Fighters vs. Spellcasters (a case for fighters.)

That doesn't sound like something I would say. There is a difference between something abstract like Diplomacy and something discrete like an attack roll; there is clearly a lot more room for interpretation on the former. That's largely a consequence of the level of granularity in the system, as well as the nature of the acts being described. Fighting and talking are not a dichotomy, and their scope is not equivalent.

And I think that's the break down in communication we're having here. To me, there is no difference. Both are task resolution mechanics. The level of granularity doesn't matter, to me. If you do the talky bits, you use the talky bits mechanics. If you do the fighty bits, you use the fighty bits mechanics.

But, the bottom line is, you use the mechanics.

I can think of plenty of examples where a player might want to do something in combat but not get exactly what he wants, but it does happen less often there than with skills. If there was a skill called "combat", and you simply rolled vs a DC and the battle was over, I imagine there would be more need for the DM to make rulings on that skill.

Careful there. I'm not talking about the player "getting what he wants". I've never, ever, in this entire thread talked about the player "getting what he wants". That's been added in but is not the issue and never has been. I want that to be crystal clear.

It's about the player not having his choices vetoed through DM force. The player is attempting a mechanically sanctioned action and the DM is over ruling the mechanics. Success or failure in the attempt doesn't matter.

Because you've tried fighting one of my battles?

Well, that makes you a very hard line player.

No, it makes me a player who wants at least partial ownership over the game. It probably makes me a poor fit at your table. But hard line? Not in the slightest. Telling DM's, "Hey, let's actually play by the rules" should not be cast in a negative light, IMO.

Once you define the DM as being something less than all-powerful, it's a very slippery slope. If it's your choice as to when to roll Diplomacy, for example, is it also your choice when to throw in a +2 circumstance bonus? Do you determine whether a retry is viable? Where does the player's control end?

Nope. Because all of those things are defined in the rules. If the rules allowed me to add in a +2 bonus (such as with an Aid Another check), then fine, I use the mechanics there. But, the rules don't allow me to add in circumstantial bonuses. It works both ways. The DM doesn't get to invalidate player choices, and the players don't get to make up the rules.

Since you're taking a hard line position on a metagame consideration, you'd probably be happier with a combat character in my approach. That's fine. Different characters attract different types of people. I do find that players who are insecure about these things swing that way somewhat. Playing a rogue is an exercise in trust. Playing a cleric is inviting extraplanar forces to screw with you. Playing a wizard is rather like being a lawyer; everything has to be cataloged and everything's up for debate. Playing a fighter, you do know what you're getting more often than not, and that is part of the appeal.

But, you're conflating a number of issues. For one, is asking the DM to play by the rules a meta-game consideration? I suppose it is. But, I would more consider it a basic, fundamental approach to any game.

The italicized bit though is what I find the most telling. Why? Why should playing anything other than a straight up fighter be an exercise in gaming the DM? Because that's what you're saying. If I play anything other than a straight up fighter, then I automatically open myself up to DM interpretation and DM invalidation.

Now, you see no problem with that. Me, I have no interest in that game. It's Calvinball if the fundamental elements of a class are up for debate depending on whose table I sit at. I should not be forced to play a specific class just so I can be confident that the DM will not change the rules on me.

If that's the case, then there are serious flaws in the system.

However, if you were just any player, you might well be more concerned with something other than how much granularity with which the mechanics define your actions. If you were simply concerned with getting a good outcome and didn't care how, you might be well served to make a versatile character with combat and non-combat abilities, knowing that you can try to talk your way through things or sneak around them or whatever, but that when that fails, which is sometimes out of your control, you'll have options.

Which is exactly what the character's perspective should be on these issues; he has no idea who adjudicates his actions, he only observes what happens.

IOW, if I want to be more versatile, I should game the DM. No thanks. I'd rather play the game on the table. Because, at the end of the day, no, I don't have options. What options did your charismatic fighter have? Did he get into the fight? Did combat ensue? You stated that you were trying to avoid combat (by trying diplomacy). The DM invalidated your action, without any recourse, and you were forced into a situation that you had specifically tried to avoid.

Now, had you tried and failed? Fair enough. There's nothing wrong with failure. And, in this situation, it's not like trying to stop a fight is outside the mandate of Diplomacy. I mean "negotiating peace between feuding barbarian tribes" is specifically called out as a use of Diplomacy, so, I wouldn't think it's too much of a stretch to say that changing an NPC's reaction from Hostile to Friendly (or even possibly Neutral) would avoid combat.

But, the DM has decided that your actions don't matter, and his interpretation is the only valid one.
 

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Urm, I think some of us are arguing the rules do reflect this, its just some people attempt to interpret them in a manner counter to their actual intent. I laid down a basic principle of spell design. Using this principle, if there are two possible interpretations of a spell's wording and one interpretation fits within the parameters of good design and one interpretation does not, chances are real good the first interpretation is the correct one. Once the principle is agreed to (and you have agreed to it), arguing that the poor interpretation must trump the good interpretation just seems to be arguing in poor faith. The wording of the spell is fine if one merely accepts that wishes are not part of what a person can simply command a summoned genie to do. And there is no good reason to think that it is, other than the assertion that the spell allows it; but said assertion violates the principle of good spell design and forces an interpretation upon the spell that is not necessarily the only interpretation.

In that case, by use of the principal of good spell design, can you tell me how Polymorph Any Object is supposed to work? Because the text of the spell says it works like Polymorph with certain exceptions, so the hit dice restrictions of Polymorph should remain in play. However, the examples include such feats as turning a pebble, which has no hit dice, into a human, which does have hit dice, and a shrew, which almost certainly has less than 6 hit dice (Kate was never that high level) being polymorphed into a manticore, which has 6 hit dice.

Does the hit dice restriction of Polymorph remain, in which case the examples are incorrect, or can Polymorph Any Object override the hit dice restriction of Polymorph, in which case the spell is arguably being used as intended - but then what mechanic would be used to determine how many hit dice worth of monster the caster can polymorph an inanimate object or simple animal into?

Yes, ladies and gentlemen, this is one instance in which my interpretation of the spell makes it less powerful. Will wonders never cease?
 
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Careful there. I'm not talking about the player "getting what he wants". I've never, ever, in this entire thread talked about the player "getting what he wants". That's been added in but is not the issue and never has been. I want that to be crystal clear.

It's about the player not having his choices vetoed through DM force. The player is attempting a mechanically sanctioned action and the DM is over ruling the mechanics. Success or failure in the attempt doesn't matter.
IME, when this kind of issue is raised, a player is always arguing in his character's favor. I can see the philosophical argument you're making, but I think that's the practical reality. I would not, for example, have rolled a will save and asked the DM to roll an Intimidate to determine whether I pissed my pants, and then complained when he refused.

No, it makes me a player who wants at least partial ownership over the game. It probably makes me a poor fit at your table. But hard line? Not in the slightest. Telling DM's, "Hey, let's actually play by the rules" should not be cast in a negative light, IMO.
The rules say that the DM owns the game. If you're telling the DM when and how mechanics are engaged, you're not playing by the most important rule.

This comes up all the time in sports. A player asks a referee/umpire to play by the rules in the event of a perceived failure on his part (actual or not), but the most important rule is that players don't get to make refereeing decisions.

The italicized bit though is what I find the most telling. Why? Why should playing anything other than a straight up fighter be an exercise in gaming the DM? Because that's what you're saying. If I play anything other than a straight up fighter, then I automatically open myself up to DM interpretation and DM invalidation.
Not really true. If you play anything, you subject yourself to the DM's will. The difference between a wizard and a fighter is the difference between a wristwatch and a sundial. Both of them do the same thing, but the one with complicated clockwork parts has a lot more things that can go wrong. Again, granularity.

What options did your charismatic fighter have? Did he get into the fight? Did combat ensue? You stated that you were trying to avoid combat (by trying diplomacy). The DM invalidated your action, without any recourse, and you were forced into a situation that you had specifically tried to avoid.

Now, had you tried and failed? Fair enough. There's nothing wrong with failure. And, in this situation, it's not like trying to stop a fight is outside the mandate of Diplomacy. I mean "negotiating peace between feuding barbarian tribes" is specifically called out as a use of Diplomacy, so, I wouldn't think it's too much of a stretch to say that changing an NPC's reaction from Hostile to Friendly (or even possibly Neutral) would avoid combat.

But, the DM has decided that your actions don't matter, and his interpretation is the only valid one.
Yes, that is what happened. I did not get the outcome I wanted, or even get to roll the skill check I wanted, and as far as I can tell, no choice that I could have made would have changed it. I also don't really know why.

But that's okay. People don't always have control over their lives. Characters don't always have control over theirs. My actions in real life get invalidated all the time. The beauty of the DM/player structure is that it brings us closer to the reality of the situation; games with shared narrative control are more about wish fulfillment AFAICT.
 

IME, when this kind of issue is raised, a player is always arguing in his character's favor. I can see the philosophical argument you're making, but I think that's the practical reality. I would not, for example, have rolled a will save and asked the DM to roll an Intimidate to determine whether I pissed my pants, and then complained when he refused.

?

Why would that even come up. This is going back to the idea that players asking the DM to follow the rules somehow translates to the idea that the players get to make up the rules. Intimidate doesn't do that, so, why would you ask for a ruling like this.

As far as arguing in his character's favour, well that's the nature of the beast isn't it? Your rulings are invalidating the player's choices, so, of course he's arguing in his favour. Had you not invalidated his choice, he wouldn't be arguing with you in the first place.

The rules say that the DM owns the game. If you're telling the DM when and how mechanics are engaged, you're not playing by the most important rule.

The game has a lot of rules. Who says that that one is the most important? I think that Rule 0 is a means of resolving conflict between the DM and the players when interpretations differ. However, there is no difference of rules interpretation going on here. The DM has flat out over ruled the mechanics expressly in violation of those mechanics. That is not where Rule 0 is meant to be used, IMO.

This comes up all the time in sports. A player asks a referee/umpire to play by the rules in the event of a perceived failure on his part (actual or not), but the most important rule is that players don't get to make refereeing decisions.

But, referees also don't get to fabricate entirely new rules. A referee is not allowed to tell the quarterback he may not make a forward pass because doing so would change the results that the referee deems most fun. Any ref doing so would find himself tossed out of the game pretty quickly.

This is precisely what you are doing as a DM though. The player is using the mechanics in a perfectly acceptable way, not abusive at all, and the DM has decided that the mechanics do not apply because the DM has decided which way the game will go.

Not really true. If you play anything, you subject yourself to the DM's will. The difference between a wizard and a fighter is the difference between a wristwatch and a sundial. Both of them do the same thing, but the one with complicated clockwork parts has a lot more things that can go wrong. Again, granularity.

That's not what granularity means. Granularity refers to the amount of detail contained within resolution mechanics. Disparity of choices is not granularity.

But, it's more a comparison between an Iphone and a sundial. Not only can they do the same thing, but the Iphone can do so much more. Until, of course, the DM decides to start limiting the casters by interpreting mechanics or flat out invalidating choices.

Some of us would rather that the game was either all wristwatches or all sundials.

Yes, that is what happened. I did not get the outcome I wanted, or even get to roll the skill check I wanted, and as far as I can tell, no choice that I could have made would have changed it. I also don't really know why.

But that's okay. People don't always have control over their lives. Characters don't always have control over theirs. My actions in real life get invalidated all the time. The beauty of the DM/player structure is that it brings us closer to the reality of the situation; games with shared narrative control are more about wish fulfillment AFAICT.

No, they really don't. Your real life actions can certainly fail. That's fine. But, at no point does the finger of some omnipotent being come down and tap you on the shoulder and tell you that you shall attempt such and such a thing.

It is not bringing you closer to reality. It is bringing you closer to a single vision (the DM's) of reality. In my vision of reality, the charismatic character role plays his role and talks the angry fighter down and they go and have a conversation. But, in your game, that will not happen. You prefer a more restricted game with less freedom than I do.

Which is fine. But, wish fufillment? Not even close. Again, you're conflating the need for the chance to succeed with success itself. There's nothing wrong with failing. Failing is part of the shared story created by everyone at the table. But, in your game, I cannot fail. I cannot even try.
 

I'm not so sure I like the idea of a DM stating straight up "this is my game" mostly because if it was truly just "his" game then he'd be the only player. Games are definitely a shared experience when the creator sits down to share his creation with the players. I'd prefer someone be able to say something along the lines of "I made this and would like to share it with you to see how you play it and make it yours." That's the kind of thinking that appeals to me since it acknowledges me, maybe not always as an equal, but at least as someone worthy of sharing that experience with and who it wouldn't be the same without. Would any of you long-time DMs not think of your players as comrades? I sure hope not.

As far as games with shared narrative control being "wish fulfillment," define "narrative." If it's the story/game as a whole then I would hope the players have some say in it at the very least through the actions of their characters and the rules mechanics. If "shared" means that everyone has an equal say in things then that's not how D&D is played out since it's clear the DM and players have different responsibilities and contributions. However, it should be said that I don't think anyone here, even [MENTION=22779]Hussar[/MENTION], is suggesting they want an equal share in making the game as the DM has. Rather, I believe they only want to contribute to the extent that the rules themselves say they can. Suddenly finding out that some of those rules have been taken away from them for little or no apparent reason by a forceful DM can thus be thought of as effectively saying "I am lessening (or even nullifying) your capability to contribute." That's worthy of walking away at times.

Do keep in mind that some players want to escape "the reality of the situation" through a game. One of the things about fantasy is it's not bogged down by reality, and thus people can have great experiences through the gameplay that wouldn't actually be possible in reality, and I'm not talking strictly positive experiences either although one might certainly be able to spin the experience of grieving and even crying for a loved one or the sheer gravity of an evil king's actions as being positive experiences.
 

I think thats understood, but if you understand the counterpoint then what is the argument about?
I believe [MENTION=6681948]N'raac[/MENTION] is trying to show that there is no such style as the one I play in accordance with; that it is impossible to play an RPG without using the techniques that he himself is familiar with.

I believe that [MENTION=17106]Ahnehnois[/MENTION] is trying to show that, whatever it is, it does not involved GMing (in some stipulative sense of the term which seems, roughly, to encompass the techniquest that he is familiar with) and it is not playing D&D.

Its not DM force to have a chamberlain who is too powerful for the characters, its merely a matter of preferred storytelling style.
I can't remember if it was me or [MENTION=6696971]Manbearcat[/MENTION] who introduced the term "GM force" into the conversation. I agree that having a chamberlian who is too powerful for the PCs to affect is not GM force in the strict sense; because that is not the GM suspending the action resolution mechanics so as to narrate in a resolution to the conflict within the fiction.

I think it is a technique that works well alongside GM force, because by framing the PCs into a situation that the players lack the mechanical challenge to change the way they want, the GM has the power to narrate the outcome. For instance, the GM can narrate that the chamberlain is helfpul to the PCs; or unhelpful to them; and the players, ex hypothesi, lack the capacity to change that ingame state-of-affairs. So it is a technique that - like the use of GM force - gives the GM a high degree of control over the direction in which the game unfolds.

I think the debate around the Gate spell is on the borderlines - particularly what [MENTION=4826]Ranes[/MENTION] is suggesting. What should we make of the idea that a Gate spell, cast by the PC wizard to call in a noble djinn, fails because an NPC who is off-stage, whom the players have never heard of, and whose location and capabilities are perhaps not even spelled out in mechanical terms, prevents the players' intention being realised? One the one hand, it is not the GM literally suspending the action resolution mechanics; it is simply the GM narrating in new backstory (or making previously implicit or inchoate backstory explicit and highly choate). On the other hand, the resolution of the Gate spell is so intimately bound up with the fictional positioning of the caster in relation to various entities in relation to their extra-planer homelands in relation to their extra-planar rulers that to introduce or solidify new backstory so as to change that fictional positioning so as to thwart the player's intent is tantamount to interfering in action resolution. Of course it's not "rocks fall, everybody dies" - perhaps the most extreme form of suspending action resolution via changing the fictional positioning of the PCs - but it's a technique that, in its technical features, it is the same even if to a much lesser degree.

I think it is obvious that different tables and different players have different views about this sort of technique for keeping PCs balanced. I get the impression that you don't mind it and perhaps like it. I think [MENTION=6681948]N'raac[/MENTION] likes it. The OP clearly likes it and it underpinned the OP's thesis for balance. [MENTION=22779]Hussar[/MENTION] clearly dislikes it; and [MENTION=6696971]Manbearcat[/MENTION] calls it "Calvinball".

What about me? I generally don't like backstory shaping fictional positioning and thereby shaping action resolution and thereby shaping outcomes, in circumstances where the players don't know that backstory. Why not? Two reasons.

First, everything else being equal I prefer to show off my backstory and have the players engage with it. So if it is going to affect action resolution via fictional positioning I want the players to know about it. Then they might try and change their fictional positioning (eg send nice greeting cards to the djinn nobles) and thereby change the prospects of their attempted action resolution.

Second, as I've already indicated upthread, I prefer to frame scenes where the players can have a genuine prospect of changing the fiction via deploying their resources. The more that the consequences of resource-deployment turn upon elements of fictional positioning of which the players are unaware because it is unrevealed backstory, the less that they can do this.

Red Herrings, false trails, and social roadblocks are standard fare for a scenario of court intrigue, and/or mystery. Why should I tell players upfront things I would prefer their characters should discover for themselves via interaction with the game world?
it seems that mystery is not permitted in an Indie game, as the players must be fully aware of everything that is occurring
I don't think the indie style is especially well suited to traditional mystery play, precisely because the withholding of information that is part of standard mystery play is deprotagonising of players for the reasons I've already mentioned.

An interesting evolution in indie style around this very point can be seen in a debate between Jonathan Tweet and Robin Laws in the Over the Edge rulebook - Tweet talks about techniques for keeping secrets from players, and Laws talks about the benefits to play of having everything out in the open at the table even if the characters don't know, such as possibilities like irony, or ingame unknown but at-table appreciated interlinks, and generally everyone just having a good time laughing at the troubles their and others' PCs are getting into.

And flipping it around - I don't think it's a coinincidence that CoC - the paradigm mystery game - is seen as a poster child for high-quality GM authority, GM force, non-player-driven RPGing.

Now all of the above said, there are techniques that you can use for mystery or intrigue RPGing in indie style, as TwoSix indicates;

Sure, if the game is a social intrigue one, then it would make more sense. More importantly, they can use the obstinance of the Chamberlain to drive the fiction. You can use Insight checks to try to decipher what makes him nervous. You can Intimidate in the hope that he'll tell you why you can't see the king.

<snip>

I would make up those details in the game just like I made them up right here for this post.
In indie-RPGing intrigue-style play, the GM makes up the details of the intrigue as opportunities accompanying player (and PC) success, or as complications accompanying player (and PC) failure. So although, in the fiction, the PCs are discovering things, at the table the players are not discovering something worked out by the GM in advance (at least, not worked out in detail). The GM might have general parameters in mind, or these might be set by some other considerations (past revealed backstory, for instance; or genre considerations), but the details emerge in play, and their function is to keep the players on their toes and spur them to keep going.

(In this approach, there probably won't be many GM-introduced red herrings; these are supplied by the players' own changing speculations about what might be the truth of the situation, most of which turn out (retrospectively) to have been red herrings as the possiblities are narrowed down by more and more backstory becoming solidly established because "revealed" (ie narrated into the shared fiction) as part of the process of resolving action resolution. (Of course, this takes us back to "Schroedinger's NPCs" or, more generally, "Schroedinger's backstory". Keeping the backstory loose and flexible until it is actually solidified via narration is a pretty common "indie" technique.)

For actual play examples of GMing mysteries and intrigues in indie-style, see these three threads.
 
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Some people playing D&D use the social structure as intended. The players play, the DM DM-s. Others alter the structure and move responsibilities. The players play and self-DM to some extent, and the DM does only part of the DMing. The latter style is a move towards an "indie" or "storygame" philosophy.

<snip>

None of which is to say that you can't or shouldn't run a game that way if it works for you. Merely that the game under discussion was not made for that.
Which game are you talking about?

1st ed AD&D was made to be played as a wargame. But people played it differently. The way you play the game - which seems to me to be heavily shaped by 2nd ed AD&D sensibilities transplanted into the 3E context - only came about because some people played classic D&D in a style it wasn't intended by its author to be played. Were they doing it wrong. Is your D&D play fundamentally contrary to the norms of the game? (You can loook at the current Wandering Monsters threat to see one poster arguing that you are misplaying D&D, precisely because you're not playing in Gygaxian style.)

The players in my 4e game don't self-GM - they don't frame their own challenges. They play their PCs. The fact that you judge them to be GMing is simply because you have a particular conception of what the GM does, including thoroughly vetting all action delcarations before they are permitted to enter the fiction; and a certain conception of what a player doesn't do, which exlcudes from the players' remit any metagame authority of any sort; which does not itself have any special privileged status in the game of D&D taken as a whole. I'm sure there are hundreds - thousands - of 3E/PF tables where the players are taken to be entitled to introduce declarations of actions for their PCs without needing the GM's permission to do so, and in which barbarians having rages-per-day is not regarded as a mechanical flaw. Those tables are not aberrant or deviant.

The game is diverse. There's no particular reason to think that your preferred style will retain its predominant status (if it even enjoys that) for any longer than Gygaxian D&D did (if it even did enjoy such a status).

3e is terrible for narrative/indie games. I think other posters may disagree with the "as intended" portion, but my own experiences put the "DM as rule-0 maestro" playstyle as the overtly stated intention from 2e onto the bulk of 3e, and that playstyle expectation didn't magically appear whole cloth in 1989.

<snip>

I readily agree 3e is a terrible game for narrativist play, as it relies so heavily on process-simulation assumptions of play and not on genre assumptions.
When 3E came out I was a little more than halfway through my 19-year career as a Rolemaster GM. There was nothing in 3E to lure me over from RM, but I suspect that narrativist 3E would have some resemblance to narrativist RM: you rely heavily on the intricate PC build rules for the players to send their signals to the GM, and you do your best to achieve scene-closure in the context of using task- rather than conflict-resolution mechanics for action resolution. Not a perfect fit (!) but not hopeless; Rolemaster generates quite a bit of colour, quite a bit of which the players can leverage via their PCs, and I can imagine that 3E might be similar.

A big pitfall in both systems, I think - and it relates back to the thread topic - is their tendency to produce sudden death in conflict resolution (either via SoD, crits (in RM), or single-roll out-of-combat resolution). So too much of play is spent in the anticipation and preparation phase, and not enough in the actual dramatic resolution phase.

I think much of the problem on this thread has been proponents of the so-called "Indie" style presenting it in counterpoint to abuses of other styles, with proponents of other styles then looking for the points where "Indie" style might be poorly implemented and administered.
I am not talking about "abuses" of other styles. GM force isn't an abuse of storyteller style; it's inherent to it.

When the GM is presented as a blackhearted villain out to stymie every effort of the players in one style, but a noble game leader working hard to ensure the enjoyment of everyone at the table, perhaps save himself, in the poster's preferred style, that bias overshadows any objective point being made.
When have I said that the GM is a blackhearted villain?

The notion of enjoyment is a red herring. You've already said that you enjoy a game in which the GM leads through what is essentially a colour scene, and an opportunity to reveal backstory, and that you would prefer that to hard scene-framing plus downloaded backstory. And I've said that I tend to enjoy the opposite. So no GM who sticks to one style is going to provide enjoyment for both of us, however well-meaning and sincere s/he might be.

either I am not understanding the system, or you are not selling me on Indie play.
I'm not trying to sell you on "indie" play. I introduced the notion initially to explain why, for those who like that playstyle, fighter/caster balance problems can't be solved in the sort of way that the OP, or you, or [MENTION=221]Wicht[/MENTION], or [MENTION=4826]Ranes[/MENTION] are taking about.

For all I know, you think that that very fact on its own is sufficient to show that indie play is hopeless.

I set out some of those reasons in a reply to Wicht a post or three above: the basic idea is that your approach relies upon either over GM force (in certain limiting cases); or relies upon the GM shaping the backstory and thereby the fictional positioning that contributes to action resolution (such as the presence of Louie the lizardman ready to relieve the guard; or the presence of an uncooperative chamberlain who won't listen to the PCs for a minute) in such a way that the players aren't aware of and cannot take steps to control the main determinants of the outcome of action resolution.

That sort of approach, whatever its merits for you (eg preservation of verisimilitude, contribution to world-building, making sure the PCs don't meet the king "too soon"), is basically toxic for "indie" play, because the core of indie play is that the GM will frame scenes that the players are capable of affecting via the deployment of their resources in conjunction with their known fictional positioning. That's what "indie" players mean by "player-driven" or "protagonist" play. (And see how it's different from what sandboxers mean by "player-driven" play.)

Honestly, I'd settle for "I don't get why you want to play this way, but I don't think you live on Crazy Street in Loserville."
Agreed.
 

I sit down to play a game, not listen to the DM's story. That is precisely why (and only why) I don't tolerate DMs telling me what my PC can or can't (try to) do, not because I'm "entitled". If I liked this type of game I would play a video game or read a book.
 
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There is a difference between something abstract like Diplomacy and something discrete like an attack roll
It's a bit of a tangent, but I don't follow this at all. An attack roll is pretty abstract - all we know is that, somewhere in that 6 seconds, a whole lot of "thrust, parry, twirl" took place and the d20 roll represents the best chance at a hit; whereas with Diplomacy we often know what the speech actually was that the diplomat offered up, in content at least if not always in tone and nuance (especially for those who take the view that the Diplomacy roll is all about "spit and polish" around the framework provided by the players' own efforts).
 

I disagree based on the reason given above: the calling aspect tells you under what circumstances it cannot work, and the will of the caliph is not a factor.

Clearly, we will have to agree to disagree.

...this is a logical fallacy because the argument that concludes a hypothesis to be either true or false based on whether the premise leads to desirable or undesirable consequences.

Not so. The argument concludes not that the consequences are desirable but that they are in fact the consequences.
 

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