Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Counter point: in real life when trying to determine whether to trust someone, you can typically read their expression and subtle cues that wound require some impressive acting on the part of the gm to pull off and not just turn it into a dice toss. Sense motive (or perception or whatever) should be used to relay information that's discernable to the character so you have more information to work with, like the example @Henri Barbusse gave.
This is where I am with skills. There is a line between it being mind-limiting crutch and "you don't have access to all the subtle senses you would in a real situation, let alone a trained adventurer would".

And gain, per my personal opinion, that is where the GM's side of the screen should have "Someone is lying to the party. How do?" with some helpful mechanics for how slippery the wizard may or may not be. But that doesn't require there be a "sense motive" entry on the character's sheet.

I guess I also believe that - going just off character sheet - a lvl 1 Fighter and a lvl 14 fighter of identical stats will have about the same odds of getting duped. Its the PLAYER having collecting experience that will determine if they can "trust their gut about this guy".

And how is this any different from the garbage they claim to hate, such as Powered by the Apocalypse? They really seem to hate being forced to see how much thought was put into the mechanics of those books. I think that might have been a factor in why I never cottoned on to OSR as a philosophy, since it's the same wishy washy vibe shit rather than a design ethos.
That's why I made the point about how fully formed the system is. A lot of stuff people claim is OSR is as you describe, little better the PbtA except there is a chance a character will die.
 
3rd edition explicitly calls out trustworthiness, so if the wizard later tries to backstab the party, they will justly complain that after their nat 20 on the Sense Motive check, you told them he seemed on the level. In OSR, if it happens, they say, "Ah, you know...he was a sniveling little psycho."
3.5 at least specifically refers to that in the particular social situation that you made the check. Situations change, and when you made the check today is not the same as making the check a month later(assuming anyone bothered to, and if the party really is asking to make sense motive checks nonstop they need to knock that shit off).
 
I think what it comes down to is the difference between games and real life is that games are 100% driven by your brain. Yes, your character can do things you can't through the magic of dice. But also, the more thinking that gets offloaded to dice, the less engaging the game actually is. It eventually degrades into engaging every situation in terms of character sheet mechanics (in X situation roll a die against Y skill), and then players are dumbfounded if they run into something that can't be engaged that way. Roll to Solve Puzzle isn't solving a puzzle. It's noticing there's a puzzle, picking the player who has the largest Solve Puzzle bonus, and rolling.

3.5 at least specifically refers to that in the particular social situation that you made the check. Situations change, and when you made the check today is not the same as making the check a month later(assuming anyone bothered to, and if the party really is asking to make sense motive checks nonstop they need to knock that shit off).

Needing to tell the DM you're conscious of the world around you so that you Roll to See if My Brain is On is the sort of thing 3rd ed introduced that led directly to the OSR.
 
Needing to tell the DM you're conscious of the world around you so that you Roll to See if My Brain is On is the sort of thing 3rd ed introduced that led directly to the OSR.
Sure but that's not entirely the fault of 3/3.5/PF. At least part of it comes from lazy DM'ng, or players not paying attention. You want to have the shifty wizard in the scenario change his mind? Cool, describe it. He leaves with the party and eventually starts occasionally saying some shit that sounds "off". Maybe he's collecting some shit claiming it's for spell components but someone in the party with knowledge of that eventually notices he's lying about the spell. As other people mentioned, maybe he aids the party and happens to kill some traveler's pack mule in the process of saving them from bandits. This stuff doesn't require the players to be constantly making sense motive checks, although it could certainly prompt them to eventually. At the same time if the DM is throwing out some hints that things may be shifting and the players aren't getting it, that's the fault of the players who can then be surprised when the wizard eventually turns traitor.

Assuming that the players are incapable of doing anything without a skill check either asked for or called for by the DM is just unnecessary. Do you have players moving through a cave 5 feet at a time tapping everything with a 10' stick as they go as if it's a cane and they're blind? I would hope not, that's ridiculous.
 
Just gonna leave this here. It's some of the funniest shit I've ever read.
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Did Lucian make $84,590 on kickstarter for that game because it says "Jewish" in the title? At least his game came out and people got their copies unlike with David Hills games.
 
That is definitely an interesting, um, interpretation of a lich.

My take has always been that liches are the result of an obsession carrying a spellcaster (usually a wizard, but not always) beyond death's grasp. Maybe they have a desire for power or an all-consuming ambition. Maybe they've locked themselves into a drive for revenge or an obsessive need to collect things.

Regardless, liches are rarely (if ever) sane things, and crazy people who wield reality-twisting powers are just bad fucking news.
 
I am the one who asked why OSR games are obsessed with being "rules lite/light".

Let me be clear; it was a mostly rhetorical question.

I have played and read a lot of self proclaimed OSR. I agree with Ghostse's take above though. If you have something you would like me to go read because we want to No True Scottsman's Fallacy OSR then shoot your shot, but if I read it and come back with the same take away then what?

That's why I made the point about how fully formed the system is.
AD&D 1e is very simple. For the players. As Ghostse pointed out though there is a plethora of deep and meaningful tools on the GMs side of running the show.
Oh I need to figure out how much a castle costs? GM guide has it.
Oh I need to quickly stock this dungeon I wrote up? Appendix A is still used to this day.

But OSR also likes to pretend everyone already owns a copy of the AD&D GM guide. Most of these games are sold primarily in PDF via online download. You aren't paying my internet bill the least you can do is add the 2 extra pages of relevant information like Appendix A if that is what you intended to be used with your game. I shouldn't need to open 4 different books written in the 1980s to figure out your "vision" of tabletop. What a turbo narcissistic take from the OSR community.

This isn't even getting into how the combat in many OSR games is fucking boring as shit. We have had 40 years of skirmish and wargame development as an entirely separate evolutionary tree and yet D&D is still pretending it is 1970 and people are looking forward to playing Chainmail tomorrow. Many OSR games don't even respect the old weapon types vs armor types tables despite always claiming BECMI heritage. Finally the obsession with the d20 has been the crack epidemic of the ttrpg community, mark my words.

Anyways just because something is rules light doesn't mean it has to have no rules. We as a hobby should call out incomplete works where we find them, to prevent others from wasting their money and because shaming scammers is based.
 
My take has always been that liches are the result of an obsession carrying a spellcaster (usually a wizard, but not always) beyond death's grasp. Maybe they have a desire for power or an all-consuming ambition. Maybe they've locked themselves into a drive for revenge or an obsessive need to collect things.
When you describe a lich like that, I can see why Jews identify with them.

But OSR also likes to pretend everyone already owns a copy of the AD&D GM guide. Most of these games are sold primarily in PDF via online download. You aren't paying my internet bill the least you can do is add the 2 extra pages of relevant information like Appendix A if that is what you intended to be used with your game. I shouldn't need to open 4 different books written in the 1980s to figure out your "vision" of tabletop. What a turbo narcissistic take from the OSR community.
ACKS, the only OSR game worth playing, doesn't have this problem. ACKS II is even better.
 
Counter point: in real life when trying to determine whether to trust someone, you can typically read their expression and subtle cues that wound require some impressive acting on the part of the gm to pull off and not just turn it into a dice toss.
Counter counter point: GM does not need to act. He can decribe the expressions, the voice tone, ject, mimics, the fear in his eyes etc. vividly. GM's can express many things with descriptions. You can describe a a room with a shelf that sratches underneath. Players can deduce there might be a secret door, and try it and find it immidiately, complately ignore it, or if they search for a secret door without pointing out they are checking the door, they would find it eventually but there is a chance that they might attract a random encounter. this stuff is very easy to do and i am not saying that you should always do it narratively and expect your players to find them. Sometimes it is easy to use dice but if you lack perception skill, the dice would be a dice of chance, or of an attribute and when it is not a skill, players are less inclined to demand a roll all the time.
I prefer to not roll diplomacy, intimidate, perception and insight rolls in my games and the best way to do it is OSR. ACKSII is a good system but sadly i had imbiciles as players so i started a new game with PF1e rulesset and i am half suffering because of it. Everything feels arcade and my friends complain about how none of the abilities of the classes are not heroic show off abilities lel.
 
So you have the crumbling reminents of these once-great civilizations still holding their capitals and able to leverage aquaducts/buildings/armories build up when times were good, and in general the world has crumbled to warlordism.
I'll note that just from your example, there are still Roman era aqueducts in use today because they were just that well designed.
 
And gain, per my personal opinion, that is where the GM's side of the screen should have "Someone is lying to the party. How do?" with some helpful mechanics for how slippery the wizard may or may not be. But that doesn't require there be a "sense motive" entry on the character's sheet.
This was literally me. I was always the evil guy who was betraying the party.

My RPG group was basically me, the GM, but everyone else had their own groups and were GMs themselves, so they'd bring me in from time to time as a player. And I'd usually be an incredible jerk. The whole point was if you actually killed me (before my use ran out), you lost. So just putting up with my absolute bullshit was part of the win condition.

The final joke was often something like some NPC inadvertently telling the party the location of the MacGuffin. Suddenly there was no reason for me be around any more. Suddenly even the paladin who refused to torture me realized my existence was not good.

Suddenly, that fascist whipped out his vorpal and chopped my head clean off. And everyone, including me, laughed because goddamn that character was a complete asshole.

(The paladin repented the next day.)
 
Just gonna leave this here. It's some of the funniest shit I've ever read.
View attachment 8697853
Oh boy... here we go... I've been waiting for weeks to drop this banger in here and now the time is at hand.
I am the one who asked why OSR games are obsessed with being "rules lite/light".

Let me be clear; it was a mostly rhetorical question.

I have played and read a lot of self proclaimed OSR. I agree with Ghostse's take above though. If you have something you would like me to go read because we want to No True Scottsman's Fallacy OSR then shoot your shot, but if I read it and come back with the same take away then what?
Because TSR couldn't not compete against itself back in the day and they had markets that preferred either AD&D or just plain old D&D and a lot of the old heads that went on to start the OSR cut their teeth on Red Box and B/X D&D. That was their formative game and it was easy to understand, make a character and start playing and when you did start playing? It played fast and they carried that design philosophy with them.

Also, with time RPG design tends to trend towards elegant and streamlined anyway so they were able to fork something in such a way that it remained relevant with what was happening in the wider RPG scene. And Honestly? I kinda get it. I want to make my own D&D with black jack and hookers and so I'm looking at the Rulescyclopedia.
 
As ridiculous as that is, it keeps getting more absurd the more you read about this lunatic.
Oh my God, it is a fucking pooner, that explains everything!
GM does not need to act. He can decribe the expressions
Okay, but how is that functionally different. If anything, just giving them the raw information is worse because then you are essentially telling them what should be the result of skill investment, and there is no ambiguity whatsoever. If you are going to be deceptive with the players and introduce those sorts of mind-games in the meta space, then you can reasonably expect to see that sort of double-guessing of the GM altogether, and rightly so. By making it a check, even a blind one, any information is now subject to scrutiny as a matter of their character's skills, and they are more likely to actually pay attention to the information given. In the same way as if they are told there is a safe hallway by the GM and if they roll perception to check if the hallway is safe, and it comes up safe.
 
I think what it comes down to is the difference between games and real life is that games are 100% driven by your brain. Yes, your character can do things you can't through the magic of dice. But also, the more thinking that gets offloaded to dice, the less engaging the game actually is. It eventually degrades into engaging every situation in terms of character sheet mechanics (in X situation roll a die against Y skill), and then players are dumbfounded if they run into something that can't be engaged that way. Roll to Solve Puzzle isn't solving a puzzle. It's noticing there's a puzzle, picking the player who has the largest Solve Puzzle bonus, and rolling.
Yeah its a definite balancing act.

Another example I would like to use would
"Party is trying to convince the king to do something or otherwise suck up to royalty"

So lets say we're doing a generic "select relevant ability to action, d20 roll-under the score after modifiers" to adjudicate.
Now obviously "I charm the king.... 14 to roll under my charisma" is straight out.

But I'm going to give two examples where I'd let the player get a lot of flex.

First is, if that player is just wrecked by life. Long week, bad day. They are otherwise solid on the roleplaying, they are just having an off night and their brain isn't working, and they are asking for mulligan. I'm going to give them the option of turning things over to the dice & the gm. I'm still going to make the player provide a general description, a "ChatGPT prompt" if you will, of what they want to say, what they don't want to say, and if they know/remember any specifics to help them out. The better this is, the more likely the dice will favor them.
now if this is an EVERY TIME it won't fly. But I've had days where work has done temp INT and WIS damage, and the game is supposed to be fun not work.

Second is if the player says something to the effect of "I want to see if I know anything relevant of the kingdom and noble traditions" and that shit hasn't come up or been put into background information. Basically they are 100% relying on abilities and knowledge their character has and it would be difficult/impossible/overly autistic to convey that stuff to the player.

Another example is avoiding "Puzzle Solving via dice" but also respecting "My 18INT wizard should be smarter than me". Which is I'll usually let players do an INT check to get a solid puzzle hint in most case, depending.

But again, I don't view any of this as contradicting "the answer isn't on your character sheet"; the players shouldn't have access to any of the tables or numbers.


That is definitely an interesting, um, interpretation of a lich.

My take has always been that liches are the result of an obsession carrying a spellcaster (usually a wizard, but not always) beyond death's grasp. Maybe they have a desire for power or an all-consuming ambition. Maybe they've locked themselves into a drive for revenge or an obsessive need to collect things.

Regardless, liches are rarely (if ever) sane things, and crazy people who wield reality-twisting powers are just bad fucking news.
In my games, creation of Phylactery involves performing deeds so evil and heinous that you lose your soul and are denied even hell. Basically mortal power at the cost of everything.

I borrow from Egyptian legends about Set (who is defeated but always killed; Evil always manages to return) and a bit of.... I don't know what you'd call it, philosophy? Of someone's name & reputation being linked to an event combined with how people tend to lose themselves to the pursuit of power.

Hitler would have qualified for lichhood. (I mean, if the holocaust had been real of course) Genghis would have had a phylactery.

But OSR also likes to pretend everyone already owns a copy of the AD&D GM guide. Most of these games are sold primarily in PDF via online download. You aren't paying my internet bill the least you can do is add the 2 extra pages of relevant information like Appendix A if that is what you intended to be used with your game. I shouldn't need to open 4 different books written in the 1980s to figure out your "vision" of tabletop. What a turbo narcissistic take from the OSR community.
Any system will have lazy "Me too!" add ons. And you have nailed one of the sins of low-effort OSR lampreys, namely they aren't a complete system but then don't provide the GM the relevant or appropriate system.

Who ever it was (I think @Adamska) who said that alot of stuff purporting to be OSR is "vibe design" and that is massively accurate. And as you touch on, People tend to focus overly on "appendix N" and forget the others.


Many OSR games don't even respect the old weapon types vs armor types tables despite always claiming BECMI heritage.
A lot of the more austistic tables I view as not something to be used regularly, but

Though types v. armor is a bad example as that should be used more regularly. But I would again argue that players, except maybe the fighter, shouldn't have access to that table and if they do have access it shouldn't have numbers.

Counter counter point: GM does not need to act. He can decribe the expressions, the voice tone, ject, mimics, the fear in his eyes etc. vividly. GM's can express many things with descriptions. You can describe a a room with a shelf that sratches underneath. Players can deduce there might be a secret door, and try it and find it immidiately, complately ignore it, or if they search for a secret door without pointing out they are checking the door, they would find it eventually but there is a chance that they might attract a random encounter. this stuff is very easy to do and i am not saying that you should always do it narratively and expect your players to find them. Sometimes it is easy to use dice but if you lack perception skill, the dice would be a dice of chance, or of an attribute and when it is not a skill, players are less inclined to demand a roll all the time.
I prefer to not roll diplomacy, intimidate, perception and insight rolls in my games and the best way to do it is OSR. ACKSII is a good system but sadly i had imbiciles as players so i started a new game with PF1e rulesset and i am half suffering because of it. Everything feels arcade and my friends complain about how none of the abilities of the classes are not heroic show off abilities lel.
As @LovisXVI says, that doesn't always work. If you describe something with more than a single adjective, players will assume its important and glom to it.
 
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