Results 151 to 155 of 155
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2021-09-02, 08:02 AM (ISO 8601)
- Join Date
- Mar 2005
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- 61.2° N, 149.9° W
- Gender
Re: Negativity bias, trauma-based game design and learned helplessness in metagames
What game system and which setting? I presume you're talking about D&D 5e, but I've seen threads on this and other boards (and experienced from DMs) different interpretations of the casting rules. Also relevant to the question, if D&D 5e is the system, is which spell you're talking about. Then there's setting question since Ebberon treats casters differently from Forgotten Realms, which is different from Dragonlance, which is different fron Dark Sun.
Personally, much my issue has been DMs using inconsistent readings of the rules to bash PCs when they feel their "story" is threatened. This is most common, in my experience with the charm/mind control magic, illusions, and stealth (although in Starfinder it did happen several times with computer skill checks). Direct damage combat spells? No complaints. Occasional questions about cold spells freezing water, but no real PC bashing for trying to use basic spells as intended. And of course then there's when the NPCs apparently get free reign to ignore the same rules "for the story/adventure".
So ya, I have a bias towards wanting to adjust rule sets towards player-DM fairness and having a system effectively emulate a fiction style or source. If your game says "bards weave spells in their music to charm crowds" I might get snarky if the rules, adventures, fiction, & DM let NPCs do it while the PC trying the same thing gets hammered for it.
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2021-09-02, 08:30 AM (ISO 8601)
- Join Date
- Apr 2017
Re: Negativity bias, trauma-based game design and learned helplessness in metagames
Absolutely there should be parity between NPC's and Players, and I would be besides you in calling out a DM who allowed his villain to do something a player could not (in fact, more strenuously than most around here, I firmly do not subscribe to the "NPC's and Characters are built differently" paradigm that 5e uses these days). In fact, my stance is doing exactly that, to quote icefractal from a couple of pages ago that was never addressed by people claiming such spellcasting should be ignored by bystanders:
Last edited by Glorthindel; 2021-09-02 at 08:31 AM.
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2021-09-02, 11:56 AM (ISO 8601)
- Join Date
- Oct 2011
Re: Negativity bias, trauma-based game design and learned helplessness in metagames
Ah. I even misunderstood your attempt to clarify.
You just meant that my understanding of PhoenixPhyre's position was a stronger claim than you read them to be making - have I got it right this time?
I've made stronger claims about that, on these boards. So I don't disagree.
Despite so many people claiming that there no such thing as Magic in this world, plenty of people have died for it.
If you go down this rabbit hole, in a setting that actually *has* magic? It's either not going to be pretty, or it'll have a high risk of being, as you would say, incoherent, not really matching humans at all.
Yes, "magic happened", and now my computer needs a new cupholder. Burn the witch!
That's perfectly coherent, but I've gotten the impression it's not the setting you want to run.
My point is simply that there are multiple coherent responses, based on how magic is viewed.
Replace "magic" with "technology" (which is pretty horrific and terrifying in its capabilities and side effects, if you really think about it (cancer, sterility, birth defects, and oh so many more, just for side effects, before cloning, invasion of privacy, and global extinction as a few intended effects)), and even most modern ignoramuses don't panic when someone pulls out an unknown device.
Again, my point is simply that there are multiple possible settings, multiple possible PoV that our hypothetical "Charlie" could have, that would change how they react, without that making the setting incoherent.
I think that the opposite of "ignorant" here would be "knowledgeable", or even "wise" (being the root word of "Wizard", after all ), not "educated".
I've gamed with plenty of college-educated individuals who, after months or years playing the same RPG (and even the same character!) still ask, "what do I roll?" & "Do I want high or low?"
Most settings where magic is known, but hasn't been… adopted/accepted/integrated (like technology) are probably either horrible places, or incoherent.
AFB, but 2e actually have somatic components. "Sticking your fingers in your ear" seems par for the course, IMO.
Depends on the edition and the table; however, given my stance on Knock vs the epic challenge of the locked door, I'm generally on your side on this one.
Well, no. They are clearly and visibly doing *something*, and that something is being evaluated by Charlie, the D&D equivalent of the guy calling tech support to fix his cupholder.
So Alice *may* have been saying "Gesundheit", or talking to Bob in their native language, or saying their gobbledygook password for their secret society, and, in most editions of D&D, ignorant Charlie cannot tell the difference, and must behave similarly to each of these scenarios (among many others).
Yes, understanding the scenario correctly does, indeed, change things significantly.
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2021-09-02, 12:59 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Negativity bias, trauma-based game design and learned helplessness in metagames
My players insisted that verbal components required no speech at all. They insisted the book said that to use a spell with verbal components the caster "must be able to speak in a strong clear voice" but never actually said that they must actually do so.
I thought it was ridiculous rules lawyering, but my group was unanimous in that reading.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-09-02, 01:01 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Negativity bias, trauma-based game design and learned helplessness in metagames
Yes. I believed/believe that your prior understanding of PhoenixPhyre's position was a more extreme claim than what they were actually claiming.
Personally I think there is a lot of agreement. For example my position was/is:
Different Charlies might react differently. However it is likely that generally defense protocols against extreme threats will lead to generally negative reactions against false positives. So if Alice does something that resembles the warning sign for the extreme threat, some Charlies would react negatively (with variation in what that entails).Last edited by OldTrees1; 2021-09-02 at 01:07 PM.