In another thread (which I won't link to because it's really, really long and not on this topic) I posted the following:
One of the reponses I received was the following:
This surprised me a bit as I've not yet had a negative response to giving some narrative control to the players (in fact I would have to describe response as overwhelmingly positive). That said, I have a pretty limited sample as I don't really have time to DM outside of my regular group.
I will also say that I disagree that story is being put ahead of setting here as giving narrative control to players can still easily place setting first.
Anyway I thought this could really use it's own thread as I find it a very interesting topic.
Thoughts?
I'm not necessarily talking world shattering stuff here realy. Lets say the characters are chasing a villain through the streets of a city that one of the PCs is intimately familiar with. The villain has a few minutes head start but the players know where he is likely going.
The PC (intimately familiar with the city) looks at the DM and says "I'm intimately familiar with this city, chances are I know a pretty good shortcut that the villain doesn't."
The DM looks at his map and sees that the villain is going by a direct route with the players unlikely to catch him. Assuming teleportation magic is not at play does the DM a) give the players no option other than to try and catch the villain by directly following him or b) allow the player (assuming he rolled well on a geography check or similar skill roll) to find a previously unknown route (maybe not even on the map) that allows them to catch the villain (essentially changing the reality of the game world as he planned it)?
I think option b can be a great way for the players to influence the game world – yet too many DMs would look at their map, not see a route, and dismiss this out of hand because it doesn’t fit their (and only their) story.
One of the reponses I received was the following:
See, this is putting story ahead of setting, which is where I object, because it runs the risk of immersion being lost. Now, you can definitely keep players immersed while doing it, but I think it's akin to what certain posters have labeled "illusionism", which there's an objection to. I mean, you like that style of play, and a lot of other people do, too.
However, if it's ever discovered that this is what happened in my game, my players would be upset. They wouldn't consider it fair. They'd feel like I cheated to help them (this is close to how I'd feel as GM). And, I'd personally feel the need to disclose my gaming style to the group, as I find establishing the social contract very important. They should know what to expect out of me, and what to expect out of the game. We've specifically voiced that we wouldn't like the style you've described in the game, so changing it would be a major 180 on them.
Again, it's just preference. As always, play what you like![]()
This surprised me a bit as I've not yet had a negative response to giving some narrative control to the players (in fact I would have to describe response as overwhelmingly positive). That said, I have a pretty limited sample as I don't really have time to DM outside of my regular group.
I will also say that I disagree that story is being put ahead of setting here as giving narrative control to players can still easily place setting first.
Anyway I thought this could really use it's own thread as I find it a very interesting topic.
Thoughts?