reading the crafting rules in pathfinder 2e and like. yeah i realise the system is not meant to model a functioning economy with supply and demand, but since the thing it does seem meant to do is 'make sure crafting isn't more than marginally useful or it'll break the game' i resent it a little
Honestly the crafting rules in 1e were so much better
at least for magic items they seem strictly worse (at least re: making sense of why anyone spends their time crafting high-level ones for resale). the ordinary crafting ones maybe are better, idk
Well yes, but they're extremely good at their design goals, which is to explain why no one spends their time crafting magic items for resale.
Fairly explicit in the rules that you can't actually buy magic items, and that crafting an item is a quest, and for the most part you're supposed to use whichever things you find.
(3E had a major change when it fairly explicitly allowed purchase of magic items, rather than explicitly forbidding it; this led to great gnashing of teeth. It was a big part of the shift to planned builds, away from most of the your character being determined semi-randomly.)
based on your tags and also the words "3E" you are talking about D&D, and for all I know what you are saying is true in early editions of D&D but this post is about pathfinder, which totally does allow you to buy magic items from merchants. said merchants must be either making them for resale themselves or buying them from someone who is.
Oh yeah, I misread you when I saw 1E, sorry; I forgot there was a pathfinder 2E.
(Pathfinder 1E is essentially D&D 3E, with minor tweaks. And I think you're right there; the rules explicitly let you buy items, and they make it predictable and straightforward to make magic items, but from my memory it's not a very reasonable income source and also you make the same income/day from low-tier items that you do from high-tier items.)
i mean trying to pretend that the mechanics are simulationist or that NPCs all function according to the same rules as PCs has always felt like catastrophically missing the point to me?
In most of the games I'm familiar with (which I know is a specific subset of ttrpgs) you're very much supposed to be treating mechanics that way.
Like "making magic items is hard by the rules, and that's why you can't buy them in shops" isn't me making an inference; I'm pretty sure that's literally what the DMG said. And simulationist verisimilitude was an explicit goal of 3e, and they did a ton of fairly impressive math work to make it work smoothly. (There's a fun essay somewhere working through how an optimized level 5 expert puts up nearly exactly world-record numbers in multiple track and field sports.)
In practice I'm not really a ttrpg person at all; but I would have absolutely zero interest in a game that didn't at least try to make the NPCs follow the same rules as the PCs. Otherwise how are you supposed to understand how the world works?
by reading worldbuilding fluff and incorporating your existing knowledge and intuitions, same as every other fantasy setting such as those in novels and video games
I think this is related to the thing where I just don't get magical realism.
But my reaction to that is, yes obviously, but my knowledge and intuitions have to be adapted to the rules of the setting: if some poeple can fly, or read minds, or reliably survive two-hundred-foot falls, or murder a thousand ordinary men with a teaspoon, then I have to use my knowledge and intuitions to think about how a world with those abilities would work.
And so I'd say the same thing about worldbuilding fluff: it's useful, but it has to be compatible with what you tell me about how things work mechanically. If powerful wizards have the ability to mind-control millions of people, then I'll ask why any nations aren't run by mind controllers; if powerful wizards have the ability to create eighteen tons of worked iron for fifty gold then I'll ask why there are any powerful wizards willing to work for cash if iron is worth money.
(Pathfinder d20 "solves" this problem by including a clause that "this iron is "not suitable for use in the creation of other objects and cannot be sold", which is the sort of thing that genuinely offends me because that's not how iron works and now I can't use my knowledge and intuitions.)
To use intuitions, to have worldbuilding, you need some sense of what people are capable of doing. And that's what the rules are there for.
I don't think the magical-realism analogy works very well here. There's an abstraction-layer you're missing, I think, of the difference between player-facing options and character-facing options, which isn't replicated in magical realism.
In magical realism—or, at least, all but the most aggressively metafictional magical realism—the thing that's happening isn't "the magic happens only in the narration, not in-universe, while in-universe events are meanwhile fully coherent and consistent-with-ordinary-human-psychology but look very different from what's narrated"; but, in many TTRPGs, that's precisely the thing going on. This varies in how overt it is, but it's in fact all over the place.
For a very overt example of this, see e.g. Gone to Hell, in which players get access to such actions as "attempt a clever solution that just makes the problem worse" and "fail to anticipate the obvious consequences". Clearly, this isn't the player character choosing to do these things; rather, it's the player choosing for the player character to do these things, causing the player character, in-story, to do them unintentionally while attempting to do other things. There's going to be a coherent in-universe account of why the PC attempted their clever solution, and of why it ended up backfiring; that account isn't going to look at all like "they decided to take the action of 'attempt a clever solution that just makes the problem worse'".
For a less overt example, meanwhile, I'd point you in directions like the D&D 3.5 / Pathfinder 1 barbarian's Rage ability, whose initiation is entirely under player control, even as in-universe the thing it represents is typically a much less controlled sort of rage; it would be a decidedly unconventional flavoring for barbarians, for them to be people of very exceptionally strong mental self-control who deliberately choose to enter the enraged mental state for precisely only those moments when their doing so appears tactically-ideal in combat, even as that's precisely what their player is likely to be doing most of the time. And, much like the Gone to Hell case, this is implicitly justified by in-universe causal pathways different from the player-facing ones, with in-universe events happening to push the character into / out of the relevant psychological state with timing concurrent to when the player chooses to enter / exit the relevant game-mechanical state.
The thing rules like the ones in these two examples are doing, then, isn't describing what options the player characters are choosing to take. Rather, what they're doing is offering the players levers of influence over the direction in which the player characters' story goes. Unlike in magical realism, when you look underneath, there's still room for a fully consistent causal story about what happened in-universe, much as a well-told (non-magical-realism) fantasy novel will typically have a causal story about why in-universe goings-on are going on beyond "the author decided to have these things happen".
And then, once you have rules like that, it's easy to see how worldbuilding comes in as a thing that can exist separately from, but coexist with, them: the worldbuilding defines what the in-universe causal pathways are by which the player-selected outcomes end up taking place. The player chooses to have their character fail to anticipate an obvious consequence to an action; the worldbuilding supplies the background-information that cognition-impairing magic exists and could have been cast on the player's character in such a way as to cause that failure-of-anticipation.
(The thing with the iron, I agree, is silly, and I will make no attempt to defend that one. That's a case where multiple systems which are trying to describe principles of how things work in-universe are in conflict with one another around the edges, without any of the involved systems being of the purely-player-facing variety.)
See, I think some of that is exactly what I meant by drawing the magical realism comparison. In the mechanisms you describe, things are happening for narrative-logic reasons rather than diegetic reasons, which is the same thing I'm objecting to in magical realism.
Like, in your Gone to Hell examples, it seems like the reason your solution makes the problem worse is that narrative fiat says it makes the problem worse, because you took the narrative action "try to help and make the problem worse". I do take your point that you're then narrating in-universe reasons that works, but that's sort of fundamentally unsastifying to me.
(This does overlap with my distaste for narrative games in general, and honestly my discomfort with roleplaying; I'm me, and I'm going to take the actions that I think best achieve my goals. "Try to help and make the situation worse by accident" is not going to achieve my goals so it's not an action I would choose to take.)
In contrast, your barbarian example I think precisely carves out where we differ: I feel like you have to interpret Barbarian Rage as a conscious choice that barbarian characters are making, because that's what the rules give you and the world functions according to rules where barbarians choose to rage or not for tactical reasons. Now you could always choose to roleplay a character who rages at inadvisable times, but the rules to me are very clearly spelling out barbarians who choose to rage on purpose.
To try to focus in a bit on some of my real issue here: in the (very good) webnovel Practical Guide to Evil, there are narrative causal pathways where things are actually more likely to happen when they advance a character's story, or something like that. And the characters in the world know that and they exploit it to make predictions and build their tactics; they say things like "Ah yes, but this is the beat in the story where the villain gets beaten but escapes and lives to fight another day" and then they rely on that to plan their next move because it's a reliable part of the universe's physics.
If your rules cause things to happen for narrative reasons, you live in a universe that has narrative causality. And in that case it's irrational, and a little bit insane, to not incorporate that narrative causality itself into your model of the world and let it influence your next decisions.
I think some important piece of my disconnect from you, here, is that I don't understand why you're analogizing TTRPGs with player-facing rules which shape events in accordance with narrative causality to APGTE—where narrative causality is an in-universe phenomenon—as opposed to analogizing them to more ordinary fantasy novels like, to pick an example I'm pretty sure we've both read, the Stormlight Archive.
It is not the case, on Roshar, that the world runs according to narrative causality. That's not part of the setting. This is true irrespective of the fact that the stories of Roshar to which we have access have been written by Brandon Sanderson and thus are in fact shaped in accordance with narrative causality. It isn't insane for the characters on Roshar to refrain from thinking about their lives in narrative terms; by the rules of their universe, this would not produce good predictions most of the time, even if it's the case for us as readers that making predictions based on narrative causality can be effective when reading novels set on Roshar.
As far as I can tell, the sorts of tabletop RPGs where the game rules don't represent the in-universe rules are pretty directly analogous to that, most of the time. I'm sure there are some which are more APGTE-like, where player-facing narrative-outcome-selection is an in-universe phenomenon; but that's nondefault. It seems to me that it's about as much of a misinterpretation of most games-with-rules-that-aren't-strictly-modeling-in-universe-causality to claim that their rules imply that their worlds run on narrative causality as an in-universe phenomenon as it would be a misinterpretation of Brandon Sanderson's novels to say that their worlds run on narrative causality as an in-universe phenomenon. (Which most of them don't! Perfect State is an outlier.)
I think I'm claiming that if the rules encode narrative causality then the world-as-the-player-experiences it kind of has to have narrative causality. From the perspective of the player character, you can in fact make better predictions and decisions if you take into account the structure of the player-facing narrative-outcome-selection.
And the only reasonable response for those characters to make is to, like, try-to-help-but-make-things-worse at the villain whom they want to fail, or something like that.
And I realize that I'm fighting the system here, in that some of these narrative games are asking you to take the role of the author rather than the character in some sense. But even if I buy that, I feel like the character should be taking the role of the character, and if the rules cause things to happen for narrative reasons then the character is living in a world where things sometimes happen for narrative reasons, and this seems like something they should be able to figure out and exploit that.
And I guess your point is, in most novels the characters live in worlds where things happen for narrative reasons and they don't take that into account. But honestly I think in most of the fiction I read they do, but only a little; they go on and on about the prophecy or the will of fate or the way things are meant to fall out or whatever. Knights Radiant get an explicit powerup in the scene where they come to climaxes in their character arcs! (see also "The Well-Tempered Plot Device".)
But there's also definitely an element of, if I'm playing a character, I want to inhabit the character, and make good decisions that will make them happy.
So, I run a campaign and the NPCs follow 'different rules' than the PCs. But they are the same physics.
Specifically, I model it as different 'packages' of abilities that people are taking.
Vanilla as written, someone can hold the breath for a number of rounds equal to twice their constitution score, reduced by certain activities.
In my handling, the typical civilian can hold their breath for a number of rounds usually from half their constitution score to twice their constitution score, and a big part of this is that they are implicitly doing 'actions' that reduce that.
An adventurer, or other people with relevant training, get twice their constitution score approximately always, and reduce the space of activities that cut down on the time to almost only 'productive' activities.
The PCs are the sort of people who can do things like by pure force of their own soul un-dislocate their own shoulder. In universe, this is the same sort of process that everyone uses to be able to move at all.
The PCs activity patterns have had downsides. While their access to magical healing prevents them from many of the ailments that the average peasant may suffer, they have exotic problems caused by massive magic channeling, or having their souls almost yanked out in combat, and all that sort of crazy shenanigans.
But also, they aren't as good as an equal level civilian librarian at being a librarian. They traded in some of the skills such would develop for things like "the ability to keep fighting until zero hitpoints without freaking out or collapsing, and then even at zero HP carefully move to only finally pass out when they have chosen to strain themself further".
In fact, for a side adventure the players made PCs with 'NPC' builds! I haven't stated out a lot of the implicit NPC build stuff in as much detail as I have for the stuff the PCs use, but I also haven't stated out exotic monk abilities nearly as much.
It doesn't have to be 'narrative rules' vs 'IC rules'. The rules already create divides that shouldn't strictly exist IC. Not just between PC and NPC, but between ranged and melee weapons.
If you attach a string to an arrow in a bow and arrow and tie it to yourself, it is still a ranged weapon. But one can in principle draw a sequence of individually small changes that eventually starts with a bow and arrow and ends with a longsword, and attacking with those uses different rules!
How do we reconcile this?
My answer is: A lot of those intermediate weapons are going to be awful and using them would be dumb. IC, there is actually a smooth gradient. It involves adding a lot of penalties to your attack roll, then removing a lot of penalties from your attack roll, until you wind up somewhere else. I have not stated it out in detail because it will not come up on screen to the point of needing much detail.
What are the rules for being a civilian sustenance farmer? What perks do you get as you level up? Probably some. Also haven't stated out in detail.
And what are the exact rules for being not an adventurer with a tendency to craft magic items, but a magic item crafter that is quite unqualified to be an adventurer? Also unspecified, because none of my PCs are that, and I don't wind up needing to have an intricate system for figuring out exactly how badly it goes if one of said crafters winds up in lots of the situations where I do need to figure out what happens to the PCs. They faint. Or die. Or are screaming in pain. Or stay back and try to use an item they crafted.
Why would I need to figure out their feat tree in detail?