System Nudging
A frequent objection given against my rants against certain post-TSR trends in D&D is that my rants do not target the system per se, but rather table behaviour. That it is possible to use it in a different way and not go where the game is implicitly inviting you to go.
I call this phenomenon of game invitation "system nudging". The basic idea is:
If you have rules in the core system for how fighters may build a stronghold, then you will see this happening more often than in a system that does not make this part of its core rules.
In other words, although the system is not necessarily telling you that you should do this, it is nonetheless nudging you in that direction. It's basically the system telling you how it wants to played.
How often does this happen in Classic D&D vs 5e? The mortality rules for each set will give you a good idea. |
There are degrees of nudging, and types. Some are intentional, others accidental because the developers didn't consider the implications of what they were doing.
For example, if the core rules tell you that at 9th level, a thief may construct a hideout which will attract 2-12 followers (and that the player may wish to consider starting a thieves guild from here) then that is the system nudging you towards this kind of play. If this were presented as an optional rule in a supplement instead, the nudge would be far weaker and one would expect that happening becomes far less prevalent at game tables.
Likewise, if the system rewards planning ahead and making decisions on your character that only become relevant several levels in the future, then the system is directly nudging players towards the "build" mini-game. It is also indirectly nudging away from premature character death.
Meanwhile, Classic D&D with its somewhat punitive "death at 0 hp" rules and quick character creation rules nudges tables towards a more accepting attitude concerning PC deaths.
A game that includes a roster celebrating the PCs that died on the way nudges the game even stronger in such a direction.
A game with alignment in the core rules nudges tables towards considering that as an aspect of their behaviour, even if it has no mechanical implications.
A game where XP for killing monsters is the primary source of XP will nudge players more towards being big game hunters than a game where gold is the primary source.
Nudging also lies at the core of the old school philosophy - to play games that discourage players from only looking to their character sheets for solution to problems. The very concept of rules-light systems is founded upon system nudging.
The arguments presented in the comments to this blog against the significance of nudging range from the thoughtful:
"I think it's important to factor in table-culture issues as well. Some of these problems do flow from the d20 system design, I think, but others instead reflect habits of play"
to
"You're not supposed to focus on that"
and
"Assholes stop good roleplaying, not dice."
So I told him "Assholes stop good roleplaying, not dice." |
But then I saw a post on the OD&D forum on how 5e played in his group which really solidified my own opinion of it:
... I came to the conclusion that 5e really is designed for players who hate to even take notes* let alone track ammo, as the proliferation of spells or rules in place that make it so damage is relatively instantly healed, never starve, always take a rest so no Exhaustion, etc. & these players loved the freedom from restrictions to the point that they really couldn't take character harm or even death seriously, so nothing was a risk or a challenge.
They even boasted that 5e was designed for this.
They could play on their phones while they cake-walked thru adventures.
And they did.
They were about 8th level at the time & could have taken over the guild for themselves, but instead they handed over to some friendly thief NPCs & left for the tranquil wilderness.
They didn't want a HQ, they didn't know that they could do it (never did any of them read AD&D, BX, BECMI or 0e) or thought it could be an exciting part of the D&D game.
Now, I have no judgements to bear on the decisions of that group per se. But one thing I do find it pivotal here is that it simply didn't occur to them that they could have taken over the guild. Because the game itself had zero nudges for it (maybe 5.5's new rules for bastions will change that, I don't know).
I think it is not just the absence of nudges at stake here, but the nudges that 5e has itself. It presents a game that is very much about a troupe of happy-go-lucky semi-immortal plucky adventurers who show up for the adventure of the week each session to pull off some signature moves in a cool way.
I am grossly caricaturing here, but this is IMO, what 5e nudges towards, with its art direction, its deathless play and focus on how much of the fun is to be had with mechanical player widgets defining what your character can do.
Art direction also constitutes a form of nudging. |
Of course you can play it differently. And I would say 5e is in fact rather open-ended as games go when it comes to nudging. But if you aren't getting your nudges from somewhere else to take the game in those different directions, then I think this is the default mode that the game invites you to play.
I see it also at our own game table. Players make different choices, approach the game differently, depending on the system. Switching from 5e to classic D&D has resulted in players being a lot more cautious and thinking through their approach. They become more interested in problem solving and finding lateral solution to challenges they previously were more inclined to swing a battleaxe at.
The gold-for-xp mechanic has also tilted the moral shading of the group towards a more mercurial one.
And one thing that demonstrated a major shortcoming in 5e's approach to mortality by comparison - They take the preservation of their own lives far more seriously. There are places they won't go, challenges they don't want to risk, because they know death is a very real possibility. in 5e, it really was more of "ok, we know better than to take on an ancient dragon, but otherwise, we'll wait until halfway into a fight to determine if we are in over our heads."
They are the same players, but the system nudges them in different directions.
Of course, you can argue "but you can play 5e and take mortality seriously too". Sure, but it basically working against the system, aka making extra work for yourselves to make it work.
Of course, you can houserule the nudges away. That is a time honoured tradition. 5e, I think, requires a lot of houseruling to do that. But it can be done and the system is rather more forgiving of this than 3e or 5e, imo. Hell, I made an entire game to nudge 5e into an old school direction. But that's a lot of effort (believe me).
Where am I going with this? My basic point really is to help people understand that choice of system really does influence how play unfolds in a lot of ways. The game wants to be played in certain ways and I think we should take those invitations at face value when reviewing them and consider how these nudges might affect the gameplay at the table in our choice of system.
You've kind of glossed over the DM's role in "nudging" the party towards certain agendas. If they want the party to delve into realm management, they need to be setting the seeds of it throughout the campaign. Likewise if they want the party to fear death, they need to make things more obviously deadly. The DM sets the world, and the party reacts to it, always.
ReplyDeleteFor example, 5e has rules for running a Thieves' Guild codified in the DMG, yet you claim the party was not nudged that way because they didn't know about that side of the game - I maintain that, as this is DM information in the DMG, that the failing of the party to care about it lies squarely on the DM's shoulder for not communicating that it should be important, rather than the system for not emphasizing the option enough.
Particularly for things like de-emphasis on mortality, supply tracking, and using options on the character sheet - all these nudges are done at the DM's behest, by downplaying lethality, waiving supply needs, and letting players dictate what rolls are required when. This is, in my experience, less a system issue (all these things are codified in 5e and are expected to be in the game per the rules) and more a novice DM issue.
When I said that 5e is open to different nudges, it is also because the DMG has a lot of optional rules for how to do many of these things differently. So the core set does nudge in the direction of houseruling and of perceiving 5e as a modular game.
DeleteI don't consider it a failing that they didn't know. It is what it is. I merely note that in a game where the player-facing rules account for such possibilities, they are likely to happen.
I think making it a "novice DM" issue is setting the bar too high. I think lots of non-novice DMs are susceptible to this. Which is why we can see different trends in different games.
Say rather that nudging is a system issue surmountable by experienced DMs with a clear vision of their style of play and the impact of the rules set upon it.
" I think lots of non-novice DMs are susceptible to this. Which is why we can see different trends in different games."
DeleteI see these kinds of statements a lot used to justify someone's opinion on how the game should be. My question is: Where are you seeing these "trends"? 99% of table activity is not shared beyond the group's players, so how do you *know* this is happening? Where are these "trends" being reported?
In short: [citation needed]
Great post. This "system nudging" is a very useful concept.
ReplyDelete