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The Tomb of Lime Gaming
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Добавлен 27 апр 2024
Welcome! I'm Matt from death metal band THE LOOM OF TIME, but here on this channel I'm pursuing my other creative outlet: Table-Top Role-playing Games. My immersive survival horror game M.P.D. is coming soon, watch this space, or join me as I develop it over on Twitch.
The Lost Art of Role-Play Reification
All manner of mediums have both preliminary unrealised forms and final realised forms - a script is not a film, some code is not a game, an outline is not a novel, and so on! But what does that look like in role-play? What is the unrealised form of role-play and what is the realised form of role-play, and if there is a realised form, what can we be doing to achieve this realisation?
Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG!
Twitch: twitch.tv/thetomboflime
00:00 INTRODUCTION
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02:48 ERROR
04:43 REGURGITATOR
Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG!
Twitch: twitch.tv/thetomboflime
00:00 INTRODUCTION
00:38 CODE
02:48 ERROR
04:43 REGURGITATOR
Просмотров: 3 647
Видео
What Makes a Good RPG Mechanic?
Просмотров 5 тыс.Месяц назад
Sometimes it’s easier to work out why a game mechanic doesn’t work than create one that does. When it comes to role-playing, are there fundamental principles that can we can use to evaluate game mechanics? Well, that’s what we’re here to talk about! Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG! Tw...
How to Incentivise Good Role-Play
Просмотров 2,7 тыс.2 месяца назад
In table-top role-playing games there’s a sentiment of game design that a good game incentivises good role-play, but if you have to incentivise players to play the game well, what does that say about why they are there? Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG! Twitch: twitch.tv/thetomboflime ...
How to Achieve 𝑰𝒎𝒎𝒆𝒓𝒔𝒊𝒐𝒏 in a Table-Top RPG
Просмотров 14 тыс.3 месяца назад
Different mediums have different ways of immersing you in their world, and there are different kinds of ways you can get immersed, but the table-top role-playing game gives us a very particular version of it, if you let it! Join me on a trip through the doors of perception as we discuss the uniquely satisfying effect of role-playing: in-character immersion. Hi! I'm Matt and this is The Tomb of ...
Player Agency Within Mystery Narratives (in RPGs)
Просмотров 2 тыс.3 месяца назад
Mystery in fiction is now so ubiquitous that (like so many things) has become formulaic to the point that writing advice often just gives you the structure you use to write a mystery. The structures used in fiction often get carried over with the other tropes of the genre when jumping between mediums, so as a result mystery structure has made its way into table-top role-playing games. The quest...
The Privileged Role of Game Master
Просмотров 2,6 тыс.4 месяца назад
The GM is a strange creature, a feature of role-playing games that drastically impacts how the game plays. But what’s the core of what they’re there to do? Are they a storyteller, referee, arbitrator, competitor or something else? Surprise! I think of it as something else. Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as ...
The Cinematic Ideal in Role-Playing Games
Просмотров 3,3 тыс.4 месяца назад
Despite being a relatively nascent medium, cinema is hugely influential, and draws from many different disciplines in its own pursuit of artistic (or... commercial) success. But how well do the principles of cinema translate to other mediums, especially, table-top role-playing games? Greatness in one medium might involve techniques that undermine another, so we need to be careful about what we ...
The Most Insidious Fallacy in Gaming
Просмотров 2,9 тыс.4 месяца назад
Sometimes your body tries to tell you things. Sometimes you shouldn't listen. TTRPGs, whether intrinsically or deliberately, can take advantage of some very human tendencies, and not always for the better, so it's worthwhile being aware of how this happens at the very least, and having a few ways to prevent it can't hurt! The silly little mystery mentioned in the video is pay-what-you-want (ple...
Storytelling and Role-Playing are Incompatible
Просмотров 7 тыс.5 месяцев назад
I love RPGs for the unique things they offer and one of those things is the way they tell their stories. If you treat them just like other storytelling mediums though, they fall short of their potential. Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG! Twitch: twitch.tv/thetomboflime 00:00 INTRODUCTI...
Dungeons & Dogma or: Rewriting the Rulebook
Просмотров 3,7 тыс.5 месяцев назад
Does examining and recontextualising our concept of what role-playing games are sow discord in the hobby, or does it allow us to break new ground? A comment from The Dice Mechanic on my last video sent me on a voyage of discovery about how role-play fits into the goal structure of role-playing games. The two videos he was critiquing were: ruclips.net/video/iPQJAUNDfQ4/видео.html ruclips.net/vid...
@blacklodgegames, Rule of Thule and the Ancestry of TTRPGs
Просмотров 1,5 тыс.5 месяцев назад
Following on from a discussion by @blacklodgegames about Rule of Thule's post 'The Nature of the TTRPG,' I thought I'd explore deep roots of role-play and the human condition. My video on the Platonic Forms of RPGs: ruclips.net/video/iPQJAUNDfQ4/видео.htmlsi=GnPBJHOcBTaV2b0d BLG's video on the First Principles of RPGs: ruclips.net/user/livegKjEYcESgpo?si=77OPyHVg31z_5OLg Rule of Thule's post: p...
The One True Way to Role-Play
Просмотров 1,5 тыс.5 месяцев назад
Is there one? Are people getting it right? Could we stand to take a critical look at the way we do things and admit there's room for improvement? Or are we convinced we've already got it figured out? Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG! Twitch: twitch.tv/thetomboflime 00:00 INTRODUCTION 0...
Why do we even have mechanics in RPGs (like Dungeons & Dragons)?
Просмотров 6 тыс.5 месяцев назад
Wow, a clickbait thumbnail and spicy takes? I must be learning how to RUclips. If game design interests you as much as it does me, you might have asked yourself some questions about the fundamentals. Well here's my little rant about how I see mechanics, complexity, player agency, GM fiat all cooking together in the stew that a TTRPG. Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel a...
Welcome to The Tomb of Lime Gaming
Просмотров 6016 месяцев назад
Hi! I'm Matt and this is The Tomb of Lime Gaming, a channel about TTRPGs, role-play and game design philosophy. Join me as I write my first RPG! Twitch: twitch.tv/thetomboflime Hi, @28mmRPG
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This may seem pretty random but are you the absolute hero that has been translating MPD Psycho recently?
Somebody had to do it! I'm working on a TTRPG that's pretty heavily inspired by _MPD Psycho_ (among other things) and when I saw the state of the current English translation, I thought I'd give it a go myself. Hope you're enjoying it so far! (Oh, and make sure to read the version on MangaDex, not one of the aggregators - they don't seem to update when I change/fix something.)
@TheTombofLimeGaming I was reading your twitch bio and thought you had to be the guy lol . I appreciate it so much though, I think I've been waiting almost 2 years now. I was at the point where I was going to buy the JP volumes and painstakingly translate them myself. Coincidentally, Mangadex is actually where I've been reading it!
Well, "pretend" would be pure role-play but not much of a game. And a roleplaying game it is. So by definition every roleplaying game is an hybrid of sorts, with varying degrees of roleplay and rules.
That was a strong argument, but if true, is devastating to, at least Dungeons and Dragons as I have participated in, I'd say since the mid-90s and especially since, I'd say 2019. With the exception of an ancient (35+ years) ongoing Greyhawk campaign I was in, in my experience today, players no longer role-play at all and are hostile to me when I role-play. They are 100% tactical and have no use for a character apart from tactical strength. If pressed, they resort to the most tired stereotypes, and derisive of odd choices like druid. Druids are arguable one of the most tactically strong of classes, but they are just too odd and too suspect of some quality-which now I suspect is that they possess an innate motivation, lol... nature-love. As I say, this is still very alien to me, coming out of the D&D of 1980. Character quirks were assumed part of the play. I don't dismiss the allure of powerful combat buffs then, but the thing was, those didn't exist to the extent they have since 4e. One gained power by playing a very long time and obtaining magic items and spells, a substantial investment of time.
A well-made, and somewhat fresh argument! And cogent, I might add. Well done, enjoyed. I like how making character defining moments aligns the players and the DM. I've seen DMs default to asking arguing players to find a way to resolve in character. Its makes a judgement from the DM unneeded. I feel I do have to put in my preference for the days before the rules were so comprehensive. It was also that lost latchkey era when parents were borderline absent and their rules barely noticed. In the old days, my gang planned and prepared the most complex of solutions to attacking monsters, or bypassing them by hiding this place than that place. I just cannot imagine a modern player having patience for convoluted plays or socially deceptive disguises or throwing distractions or running skirmishes over and over on the same monsters, trying to tear them down. Your argument isn't about that tired old debate, I'll grant. And maybe I'm wrong about the modern player. Please let it be so! I've been anti-mechanic lately and wished you had validated that. But I admit I find mechanics acceptable that the group has devised in the throes of play, and not read in an astonishingly long series of volumes each costing $50 or more. Role-play would seem to efficiently reduce, at least the sense that the players are in mortal contest over the rules as given. May your solution be taken to heart by viewers!
The Platonic form of role play is not a game. It's an activity adjacent to gaming, but probably closer to other creative and performing arts.
I think the gap here is the difference between role-play and a "role-playing GAME". A game implies mechanics and rules, to varying degrees and to taste. The point of a game vs. improv theater isn't protections against bad or abusive game masters. It's a different goal entirely. Both are valid, but games have guardrails through their rules and settings, so are both more common and more casual. Still, many of the points about role playing are very good and applicable to games.
Man have you ever heard of just roleplay?
This was excellent. You put into words what I have struggled to convey as a GM for years.
I've listened to all of your content thus far and I must say 🙏🙏 Thank god someone like you exists to put stuff into the right words. I have to say the idea of reification has such wider ranging ramifications for even the way in which people conceive of and understand the world. Regarding the break down I get from all of your videos, I cannot agree more. I have played many different systems from "rules lite" to the Pathfinder behemoth and I truly believe that D&D hurts (might be a but strong/the wrong term) the "roleplaying" hobby. Not to say it is a bad game, but, reification is difficult. The many layers of game mechanics provided and sort of deified in the PHB/DMG make concepts of player-driven "falling forward" or "co-creation" nearly impossible (or at least not supported by the mechanics). This means that GM's job ends up being proactively creating world for the player to explore AND dictating how a player can act (not the ideal but again, not really supported through gameplay) rather than the GM being a reactionary force that meets the players action with consequence - as is seen in many "moves-based" systems. I often find myself pinching things from other systems like "these things are true" from 10 Candles or "Devil's Bargain" from Blades in the Dark just to allow elements of co-creation and to encourage building on that with reification because it is not supported within the confines of the D&D rules. Honestly I think my favourite of recent years is Ironsworn - although not perfect - the game being designed not to have a DM from conception means that everyone takes on the role of director and player making for an immersive experience that is ALWAYS co-created. It means that things that are reified just...are, and do not need to validated by someone (i.e. the GM). Keep it up man, I am absolutely loving everything you share.
I don't know why the RUclips algorithm chose to show this video to me, but browsing through your channel content was love at first sight ❤
I have a question about drive mechanics. What DO you recommend for "oomph"? One of my problems with conventional RPGs is that I usually have no mechanism to half-ass this task and really put oomph into that one.
This was awesome; an explanation I struggle with. Having been ejected from games for role-playing, I suspect there is a deep-seating fear at work: of looking like a dork for role-playing, or WORSE: feeling that some serious degree of acting skill is expected. I wish you would address that we aren't going for immersive Shakespeare or method-acting. We are just going for what the group does together: often what amounts of casual no-stakes improv. The game really gets amazing when SOMEONE ELSE responds to something you said or did. I realize a lot of players really value the power of having mastering thousands of pages of rules. But really, going for the roleplaying does transform the game experience, and gives back a similar sense of 'worldly' confidence as well. Secondarily, I urge players to experience a game played at a good clip, where rules-discussions DON'T slow the game down. I suspect many new or young or insecure players fear that, in the absence of scrupulous rules, the DM will exert undue punishment on their precious PC due to unknown malicious propensity. I assure player that this is not the case, and even it were the rules don't prevent anything the DM decides to do. There is a certain amount of trust, and also abandon, that the experience of the game will reflect their choices. If players need a few moments to put their heads together, or time for thought, this too the DM and the game's pace must respect. If there are indeed arguments, these can be pressed in character. Yes, it is a different kind of game. I WOULD NOT say it is immersive, properly, but there are tactile feedbacks which can foster a fun and even passionate imagined sense of being much more than one's everyday self. THAT is why the game has grown, in large. People who won't role-play are missing out on a lot of fun.
Aug 18, 2024 Shonner uploaded a good favorable critical thought response video concurring with you before he passed on . R.I.P. Shonner. He recommended your channel. I hope you appreciate his work. Thank You. I hope you got a chance to appreciate that response video by now.
I stand on the shoulders of giants. Shonner taught me a lot - it was a tough pill to swallow to find out how poor a role-player I was before, but he was always very encouraging toward me. There was much more I wished I could have asked him! R.I.P.
I love it! I think it is a great way of describing game design and its function in the wider lens of lay
Maybe it's just me, but the most immersive roleplaying experience I ever had was with a system that is beyond "bloated" (Shadowrun 5e). And I admit, I haven't regurgitated as much as I could have. But I played a character that I really liked, both in concept and in "feel", and every choice I made, even if it was filtered by mechanics, felt important and, in its way, cool, because I cared about the character, I cared about the world, so everything felt personal, including the numbers. I'd say more: personally, I didn't even need to have the fight narrated: knowing that you dealt X points of damage to X enemy could have a huge narrative weight, if you knew honor and the lives of (fictional) people you cared about were on the line. I've had other experiences, more centered in roleplaying, where the focus was much more on the narrative... and I didn't care nearly as much about what was going on. Maybe I even came up with some cool solution... but it was more of a way to move the action forward, I didn't really feel anything. So, from my personal experience, I'd say that what this video suggests is surely something to think about, at least for presentation's sake: it makes everything more elegant, that's for sure. But the true deciding factor of whether or not you feel immersed in a game is linked more with a personal degree of connection with the characters and the events that are unfolding, which can vary from person to person.
Good lord that is a rage-clickbait title. Yeah, as a GM if I write an entire storyline start to end as if your players are going to follow the linear railroad the whole time like a game, movie, or novel... yeah... they're incompatible. But if you write an idea for your end goal "The PCs defeat the BBEG" or whatever, and you simply have multiple ideas per stepping stone to get to that objective... for example maybe a mystery game where in the first encounter they're given multiple clues to follow, and depending on which clue they get multiple follow up clues, and as your PCs advance the storyline you've set out you give them more breadcrumbs to follow in different directions you and your players can both unravel the story and an organic interesting way. For the most part I only place out the next "Stepping stones" of the campaign, because players will do the most wild things at any given moment that can potentially ruin your whole plot that you've developed. If you spend your entire time writing about how the players will follow X plotline after discovering Y macguffin type thing, and then your players never discover the macguffin and go off on Z tangent... you've just wasted all your effort. This doesnt mean these things are incompatible, it just means you're coming at RPGs with player choice and ingenuity at the wrong angle.
Food analogy. The platonic form of food doesn't need a plate drinks, ambience or company, but the way to enhance the food itself is to add all these things that aren't food. When I roleplay I also want things that aren't roleplay to make the roleplay better. For me, the purest roleplay would also be the least enjoyable since it lacks all the auxiliary elements (dice, drinks, mechanics, strategy, music, etc.)
It’s a fine analogy, and I agree. The project here is not to reduce role-play to a single element just to leave it that way, but rather to identify what’s necessary and sufficient for role-play and make sure we give it the attention it deserves. You can have the finest cutlery ever made, but if your food is trash, your meal will be too. We also want to make sure we’re picking the right auxiliary elements, ones that facilitate role-play, not preclude or hinder it. Role-playing with mechanics that facilitate role-play is like eating soup from a bowl with a soup spoon. Trying to role-play with mechanics that facilitate war-gaming is like eating soup from a colander with a steak knife.
@@TheTombofLimeGaming Well said. I enjoyed pure strategy, and I enjoy pure roleplay, but I have the most fun with them together. For me, it is as if roleplay is the soup, but strategy is the bowl. (This applies especially when roleplaying dramatically involves knowingly making sub-optimally decisions. I personally enjoy the tension between winning the war and winning the other players' hearts.) My experience is that battle tactics and roleplay each make the other better.
@@TheTombofLimeGaming Also, I really like your videos/channel. Smart, thoughtful, casual, polished, and unique.
Shout out to my DM for sending me here 🫶🏻 thanks for the great advice!
I’m 2 months late to the party, but you asked about adventures where the mystery goes unsolved and I have come to answer. I’ve run a lot of Call of Cthulhu, snd twice now the mystery has gone somewhat unsolved. I imagine you have a mystery, and chasing that mystery means getting a more and more complete picture of what’s going on. So with that in mind, let me tell you of Blackwater Creek and The Derelict, spoilers ahead. In Blackwater Creek, the investigators sus out the outlawed hooch is laced with something pretty terrible, a sickly sweetness that can change people. But they don’t find the bootleggers, instead they get way off track running through the woods at night, basically following the corruption and evil to its horrid source. One man blows himself up and collapses the cave on the terror within, and the rest of the group flee Blackwater with its evil inhabitants hot on their heels. Lots of fun had. The Derelict was STRESSFUL. The invisible hunter sabotaged their boat as is suggested in the scenario booklet, and all hell breaks loose. In a last ditch attempt to gather gas and resources to repair the boat, they walk directly into its foetid lair in the underdeck and slog it out in a terrible, burning combat. The only ‘survivor’ fled to their wrecked boat, typing out her novel as her writer’s block finally clears. Then I played the Predator sound effect and called curtains.
this feels like a show your work problem in math where the answer is correct but the work is completely wrong
I think I actually really disagree with this, from the perspective of my own experience---part of the reason I pick up a new game in the first place is to try new "code", and I enjoy the moments of skillful/compelling interaction with the 'code' just as much, albeit differently, from moments of compelling narrative, immersion, or creativity. To use a video game counter-analogy, I see it as part of the appeal of interactive play, like speedrunning, dark souls, or survival, or automation, or any other game/game element where there are non-diegetic factors that are still attractive. I certainly don't play video games exclusively for the purpose of appealing to human experience (and I'm certain I'm not alone). Further, as the 'game' of an rpg is a conversation, I don't find that fluidity at all disconcerting. There are times I want to speak in character, times I want to describe or create something, and times I want to think about how to use the numbers, prompts, probabilities, and rules in an interesting way. I love when my players talk about how to solve a problem, I love when they decide to use those mechanics in an interesting way that changes the narrative. I think really fun moments of choice, tension, catharsis, whatever can come from all different sides: mechanical, diegetic, narrative, creative, others. There's something wonderful about a player doing the most optimal thing in terms of gameplay that they have to make their character live with, or has a really great character moment that informs an interesting mechanical approach. What about a group of PCs who use most of their big resources they were saving because a fight got a bit too personal? What about a Wanderhome character who wants to 'ease someone's pain, if only for a moment' but who doesn't have the token for it, so they have to settle for 'speaking their true feelings on a subject'? What about a Follow game where the characters want to succeed but the players think they haven't done enough? Tell me that experience of picking a second red token out of the bag doesn't make you, the player, feel something, regardless of what's going on with the character. I do see where this is coming from, as I have seen a lot of reticence in gameplay around being immersed or making strong creative decisions in the moment (and it is frustrating! but imo it's not an impermeable barrier, and one that can be made much less challenging with certain types of more accessible game 'code', i.e. focused questions/turn in For the Queen or pick-lists in Mobile Frame Zero: Firebrands). I don't think the answer is to try to restrict the experience of extradiegetic elements as much as possible, however, because I think it de-emphasizes a type of interaction that I actually really cherish. Anyway, this might be my early tabletop background as a wargamer coming out (but never say I didn't weep for my dead chaos space marines when they went down!), but in my mind mechanical interaction should not be considered an undesirable mode of play, and I think it's limiting to treat as such. I know if all I wanted was to make up a compelling story with my friends, I wouldn't be playing a game ("unpredictability" makes no difference, there are many simple ways to get around this by leaning very lightly into game-y mechanics, e.g. one person gets to speak at a time). Part of the reason I come to the table at all is because of the satisfying experience of learning to operate in unfamiliar and novel rulesets, and what their implications are. also 4e was sick and it took me way too long to realize it
Nice video. Good luck with attaining roleplaying purity. - I love roleplaying and started with D&D basic blue. The fun part was that there were so few rules that we spent more time talking and just making up stuff as we went along. For me, that was roleplaying and we seldom rolled the dice outside of combat. - Decades later finding a roleplay game without bloat is difficult. - I’m one of the few who like D&D 4th Edition enough to be able to play it and run it. Because of the ‘code’ that is prevalent in all the books and accessories, I chose to run it as an immersive reality game where the players are trapped in that universe, similar to Log Horizon and Sword Art Online. There was Metagaming as every PC was a real person who knew the game. It’s ok to talk about levels, feats, hit points and rules because the game universe is based on them. Doing that eliminated the need to translate from game lingo to natural language. Also, when players talked about the real world at the game table, those conversations happened in the context of the game. The NPCs talk to each other in a natural non-game way, but will speak game lingo when talking with PCs if necessary. The unexpected result was that the players were less stressed out about meta, got into roleplaying more, and…real world actions had an effect on the game-“you want to text during a meeting with the mayor?” They were relaxed, kept the humor manageable, and used their player wits and game knowledge to explore the world. Surprisingly, there was less die rolling and more talking. - We stopped gaming because of life and tried to start again with 5e. I’ve not played 4e for 10 years and am selling all 3 totes of stuff.
These are really interesting points, and I completely agree that roleplay is central to the experience. If I understand you correctly, you're highlighting two opposing perspectives, and you seem to lean more towards the roleplay side, which I find compelling. That said, would you agree that this is more of a spectrum, with positions ranging from one extreme to the other, including various blended approaches? For example, in Fate, the metacurrency isn't just plot armor but rather a tool to balance risk, reward, and consequences, ultimately enhancing roleplay. It allows players to shape the story of their character, much like your tea kettle analogy-empowering them to tell the story they want, rather than relying solely on the GM's narrative.
Soundblaster referenced, immediate trust built.
Thank you for such a solid reminder of where the game truly lives and how we bring it to life.
You're not wrong.
"Translate through your human" experience is also such a great way of putting this. Especially with regard to getting players on board
I aim for this as much as I can, but in practice I think the translation of RPG rules to RPG narratives can get hamstrung by the effort of bridging those things. One example I saw a lot when I still played D&D 5E was with the bard class: in the game's fiction, many of the bard's abilities are supposed to reflect them saying something so sharp-witted that other characters are either inspired or debilitated by their words. Often I'd watch bard players start out actively trying to reify those rules because making mid-battle quips sounds fun, only to devolve into repeated "I cast vicious mockery" around the twentieth time the game asked them to improv a joke on command.
Sure, systems like that have kind of front-loaded a bit of reification into their powers by calling them stuff like 'vicious mockery,' activating the power comes with a prescription from the game about how you're supposed to role-play it. I don't know what to say, except that that might just be a flaw in the system, and I understand why they've done it, but 'devolve' is the right choice of words there.
another killer banger from The Crypt of Lemon. I'll be using this definition of "the code is not the game", as well as the sonic example. plus, would you mind if I make a video commenting on this idea, but in Portuguese?
Go for it, friend!
We play characters, and unless we play Neo in the Matrix, we don't see the code. That's why the resolution mechanic shouldn't be taken in consideration while determining our options. Only the diegesis informs the decision making step of the character. That's what produces immersion. The resolution step comes next.
Best video so far
Roleplay? You mean for what? Prescription?
2 min in and subscribed!!! Loving it!
The first argument is fine- ideally we all know the system of the game we’re playing well enough that we don’t need to stop play and consult the book at any point during a play session. But the second part of the argument, I think, goes too far. We actually need to express the system in system terms in order to keep the game functioning smoothly. If the GM asks how many hit points I have left and I say “I have a gash in my shoulder” that’s great, but I will still need to follow up and explain what that actually means in system terms or else the game stops working.
As a GM I'd never ask a player how many hit-points a PC has left - I don't think that has anything to do with how I role-play the NPCs. I wouldn't want to play a system that can only run smoothly with out of character talk, because, for me, that put mechanics above role-play, and for a role-playing game, role-play should be paramount.
@@TheTombofLimeGaming I'm a 'roleplay first' player/GM myself, but I don't agree that quick asides about the system put mechanics above roleplay at all. Ok, if it takes 10 seconds to resolve a die-roll then maybe the mechanics take priority over the roleplay for 10 seconds, but if that is 10 seconds of mechanics discussion out of 10 minutes of roleplay then it seems obvious what the priority is. What you're describing sounds like a nice ideal to aim for, which is fair enough in the abstract philosophical theory-crafting conversation about RPGs, but in most cases at a real table, I don't think it's a realistic goal. Putting aside your example of hit points, system discussion surely has to happen at some point. If we assume the ideal that there is 100% trust and system mastery among all players, so that we're all rolling and adjudicating our own stats/skills/rolls etc, then when I say "Ragnar sniffs the air for any telltale indications of goblins" (or whatever) I still at some point have to follow that up with "I rolled a 12" for the game to go on, no?
Your analogy is absolutely awful. I tried to overlook it, I really did. But the awfulness seems to be contaminating and influencing your conclusion. Which is a problem. First, why is it awful? Because it'd exactly like trying to make a point about human biology with regards to the human heart by drawing analogy to a dog's LUNG. An objectively awful choice. Dogs HAVE an analogue for the human heart, and it is the dog heart. Picking the dog's lung, liver or fur is just a failure to pick a good analogy. In the same exact way, the contents of a D&D manual, the parts argued over, have a bespoke analogue. That bespoke analogue is the game-mechanics of the video game. The game mechanics of a D&D game are analogous to the game mechanics of World of Warcraft(for instance). Which yes, sounds silly to say, in the exact same way that saying that a human's heart in human biology is analogous to a dog's heart in dog biology. WoW is a particularly good reference point here, in that WoW has both regular-play servers and "roleplay" servers. The former are how some people actually approach D&D. The latter is more...reified. Neither is wrong in WoW, neither is wrong in D&D, but unlike WoW, the expectation at a D&D table is frequently something closer to the latter, this middle-ground position is the default expectation laid out in the books. I say middle-ground because a WoW roleplay server isn't actually(usually) trying to embrace "playing the game". They're JUST roleplaying by their meaning. The gear and build don't matter. They're not trying to be "successful". In D&D, though? Players actually are. And there's an entire online fallacy pertaining to the people who say optimization and roleplay are mutually exclusive pursuits. And yes, this means that players want to be talking about their cool 20-strength character, and what that to be a cool thing to talk about. But that's not the underlying issue you seem to be trying to address. You seem to be trying to address the dumb arguments. So what are players usually ARGUING about? Well, usually the problematic arguments are between the players and the DM as the "Balance Team Lead". Which is exactly as awful as the usual discourse among players discussing balance in DotA or League. Not something you want to be dealing with mid-game, both in a MOBA and in D&D. Sometimes, players are arguing about -bugs-, real or imagined. What's a bug? Well, an actual bug is when a DM is trying to faithfully follow the rules of the game, but fails. An imagined bug is when the players -think- that he failed, but he actually didn't. Usually, bugs are resolved very quickly at tables comfortable with rule lawyers, and ignored at tables trained to "stay in character". Tables with poor plans for handling bugs will have a lot of trouble reifying around them, but that trouble is not because of the bug, but because of the lack of a clear and cohesive plan on how to deal with bugs, trained into the relevant players. But the main reason this isn't usually a problem is because it is a rare time when the DM can be submissive to resolve an issue and that submissiveness isn't a problem. So where's the awful part. Well, its in how much you're pushing for the "roleplay server of WoW" style of D&D. You're pushing "WoW regular play server" players out of the conversation, and they're not the problem. While it'd be cool if the extreme side reified a bit more, its honestly fine that they don't. You can play around them on this just like they play around the poor skills of their peers.
That bad, huh? Let’s try and clear it up. I think the dog lung analogy conflates the player-facing gameplay mechanics with the the game’s mechanics _in general._ By way of example, let’s say you’re firing a weapon at an opponent in a first person shooter. The game’s code will process some random number generation based on the weapon's accuracy/recoil to determine the spread of the bullets around the reticle, calculate bullet drop based on distance and angle, and process more random number generation based on the weapon’s damage, the area hit, armour, weak points, chance for critical hits and so on. The player is not privy to any of these mechanics, so let’s call them the _backend mechanics._ The player sees the bullet tracers, hears the shot, the impact, it plays different sounds based on what it hits, might have other effects like causing the target to play a stagger animation, or the zombie’s head explodes on that random critical hit and so on. These are the _frontend mechanics,_ commonly just called _mechanics_ or _gameplay mechanics_ by gamers (because gamers are primarily concerned with the experience of playing the game), but as far as game development is concerned these are a small (but important) veneer of the true mass of coded mechanics on the backend. Even games that do display some of the numbers behind the frontend still hide most of the calculations it took to generate the results. It should be obvious that a TTRPG’s rolling to hit, to hit modifiers, damage rolls, armour class, damage soak and so on are a far closer analogue to the backend mechanics and have very little to do with the player experience oriented frontend mechanics. In fact, this distinction better illustrates the points made in the video, because it should also be obvious that a good deal of the frontend mechanics are reifications of the backend mechanics, and the game devs are doing their best to hide them behind the frontend for all the reasons I advocate! -- As for the _World of Warcraft_ stuff, I think it’s a little telling that you’re denigrating my ‘pushing for the role-play… style,’ in a medium called a _role-playing game._ I won’t deny it. I am pushing for role-playing in a role-playing game. I use the word role-play in a specific way, with a specific meaning and I consider people with other goals to be ultimately playing a different sort of game. I don’t think the ‘regular server’ D&D folks are moral degenerates or anything - that’s just not the kind of game I enjoy, or make content about. That style of play is only ‘wrong’ _if your goals are the same as mine._
@@TheTombofLimeGaming I was thinking about your differentiation between backend and frontend mechanics in videogame, and that got me thinking... what about techs? Techs are basically quirky interactions in backend mechanics that generate reliable and unintuitive but beneficial results in the frontend. And while some of them are considered glitch abuses, others become respected forms of skill expression that sometimes become integral parts of the game and change how the game is played. If you want an example, take the Korean Backdash in Tekken. Similar things can happen in the mechanics of the game, and can also cause interesting situations. Some of them can be detrimental to the narrative... others can enhance them, and add unexpected elements to the game and the story.
@@leonardorossi998 Haha, alright, let’s see if we can push this metaphor even further, eh? I would say that tech like this might be useful to people who are playing the game competitively, speed runners, 1 on 1 fighters etc. but not particularly useful to people playing a game to be immersed in the world. I don’t know about you, but it always feels like I haven’t _truly_ beaten a boss if they get stuck in a loop and I can cheese my way to victory. It certainly takes you out of the game - but cheese is still a way to ‘beat’ the game. In a TTRPG though, I’m not trying to ‘beat’ the game, I’m trying to role-play and exploits of the game system are not really part of being in-character. Now, there is still a possibility for something good to come out of these glitches though - as Alexander Macris points out (ruclips.net/video/0eARuTKnlLs/видео.htmlsi=-lRX4darozvjyktN), you can use abductive reasoning to make a bizarre and contradictory result on a random table (for example) into an interesting feature of the world. But even this, I think, has its limits! Game devs certainly don’t (and shouldn’t), or even _can’t,_ intentionally include unintentional consequences in their games, so I think that we should be seeking to limit them in our game design, but do our best to reify them abductively into the game world if they come up.
@@TheTombofLimeGaming I think the crux of the matter is: what effect do they have on the game? Depending on the "glitch", they might make it worse, but they might also enhance it, by creating something that is unexpected, but that might still turn out to make even more sense sense given the premises of the game, and thus make the game grow organically in unexpected ways, and the fact that they aren't intentional gives a sense of discovery to the experience (even if it should be on a case by case basis). Considering that TTRPG is a medium that should not be bound by a single vision, I think that can be good. Especially because, when these effects are accepted, they are not something that happens out of random, they are the result of the rule system that was alrwady accepted. So they might be a new strategy that might spread out in the future, or even the sign of some sort of societal change. I will refrain from now from giving specific examples because I don't want to make too big of a wall of text. But if you are interested, I would be happy to provide them.
This would be much easier, when you lost health points, your skills to hit also became lower. Like how would your stats be affected when you were very drunk, wounded? I think also it would be more tense, when you're fighting wounded, and your points all go down, except you get a higher critical hit if it succeeds to balance things out. That would make for easier role play, "Partially blinded by blood in my eyes I swing my sword where I sense the monster, and hope to cut its throat." and more danger once wounded, with still a chance to win.
This does happen in some systems via negative modifiers dependent on how wounded you are.
In games like DND, though, this would feel pretty bad to play I think. These systems are already swingy and that would just make it much worse.
@@nobleradical2158 I think I agree. For me DnD is too much hassle, too long waiting times during fights, so I'm designing my own system, and the core works, but all the little rules, that will take many games to balance it just right.
I think that when you play a game thoroughly it becomes the language you speak. So when a game term is referenced it understood as it is meant and not necessarily something to be translated.
I like to think that in a well written game mechanics should be easily inferred from simple narrative descriptions, but having the game's mechanics named in nice natural language certainly helps. 'Taking cover' or 'flanking' are perfectly reasonable ways to describe an action, and a mechanic - they can easily be included in the translation.
Hi! Can you make a playlist of your videos, please? It would be super convenient! I really like your videos^^ Especially how you start with this science-based or trivia facts that show why we are playing like that, plus great examples from other media! I'm pretty sure you must know, but if not, and you figured it out on your own, Ron Edwards has this old essay "Story Now" where he writes about the same thing: how ttrpgs are about playing story now in opposition to story before. From his newer works, I also strongly recommend his series "Phenomenology". You are talking about the same things in different words. Ron compares rpgs to playing music (jamming, not from the notes) together, where you compare it to baking ;) As I play many different rpgs I also can recommend "Archipelago" by Matthijs Holter and Jason Morningstar. In this game, there is no GM. Each player is playing their protagonist, asking others to play NPCs in their scenes and what's more important from the point of this video, they also divide among themselves the domains so that one player has the last word about the monsters, another about the weather and the third one about the magic and so on. It can be a logical conclusion to your point that if everyone plays the same role at the table (roleplaying) the group division on GM and Players is just one possibility and GMless games are great examples of that. Thank you once again for the hard work! I love this black & white look and titles (like mushrooms in the video about the immersion - it's just pure gold xD ).
I also learned the hard way that you most likely do not want your players to see the code. You have to explain how things work without too much detail and hide the rest the process. This happened to me with my modern dnd group when explaining how dungeon exploration is broken down in B/X they got really mad. Then, the next game, I did the exact same thing without telling them the process (what takes an exploration turn and such), and they had a blast.
What is B/X
@@nobleradical2158 Basic (B) D&D, followed by the Expert (X) rules, was an edition released at the same time as Advanced D&D. Most people refer to is as B/X (or BECMI, which was the 1983 revision). Old School Essential, which is a recent product, is mostly a rewriting of the B/X rules for modern audiences.
Hi Matt, great video again. I actually think the analogy works well, but it also exposes some important differences. For example, at a table every player and the GM are different interpreters. You allude to this being a strength of the game, and I agree, but it can also cause issues when different interpretations just won't sync with one another in a productive way. I suspect this is why many tables end up devolving toward the least interpretative and most mechanical forms of the game, or why so many tables don't even try to hide the "code" as they know they will spend most of the time debugging and syncing. The second thing that came to mind as I was exploring your analogy was that in many situations the code itself is the problem. I know you're aware of this, as you've made quite a few videos talking about mechanics and what constitutes good mechanics from the perspective of immersive role-playing experiences. But I think it's important to keep reminding ourselves that sometimes the failure is not us, but games that refuse to be interpreted in an immersive way. HP in games like D&D is a perfect example. Even if you communicate damage in an in-world way, the moment you have to role-play any other action in which it seems as if nothing has happened, the dissonance will be jarring. I believe you're making your own system, but until that's done, I'm curious which games you've found to suffer the least from the problems I've pinpointed?
Differing interpretations at the table is a potential issue, but I think it's one of those things that you get better at, that is you get better at a) describing things with clarity, in ways that won't cause paradoxes, and b) you get better at collaborating on your shared vision for the world by 'leaving space' for the interpretations of the other players. A good social contract helps too, for example setting certain conventions around who describes the results of successes or failures for example. To your second point, there are, no doubt, better and worse mechanical ways to facilitate this kind of role-play, and yes, we're on the perennial quest to find the best ones, but in the mean time, I think knowing that HP in D&D can cause those kinds of paradoxes means we should avoid reifying them in those ways. Differing levels of HP can help guide our decision making (do we rest or press on, do we attack the monster or retreat?), which to my mind is far more important than physical descriptions of stuff. I've been desperately avoiding committing to recommending a system to people... I think the zeitgeist of storytelling games (as opposed to role-playing games) might be starting to shift a little, and maybe we'll see more systems innovating in the ways I value, but until then, I'd say there are lots of systems that _can_ be used, if only with a little tweaking, with good players on board with your goals, and a sold social contract. (Forgive me for dodging the question 😁)
Somewhere, Thomas from the Lotus Eaters is heading for this comment section.
More good stuff, Matt. The analogy works. This is exactly why I went to full rules opacity for players. This way, the players don't have to mentally toggle between the 'codes/algorithms' and descriptions ('Switching Cost'). Instead, they only get/give descriptions.
More pretentious layers to interfere with good decision making during play.
I actually rarely agree with your takes about game mechanics and their value at the table but this take makes a ton of sense to me and your comparison to game code gets the point across well imo (even if, as you said, it probably breaks down when really pushed). - To be clear. Even though i rarely agree with your takes, i still always enjoy your videos. Your theses are always thought provoking.
Awesome thought, once again! ❤
Hi Matt, I’ve been watching your videos with enjoyment but only just saw this one. I run plenty of rules light games, but right now I’m running a sandbox Pathfinder 2E game as a gift to my forever GM friend who loves that system and has all the books. So, I’m stuck with the board game / RPG hybrid in this case, and frankly I enjoy it. It’s like combining sweet and savoury. But I’d love your thoughts on: how to make the most of this hybrid. In a way you are already doing this in your videos as you use a lot of examples from board-game-y RPGs. But a direct commentary would be interesting to me at least! Of course you are not a video vending machine, so just offering this thought as inspiration.
I'm a GM and have a difficult time organizing with game mechanics but I feel confident in my ability to RP NPCs (accents, reactions, actions , motives). How to give equal agency to my fellow players without making it to easy. Discourage murder hoboing shenanigans. "The PCs are heroes in the making" my mantra I must remind myself. Push the envelope to get them really thinking.
Completely agree Matt. Reification of the character and the fictional world is an excellent and ambitious goal.
I think it's odd to think of this is a player issue, at least in the sense that a player shouldn't speak in terms of game code. In a lot of these games, HP comes and goes rather frequently, so it becomes tiring to describe this stuff all the time. On a more pragmatic level, other players can find it difficult to listen to. "I have a few health potions. How hurt are you?" Hearing someone describe in purple prose their black eyes isn't too helpful unless they were near dead. Especially when gauging which party member needs healing more. And don't even get me STARTED on Conditions! In summary: A system should make it practical to describe the state of their character in natural language, lest people optimize the roleplay out of the game.
Your summary brings up the Bag of HP Elephant in the room. Hit points are, IMO, a trade-off of versimilitude for expediency and simplicity. They are so ubiquitous that to not use them is considered at least strange, if not repulsive. I think, at least in my experience, the only other option is super granular/crunchy wound mechanics that are difficult to keep track of and slow gameplay to a crawl. I think it's time we create a new method. There's no law that requires wound systems to be highly realistic and difficult to track, and this video cements my motivation to create a system that can replace HP with roleplayable wounds that don't create brain drain and bog down play.
@@nickroland4610 I support that notion. Go forth and perfect health in ttrpgs. So long as it doesn't end up effectively being an HP system but with ouchies instead of numbers. If used as a pacing mechanic, even "narrative" health tracking ends up being a reflavored hp pool.
SWADE better, no hp, no boring tracking, you're either receiving wounds or not
@@elgatochurro Wound systems are a more simplistic way of identifying the status to a player, and possibly the game. I love SWADE and 7th Sea for this. HP is a percentage of "health", more unto a video game, and makes it more difficult to translate for most people. There isn't a "proper" way to RP 10% of your hit points gone vs 80%, seeing as a barbarian or skilled fighter might take on MANY wounds but none of them dramatic/traumatic enough to stop them till the end (see Boromir in LOTR); this is story like. But if we are talking about verisimilitude then every injury is possibly life threatening and falling on your keys could be as bad as a bullet, as it should effect your ability to do other things (besides manage the pain/trauma).
@@robavie HP works well as being widdled down but players ain't cute it like that and and are way too forgiving on top of just being a barrier to as m threatening the player... I had a 5e players arguing with me that because parkour exists, fall damage can be negated. The man is literally trying to say he shouldn't take fall damage because some psychos exist. It's 1d6 damage... What's the issue