L
lowkey13
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That what it means for a player to impose his/her will on the fiction. Rob Kuntz wants to change the fiction: to have the gods be freed. And it happens, because he declares actions for his PC, and Gygax (as GM) resolves them.it's a player reacting in character (Robilar) to the fiction that's already in place (there's 12 deities down there and I'm bustin' 'em out).
It shows the PCs returning to people they'd dealt with before - the duergar, some of the drow - and how developments can be handled without the GM just extrapolating behind the scenes by reference to his/her conception of how things would "naturally" unfold.I've had a look over your play example from post 328 (where the party's trying to get into the underdark) and in all honesty I'm not sure what I'm supposed to be looking for.
The imp doesn't have its own action economy - in mechanical terms its a feature of the PC. Mechanically, the player is spending an AP to add +2 to a failed check (thereby making it a success). In the fiction, this takes the form of the imp speaking.there's a roll in there that fails by 1 (needs 41, roll adds to 40 after all's said and done). A PC then lets his imp speak (but why does this need an action point - isn't speech a free action at all times?) and the imp makes his case. This is a new development, which makes the old roll history: shouldn't the imp's speech provoke a whole new roll, rather than simply modifying one whose outcome has already been determined?
Sure. But [MENTION=29398]Lanefan[/MENTION] is making claims about what has to be the case, or what is required, for a mystery to take place in a RPG. Sure, there's one way to do it - the classic CoC way.The mystery is neither better nor worse, but some people might state that the "fiction" or the "game" is better for their preferences based on the different styles.
For the players, though, if the change is never narrated by the GM then they never know of it. So I think narration is still the key. Which means the (other?) key is, "What triggers that narration and how does it interact with action resolution?"A setting doesn't have to be constantly changing, but some people do enjoy that.
Yet we/they have repeatedly been told that in fact our/their place is the corner, or better yet somewhere else entirely.
And to add, it's also a gray-scale rather than black-and-white. I mean, there's times both as player and DM I've seen or let things get too railroady even for me; yet I still see lots of value in laying the occasional bit of track in order to produce a better game.
It helps if you know your table, of course, and know what they expect and-or are looking for in the game.
Minor bits of what's being called GM Force are pretty much a part of the game, I'd say.
Careful...they'll run you out on a rail if you keep saying things like that!
Lanefan
I'm trying to summarise two hours (or more?) of play into a few sentences of description, to make a couple of general points: (1) "fail forward" is not, in general, the same thing as "success with complication"; (2) that a player-driven game is consistent with surprise, revelations, rich backstory, etc.
I don't think anything about those points changes by eliding two checks into one in the narration. And I took it as given that, if the basic principles of play and GMing are things like "say 'yes' or roll the dice", "no failure offscreen", etc, then the evolution of the game's backstory is subject to further play.
If you're curious about more details of the game I'm happy to post them, but it might be more productive if you ask it in the spirit of curiosity rather than in the context of arguing that I don't know how to manage stakes and consequences in a game about which you know nothing other than the handful of fragments I've posted in this thread.
But even based on those fragments, I would have thought there would be enough to get a sense of what is going on with the mace: it is a nickel-silver mace that the PC was (before play actually commenced) crafting in the tower when the orcs attacked. The player had established, as one of his Beliefs (a BW PC has 3 Beliefs), that he would recover the mace. That goal was, as I have explained, enmeshed in a larger context of the PC's backstory in relation to his brother, plus the backstory of the assassin (who at that time was a PC) who had suffered terribly at the hands of the brother and had as her one unchanging Belief that she would flay him and send his soul to . . . [a bad place].
As the GM it's my job to push the players on their Beliefs, to frame situations where they can be put to the test, and - when checks are failed - to narrate consequences that are failures, and that will force the players to make hard decisions. Because I'm GMing a party game, it's also my job to interweave the players' Beliefs - hence the discovery of the black arrows not only forces the player to reconsider his Belief about redeeming his brother, and not only escalates the situation between the PCs one of whom has sworn to save him while the other has sworn to kill him, but also brings in the elven ronin who wears, around his neck, the broken black arrow that slew his master (thus, in his backstory, precipitating his travels to human lands where he nevertheless is determined (as his most constant Belief) to always keep the elven ways.
For all anyone at the table knows, the brother made the arrows under the coercion of some other power - perhaps the Balrog was threatening to possess the brother PC, and the only way for his older brother to keep him safe was to buy the Balrog off by supplying cursed arrows to his orc archers. Who knows? That's what "playing to find out" means.
And as far as the mace is concerned, it's not just a "non magical mace". That's your description. That's not the conception of it at the table. If someone was playing a LotR-based game, in which recovery of the Red Book of Westmarch by some 4th Age hobbit was at stake, one might easily fail to capture the full scope of what is going on by referring to it as a "non-magical lorebook".
This is well put. Thanks for managing to clearly convey in a few sentences what's a I failed to convey over several posts.
You're kidding with the names I think, but this is an excellent point.
My issue with the term railroading is that I think it's fairly clear what it's meant to be...a line with set points in a certain order. You cannot vary the order or add any points in or skip any points or make any other changes.
In RPG terms, an adventure has a chapter 1, then a chapter 2, and so on until the end. There is no changing the story or going about the different parts in a different order. If this is the case, then it's a railroad. If it's not the case, then it is not a railroad.
Now, that's perhaps too strictly defined....but I think others are using the term far too broadly.
I also think that the term term is meant to refer to the story (if not a whole campaign, then at least an adventure) as a whole, rather than at one small decision point within the story. I don't know if one instance of DM judgment by fiat deserves the term railroad to be broken out.
You have to have a thing least several such points for the metaphor to even apply.