Iserith
said: So rolling to see if somebody knows something or not doesn't get a roll. They just know it because through the power of "Yes, and..." the players can simply establish things as being true, provided it does not contradict existing fiction. I don't see "Yes, and..." that way. I see it as a suggestion to not limit your players. If they want to do something that is not covered by the rules, I don't say "no"; I say "Yes, and...". I don't see it as an excuse to allow your players to get away with doing things without checks. It doesn't make sense to me that every player would know everything about the world. Realistically (and I'm going to cover realism later), players have gaps in their memory, are poor students of history, or are unobservant in some instances. History and knowledge and perception checks simulate this. If the players roll well, then they know about that village's existence and have a rudimentary understanding of its location at the very least. If they rule poorly, they are in foreign territory and they find no trace of civilization. I feel that this is more of a pragmatic approach to roleplaying than simply allowing your players to wish any convenient amenity into existence at their whim. That said, it doesn't appear that we conflict very much on your three rules there. The difference is that I find challenge and interesting consequences for failure in every roll that I ask from my players, rather than asking for rolls only when I think there's something challenging or interesting about the situation.
Iserith
said: I'm sure we've all been at tables where the DM asks for a knowledge or perception roll and no matter how low someone rolls, they get the information they "need." I have been at these tables, but I can assure you that nothing of the sort happens at my table. That's because for every check that I have planned, I have planned the results for failure just as well. There is no information that the players "need". If they fail such a perception roll, then they deal with the consequences of such, be they good or bad.
Iserith
said: Because when you think about it, that's binary and boring. It drives no action forward. It creates no new fiction (though I see you still "put the village there" which is good though limited if they can't actually go to it when they want to, which is likely now, in context). I do not think it's binary and boring. If the players seek a village, it's for a reason. Failing to find a village may force them to endure harsh conditions for want of a safe location to camp. It may force them to ration valuable supplies. It always makes the game more interesting if the players don't always get what they want. And the creation of the village, though perhaps not immediately apparent to the PCs, after their fruitless search, may at one point come to bear some significant purpose. Perhaps the PCs will rescue a villager from a pack of wolves or an angry dire boar, and he will direct them to his family's homestead. *shrug* I find that actually creating the village in my head grants me additional options in the future, whether they come in handy or not.
Iserith
said: When I do actually ask for a roll, it's governed by these three general outcomes... I like this, and I tend to follow the same rules.
Iserith
said: On the topic of death... No, I never "force" players to accept death. Especially not for the pursuit of realism or logic in a fantasy game. This means the DM is not intervening in any way or using "DM magic" as you say. It's completely up to the player to decide and explain what happened. ... But in a fantasy world, how and why a thing can be so is limited only to your imagination and the fictional context up to that point. The only reason why something can't be in a fantasy world is if you say it can't be. There is an instance where my style parts ways with yours. Players, in my games, have full control over their own characters' actions, reactions, thoughts, and so forth. But they do not control the forces of nature. They are subject to them in the same way I am. How would your players feel if you took the same approach for an NPC that they had just soundly trounced? "Nope, he's not dead. Near death experience. Roll initiatives." It cheapens the game, in my opinion. It removes the thrill of having barely survived staring death in the face, when death is a cuddly rabbit subject to your will. Realism is key in my games. Suspension of disbelief only goes so far. I can accept wizards, and goblins, and gods. But when a man fights for his life, I feel that his life must actually be in danger. I would not allow my players to claim they did not die in the same way I wouldn't allow them to claim they hadn't made a particular decision 3 sessions ago in the interest of avoiding the consequences they face today.
Iserith
said: Most objections I see to this house rule in forums are actually related to one player not wanting another player to live if they would die because that player thinks it right to choose death every time. That's kind of a jerk way of thinking if you think about it. "I want Bob to sit out the rest of the game because he's not as clever or lucky as me." (I'm not saying this is what you're thinking, but it's common.) I can't speak for other players, but my interests in asking someone to accept death are not out of a desire to see them die — they are in the pursuit of fairness and preservation of continuity. When a player is put in a situation in which he should die, e.g. he is crushed by a dragon, or thrown unconscious into a pit of lava, and that player doesn't die, it causes a break in the continuity of the game. We pause and wonder why the rules don't apply to him. It really kills the mood. I respect a player's wish to keep his character alive at any cost, but I do not think that he should have his wish at the expense of the enjoyment of the other players.
Iserith
said: What would have happened if your character in Vanguard of Dis died in the first scene? Let's assume you didn't have a backup character and didn't have ready access to raise dead . (Or better yet, let's assume you drove a half hour to my house to play instead of just hopping online.) I guess you could have stuck around and watched. Or tried to make a new character before we were done and then rejoin. I would have accepted it, because I'm not a poor sport. And I would have asked if I could stick around and watch the rest of the game unfold. The same thing would have happened if I was bankrupted in the first hour of a game of Monopoly. The rules don't change because I want them to. The same applies for any game that has a failure condition. If there was no risk of losing, then I wouldn't be having fun. The fact that you did end up enforcing the time limit and killing our characters came off as an integrity move in my book, and I appreciated you not DM magicking us to the finish line. The same would apply if I drove to your house. Naturally, I don't assume that everyone has the same attitude about these things as I do. But I do expect players to show a measure of grace in defeat.
Iserith
said: Pursuing character immersion can actually be counterproductive to the gaming experience because it often means eschewing the metagame. Now, becoming immersed in the scene and then by extension your character by using metagame information positively to build and explore scenes and produce action, that's a different story. It's the most creative, engaging, and immersive way to play in my view. Metagaming does, in my mind, kill immersion. I feel the same way about metagaming in a campaign as I do about receiving spoilers about an exciting book's ending. It isn't as fun if I know what's going to happen, or how. I like to be totally surprised by my DMs. I can see your approach's merit, and I respect it, but I see things differently. I feel most immersed in a game when I am watching the story unfold, page by page, unsure of what lies beyond each sentence, word, and letter.
Iserith
said: Both Marvel Heroic RPG and Spirit of the Century have rules governing death that are similar to my house rule. You're not dead, you're "taken out." You're done in this scene, but true to the genre, you show up in the nick of time at some other point with a good explanation as to how you caught yourself on a ledge before falling into the lava or whatever. Truth be told, if you're true to D&D's rules, you'll know that hit points is actually an abstraction and pacing mechanism, not a simulation of actual health. You can be battered and broken and be at full hit points. Or perfectly fine, bodily, with 1 hit point. Even being a negative hit points can simply represent mental stress, having run out of luck, or lacking the endurance to go on right now. Hit points only represent loss of blood and limb if you say it does. I am familiar with this mechanic, though not with those RPGs. I picked up a card game called Sentinels of the Multiverse. When heroes "die" in this game, instead of taking their turns, they get special powers that aid their team mates in the fight against the villain. These powers represent the surviving heroes' drive to avenge their fallen comrade(s). I have seen DMs take advantage of a similar mechanic in D&D. Perhaps, instead of allowing your player to walk off and play xbox, you could allow them to re-emerge as a ghost, exerting their influence on the world. Perhaps some other effect could cause them to sway the battle in the heroes' (or even the villain's!) favor. I played a paladin of the Raven Queen in a prior campaign. When my character died in service to his god (at the climactic battle), instead of being entirely removed from play, he took the Raven Queen's place and became the new God of the Dead. Ultimately, I used his new found powers to help my allies save the day. It was an excellent twist, and it made me feel important despite having died in the final battle.