dkyle said:
You really think you can play a full-fledged RPG where absolutely every thing that happens is determined by pre-defined rules?
And yes, I have both played and run games where everything is covered by either pre-defined mechanics (like a dictionary pre-defines the words we are using) or the incorporation of new elements that fall within the operation of pre-defined play.
I'm kinda curious what you mean by this. Because, if everything was decided by a rule of some kind, I'm really interested in that, as someone who prefers to run sandbox games.
For example, say the PCs are talking to a noble about something. I understand that it is common for there to be rules covering social situations; however, how does one determine that the PCs are talking to a noble initially, or even where they are? Traditionally, this is covered by GM fiat, not rules. Was there some way with rules to determine that they were talking to a noble in his mansion, or did the GM determine this?
And, of course, this extends to all situations from here on out. When the PCs decide to go somewhere, there can be rules covering that journey; I get that. However, if they wait (if they're healing, crafting, working, training, or just generally time skipping), what rules did you determine what happened everywhere else during that time? If, later, they meet someone, how do you know who or what that someone is? Was literally everything a type of random encounter chart, but on a bell curve so as to provide more reasonable results?
I'm just curious, because such a system is begging for me to steal things from it. As always, play what you like
luce said:
Chris Perkins is not your friendly local GM running his home brew, he’s the senior producer for D&D. What he does can reflect on the company therefore its unsurprising that some people expect him to be consistent to what they consider canon.
Why? How would this make his game better for his players? How would it make it a more interesting or useful example of GMing?
If anything, his column is better for demonstrating that "canon" should be the
output of play, not its input.
I can only really answer this for my players and my group, but to my players, exploring the setting is very important, and reliable descriptions help them immerse (one of our main goals). If they know Dispater is a very paranoid devil lord, but I play him as reckless, it'll hurt their immersion. It's just not what they're expecting; if they asked for a deal that he'd likely say no to, then I'll have him say no, and they'll say "that makes sense."
Just as, if I'm running a new homebrew setting with my own game system, and I say "dragon and their riders terrorize and dominate the countryside, and dragons have been known to devastate small armies," but then they're successfully able to kill several at low level with minimal trouble in a small group, they're going to get pulled out of immersion, since they were expecting something else (that dragons are able to dominate them, not that they're easily killed by low level PCs).
Basically, this type of consistency helps my group because it gives them reliable outlines of an in-game world to explore. This, basically, can give my players that "Sense of Wonder" that has been mentioned. I'm not saying it's universal, as it's certainly not, but this is why "canon should be the
output of play, not its input" doesn't completely work for me. "Canon" in my game is set by the initial setting, and how the PCs (and NPCs) affect things in the course of play. I won't change the setting in a drastic, meaningful way because the players wish it was different. That does both of us a disservice. It doesn't work that way for your group, I don't think, and that's cool. But that's how, and why, it works for mine. As always, play what you like