully this clears up some of the misunderstanding/miscommunication!

Like I said, it depends. I’ve run Tomb of Anihilation, a tiny bit of horde of the dragon queen, Princes of the apocolypse, and Tales of the Yawning Portal(Dead in Thay). Tomb of anihilation is very sandboxy for the first third, (idk how to describe 2n’d third, but it uses less of the outright “exploration” mechanics), and dungeony for the third. Dead in thay is just a giant dungeon. Princes of the apocolypse has less exploration then tomb of anihilation. I’ve also played a little of pathfinder kingmaker at a table, and looked briefly a little bit at the vampire one.

I know i’m going to sound contridictory, but most of the adventure path’s i’ve seen are a set of plot points with a degree of flexibility and freedom of approach. However, there will be some pretty strong assumptions about what is and isn’t a consideration. This can be…something difficult to work with(I presume being open about it helps, and making sure players are level-set for that). It’s in a lot of ways more simular to a d&d video game then I’ve seen most people talk about gming, but it’s honestly what I love about it in some ways(being a module means you can have some gmy fun, you get to leverage someone who is probubly a better writer to make things a better expirience for players. Being the executor of a gameplan makes some of the lack of either social dynamic rules and expecations, and the lack of collaberative elements because the buy in comes from everyone saying “I want to play this module”.

1 Like

It makes sense that those would all have different “feels” based on storyline/time released. I think Thay was like a 4e game? I need to look at Yawning Portal. I love remixes of things so it seems like something up my alley.

I can’t say I’ve run any of the ones in 5e, but I CAN say that when I was learning how to GM way back, I would sneak adventures from Dungeon Magazine into my 2e games haha. Players were always like “that was awesome!” Since, Yknow, of course it was; I was like 10 and running a Chris Perkins (or similar) adventure for them lol. My wife and I were players in a curse of strahd game before the pandemic killed that (GM has a kid so in person was really the best way to play at their place.) I’m hoping we can get back to it once everything blows over, maybe in the next five years or so lol.

I’ve heard of Kingmaker (I have the PS4 game, just gotta get to it haha) and would like to run it, but no one in my circles really play pathfinder, largely because of the local community and how not great they are for some of them. My understanding is that it’s kind of like the Great Pendragon? Seems interesting. That’s another game that I’d love to play sometime. If only I could do nothing but play games all day!!

There’s a lot to love about Kingmaker(at least the little bit I ran). There’s a lot of evocative writing. Like any module, I’d imagine you’d find yourself softening some awkward writing and setups, but it’s easy to add your own touch in some ways there. It’s pathfinder, so it’s still pretty heavyweight system. It’s really really long(especially if you fall into not progressing semi-quickly the very lightly supported kingdom building stuff), and it get’s into the very high levels of pathfinder(most pf modules go a lot higher then 5e modules where it’s generally agreed that a lot of things fall apart. There’s a lot of nuance that’s missed here in various ways and this can be talked about for ages because it’s pretty multifaceted).

My implication is to say no? The event’s of kingmaker are still pretty, storyarced with specific sets of “main quests” and certain sets of “optional tasks” more or less. That said, I havn’t spent that much pouring through the great campaign in pendragon. However as I understand it, while events happen in pendragon occassionally that you can pick up, pendragon seems to be a lot more framed in ways that make it easy to ignore a lot of the stuff? It’s not really “the story of king arthur” but “the story of knights who have personal struggles that you discover and also some arthur stuff might maybe happen sometimes”.

1 Like

4e had all of this very explicitly, too explicitly for a lot of people who didn’t want board/cardgame design philosophies in their RPG.

3 Likes

That explains why 5e softened the language, but I mean, I read it and it’s right fucking there. So I feel like they’re pandering to their grognard audience while still trying to fight the good fight of bringing definition back to this amorphous game.

They’re gonna need to, because there are more competent generic systems out there (I just found out that Cortex Prime finally got released, so that’s exciting) and there are also more competent defined RPG’s. They need to pick one and just do it.

2 Likes

Yeah, what you’re saying about the high level stuff is pretty true in my experience. If they want to stay with classes and levels, I wish they would do like a level squeeze or something? Like, if you only put out things that go to 10th level, just make 10 as high as it goes and let the community make things that go higher? I dunno. The community does that anyway, so just focus a little more on that low- to mid-tier since that is what supported by your products, is what I’m saying I guess.

I dunno. I’m engaged in a debate with some people on the Paizo forums right now who are pissed that the new PF2 playtest for Gunslinger has a feature where you use your gun to shoot your sword in weird weapon acrobatics. I think it is fun and weird. They think it breaks verisimilitude, as if that isn’t contextual. They are upset that someone decided to allow some weird “unrealistic” mechanics in their VerySeriousGame™.

Catering to the RPGs-as-toolboxes crowds just encourages the divisions in their communities because everyone has different expectations and desires. Caught some gruff dismissal from saying that I like when games are opinionated about their playstyles.

1 Like

The last guy who cared too much about “realism” in his fantasy RPG wrote F.A.T.A.L., just sayin’.

1 Like

I don’t think this is a problem that needs solving. There is no reason to ever play TTRPGs with this guy.

https://www.youtube.com/watch?v=sVgVB3qsySQ

4 Likes

Haha, yeah. I /wish/ style and flavor disagreements were what was common in the smaller PF community around where I’m at!

And yeah, I always kind of chuckle when people, who are playing a game with wizards and dragons, complain about verisimilitude. Like. Sure, the gunslinger using a ranged weapon to hit a melee weapon to hit something at range is unbelievable. So, then, that wizard summons lightning from his hands and blasts that other thing, yeah? Roll for damage baby~

1 Like