pemerton said:
Without finality of resolution, what does it mean to work towards the goal of becoming king (just to pick up one of your examples)?
The same way it worked in your example. You described the feather as being a starting point. The PC had to identify the feather as something that could be useful, get it enchanted, do a third thing, etc. With the goal of becoming king, there will also be steps that need to be successfully completed along that patch in order to become king. Probably more than just three, but theoretically it could be three or less depending on circumstances and background.
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There's very, very little chance that any hidden backstory will stop the player's goal, so at worst it will just represent an increase or added challenge, and at best make it easier to accomplish.
But I am talking about a system that has finality of resolution: success means that the intent of the action declaration is realised.
I am also talking about a system in which stakes are express or implicit in the framing and the context of resolution: there are not unrevealed backstory elements that mean that an action resolution success might nevertheless mean that the PC actually goes
backwards in achieving his/her goal (compare [MENTION=29398]Lanefan[/MENTION]'s example upthread of the mage who charmed the NPC trying to preserve civic order, only to unknowingly make an enemy of the duke).
"Added challenge', in the context of GM manipulation of backstory together with an absence of finality in resolution, can be opaque to the player, may emerge or manifest itself at any time, and is not amenable to risk mitigation (as per some recent posts not far upthread).
pemerton said:
The notion of "player choice of goal" doesn't do any work, as far as agency is concerned, until you tell me something about how this choice actually matters to the content of the shared fiction. It is very easy for a non-dungeon sandboxing game to become the making of moves to trigger the GM to say stuff. Changing the way backstory is established and managed makes a big difference in this respect.
I still don't see it. The player told you he wanted to find an item before he left the city that would allow him to free his brother from the Balrog. That triggered you to say stuff, and the stuff you said was about the bazaar and an angel feather. Then he said that he would check it with his arcana skill. That triggered you to say stuff based on the roll, and the stuff you said was about it being cursed.
So there are two approaches to framing, if the player has as a goal for his/her PC "I will find an item to help confront my balrog-possessed brother before leaving town":
(1) The GM tells the player "You're in a bazaar, with a peddler offering an angel feather for sale. What do you do?"
(2) The GM tells the player "You're in the town. What do you do?
The content in (1) itself reflects player agency - it is the GM directly engaging the player's statement of dramatic need. The content in (2) does not.
Suppose, following (1), the player declares some action in relation to the feather:
I offer 3 drachmas for it or
I read its aura to learn what useful magical traits it has. The upshot of these are not
just the GM telling stuff to the player. It is the player establishing salient content of the shared fiction. If the offer to buy succeeds, the PC now owns the feather. If the attempt to read the aura succeeds, the PC learns of a useful trait the feather has. Conversely, if the check fails then an adverse consequence ensues - in this case, the feather is Resistant to Fire but also cursed.
Suppose, following (2), the player says "I look for a bazaar". If the GM simply says "yes", then the only difference that I see from what I described is that we spend 5 minutes of play getting to the action. It's certainly not the case that the player had to "work" for it in any other sense of "work".
If the GM says "No, there are no open markets in this town" then we already have hitherto unrevealed backstory being used by the GM to drive the direction of play. The player now has to start making other moves that will get the GM to tell him/her the stuff necesaary to get to where the action is. (Eg "OK, so I look for a curio shop instead" or "OK, I look for a wizard's tower" or whatever.)
And if the GM calls for a check (say, Streetwise), then what happens if it fails? Now the focus of play is not on what the player has flagged (ie finding a useful item) but on something the GM has decided to make a big deal of (ie finding a place where items might be sold). Again, the player now has to start declaring different moves that (whether via the GM saying "yes", or due to successful checks) that eventually result in the Gm describing the PC as being in a place where a potentially useful item is on sale. It's all that stuff that I describe as
making moves whose purpose is to get the GM to say more stuff about the gameworld.
How I respond to the player's statement will vary depending on the circumstances, prior game play, etc. Usually there will be a roll involved. Sometimes it will just automatically succeed, such as if the player had previously spoken to a sage that had the specialty in question. Sometimes, very rarely, it will automatically fail, such as if the player wants to find a wizard guild in a city that hates arcane spellcasters. Sometimes there will be success with a consequence, or failure with a consequence. Outright failure is okay, since there are many avenues to success. A failure isn't a failure at the goal, but just at that step in the process.
I wrote the preceding paragraphs before reading this. It seems pretty consistent with what I wrote, so I'm leaving what I wrote unchanged and don't see the need to add anything more.
Why is it okay for your players to trigger you to say stuff, but you speak like it's something to be avoided when discussing other playstyles?
All RPGing involves conversation. In this post just above, and in many earlier posts, I have tried to make it fairly clear what I am talking about.
Investigation and
exploration, in the sense that (eg) [MENTION=29398]Lanefan[/MENTION] talks about them, mean the players making moves that have no result but the GM relating more stuff about the gameworld (either read from notes, or made up on the spot but having the same status as if it were read from notes). Paradigms of this sort of RPGing are CoC modules and "story"-style D&D modules like Dead Gods.
The player trying to find a marketplace or a wizard or a curio shop that might sell items is, in a GH-driven game, almost certainly going to be this sort of RPGing.
What I am contrasting it with is action declaration whose success or failure doesn't simply change what the players know about the shared fiction, but actually changes the content of the shared fiction in some salient fashion - eg
I search the study for the map, if it succeeds, yields the result that the PC has found the map; or
I read the aura of the feather to identify any useful traits, if it succeeds, yields the result that the feather has useful traits; etc.
One of the things that pre-authoring adds that your style doesn't have, is the ability for both the DM and the players to draw from that large pool of pre-authored content. I have been running primarily the Forgotten Realms since 1e. If the players are in Baldur's Gate, they know many of the pre-authored elements and can draw from those. The player might tell me, "I go find some Flaming Fists to take this lost girl back to her parents." He has drawn on the depth of the world as an aid to what he wants to do. That's not something that's really available in your game. Your game lacks that depth
Well, in the first session of my BW game - the one with the angel feather - the PCs interacted with a sorcerous cabal, its local leader Jabal, and a peddler who had purchased various items from a dishevelled man whom they later saw in Jabal's tower.
As [MENTION=82106]AbdulAlhazred[/MENTION] said, this sort of stuff doesn't depend upon pre-authorship.
Or is
depth a reference not to the actual possibility of story elements, but rather something about their emotional resonance with the participants?
The important thing is that I am not dictating the process or how the process is to work. I'm not going to the player and saying "Your brother is possessed by a Balrog. If you want him to be free, you have to do A, B, C, D and E."
You haven't really said anything about how you would adjudicate the attempt to free the brother. How do you establish if a shop (or market, or wizard, or whatever) has a useful item? How do you determine what
counts as a useful item?
What sort of check would be involved?
pemerton said:
What difference that is important to you are you saying that I'm disregarding?
That my playstyle is nothing like a choose your own adventure book, or a railroad, or the other negative lights you have tried to shine on it.
It's clear to me that, to you, the difference between
the GM reading from notes and
the GM making stuff up and giving it the same status as if it was on his/her notes is important.
A long way (as in, many many hundreds of posts) upthread I explained why I don't see the difference as that significant. It's because, as long as the GM treats this made-up stuff as if it were in his/her notes, player action declarations really have the status of suggestions for what the shared fiction might contain. There is no robust resolution with finality.
Whereas you seem to regard it as very important that (unlike what
you would call a railroad) the GM is taking suggestions.