Judgement calls vs "railroading"

At each step, new fiction comes into the shared fiction: (1) the GM introduces the fiction that constitutes the framing; (2) the players introduce the fiction that constitutes their PCs efforts to get what they want; (3) if the players' checks succeed, not only the PCs' efforts but their aspirations become part of the fiction; if the players' checks fail, then the GM introduces new fiction that gives effect to that failure. And of course the (3) of scene A feeds into the (1) of scene B.

Simply follow the player characters around and introduce threats and opportunities that could upend the status quo.

<snip>

You can introduce complications, let them deal with threats to the status quo in whatever way they want, and like see who they really are.

So I'm guessing that at this point, you're describing how you handle it rather than as some basic structure? Because I see a lot that I would not describe as fundamental. Not that I think any of what you describe as being wrong...just that we've moved away from some fundamental structure that most games would recognize and into the realm of preference.

I'm going to be Mr Buttinski for a moment. Pemerton's and Campbell's abridged version of play here seems pretty orthodox TTRPGing here, no matter what you're playing.

The GM presents the initial situation > the players interact with the situation to affect whatever end they seek > the resolution mechanics are consulted if the situation calls for it > the situation changes (and hopefully through the interaction and changing of the situation, we learn something about the actors and the world they inhabit).

Rinse & repeat.

I mean B/X is very different procedurally and architecturally than 5e, but my little goblin (the DW play excerpt upthread that I mapped to B/X and still have to map to 5e) who freaked out and ran (as a result of the initial framing > Monster Reaction > PC interaction > subsequent Monster Interaction) could happen in both systems.

In 5e, the opening situation unfolds as I presented. The primary difference is that the introduction of the goblin wouldn't be systemitized like it is in DW or B/X (unless you're rolling for Random Encounters at an extremely high frequency in this complex compared to normal and you hit your 15 % chance). Its basically going to either be (a) arbitrary GM fiat (not necessarily GM Force, however), (b) orthodox 5e GM as storyteller/fun-producer mandate (this will make good story/fun), or (c) a causal logic extrapolation from dungeon stocking; "the character's actions draws attention from the wandering goblin nearby."

No matter. The social exchange with the goblin can basically be the same. If it was 5e, I'd frame the situation a little differently than DW (because the goblin scene was a hard move from a failed roll). Something like this:

GM

As your eyes scan the room for any other points of entrance/egress in the stone walls and ceilings, the sound of a creaky hinged door from the far end of the room stirs you from your search. A squat goblin shambles into the room, flipping a coin and catching it on the back of his hand. Before his attention is drawn from his game of catch he says in goblin, "I heard you guys could use some...help..."

His jaw goes slack. He completely misses the coin he was playing catch with and it clangs off the floor and rolls before coming to a rest somewhere amidst the tangle of refuse barrels. A blank look on his face quickly evolves to horror as he looks past you at the gory remains of his dead friends. Perhaps he sees the trail of pink slime leading from those bodies into the stone wall's cavity. Perhaps he doesn't...

There is your situation.

I pick Hostile for the goblin's Starting Attitude.

The player decides he is going to try to diffuse the situation. He sheathes his weapon, shows his hands, and says something that seems sufficiently calming. I don't make him roll any dice, but while he's stalled the goblin for a moment, the unnerved creature is subtly backing away.

The player decides he is going to try to find some common ground. He is clearly afraid, but he hasn't outright fled. Perhaps he's conflicted. Does he seem anguished over his friends? Is he trying to make out if I'm an enemy? Maybe he saw the telltale sign of the Aboleth attack and is more terrified of that?

He looks for a clue on the goblin's face so he rolls a Wisdom (Insight) to uncover an Ideal, Bond, Flaw. He's successful. I tell the player that the goblin is tearing up, eyes going bloodshot, rage and despair clearly simmering. He loves his friends (Bond).

The player plays off of that. Shows the signs of the Aboleth attack and promises the little goblin that he will have his vengeance...the Elf will see it done.

I'm gonna let this shift his attitude up to Indifferent and call for a Charisma check (and I'll give Advantage because the little goblin is willing to risk to see his friend's avenged) to see what happens. Maybe the PC beats the 20 DC.

There is your effort to get what the PC wants and action resolution.

Now the story originally called out in the DW excerpt is changed; no chase, no escalation of the situation, no potential further aggression. And we learn something very different about this little goblin than in the DW excerpt; he's got more moxie and his love for his pals outweighs his fear. And maybe we learn that the PC is more empathic and thoughtful than we thought (or at least than what we've seen before). Maybe that spawns a changed Trait, Bond, or Ideal.

There is your change in the fiction leading to a new situation (and hopefully reveals something about the characters and/or world they inhabit).

That looks a whole lot like what pemerton and Campbell wrote above.
 

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Ovinomancer

No flips for you!
Well, I'm glad I told you what you needed to know.

Because most posters on this board don't play games with formal "belief" mechanics, instead I thought it was enough - more helpful, even - to explain the context of the player writing the mace into his PC's backstory and then leading the party back to the ruined tower in part in the hope of finding it.

Also, there was no "longstanding argument" except in the sense that, instead of asking for more elaboration of why the stakes were so high, you posted an assertion that I had misjudged the stakes and arbitrarily hosed the player. I find it curious how often posters on these boards tend to assume that those they are conversing with are incompetent or stupid.

I do not consider you either stupid or incompetent. At worst, I consider you to have made a very minor mistake in presenting your story that led to my confusion. Once that was remedied, I completely understood your actions and said so. One does not do this to someone they consider stupid or incompetent.

I think you should examine your assumptions about others and see if maybe another mistake has been made.
 

Campbell

Relaxed Intensity
Let's talk about nonlinear generation of fiction. So in my mind compelling fiction is just as much about what we don't say about the lives of our characters as about the things that we do say. You need to elide some details to leave a bit of mystery and also because there is only so much time to game. This does not have to be figured out beforehand. Sometimes it is better if it is not because we want to build in some flexibility to make sure it is relevant and matches up with what everyone else brings to the table.

Let's make with the Actual Play.

I am currently a player in an online game of Blades in the Dark. My Hound, Candros Slaine is a former imperial sniper that was burned and sent back home to Duskvol to finish the sentence that enlisting got him out of. After he finished his stretch at Iron Hook prison he returned home to find his wife missing and his kids stuck in the same orphanage he grew up in. Seeking the means to find his wife and get his kids back he has joined up with a group of weapons smugglers through an old military contact.

That's pretty much the extent of my knowledge of Candros. It's enough of a compelling premise to play and make decisions for the character. I am sure he has far more history than that. I want to know more about him, and so do the other players at the table. It is just not critical that we know right now. There's a lot to a single life. I could not possibly detail everyone Candros has ever met or had dealings with in the past, but that does not mean that stuff should never come up. I should be able to figure some more of that stuff up as we go, take suggestions from the other players, etc. I mean I could work out a bunch of stuff in secret with the GM, but that would require extensive blue booking and might never come up or matter to the scope of play. Why should I have to do so? It's an even bigger deal for GMs. If a single character has more history than I would ever be able to work out, can you imagine the hundreds of characters the GM has to deal with. There is also the fun of not knowing. I do not believe that the GM has to miss out on that fun of not knowing how things will turn out or what that mystery could be. Some stuff we might never know, and that only adds to the interest.
 

hawkeyefan

Legend
Let's talk about the style of GMing that Apocalypse World formalized, but didn't like invent from whole cloth. It basically arises from what happens when you are playing a role playing game in a typical dungeon crawling fashion, but your players are not really interested in any of your dungeons. Now the town and its surrounding environs are loosely detailed because the dungeons are the point right? Your players though, they would rather spend time in town and they have plans. They want to get their protagonist on. You could totally insist they get over themselves and go to a dungeon, but that is not the game they want to be playing. So what do you do? Your B/X text only tells you how to run dungeons. It's not really helpful for this. So you improvise. Over time you learn how to run a town game, and come up with some new principles and procedures for playing the town game. This is where Apocalypse World comes from.

In principle it's fairly easy. You forget about that dungeon or adventure or whatever your plans for the game were. You absolutely have something your players care about - the town and their position in it. Why not leverage that to play the game? Simply follow the player characters around and introduce threats and opportunities that could upend the status quo. If they won't go to the dungeon, you bring the dungeon to them. Also, establish relationships between PCs and NPCs. What if this PC has a different relationship to this NPC than this other PC? That's solid gold. Now you are basically there to find out what sort of exciting lives these exciting protagonists lead. You can introduce complications, let them deal with threats to the status quo in whatever way they want, and like see who they really are. Now you don't have to try so hard. They have their guys, you have your guys. They play their guys, you play your guys.

That's Apocalypse World in a nutshell. There's more to it, of course. Isn't there always? Over time we develop techniques for the best ways to prep (Fronts), ways to make PCs lives not boring, learn to treat our guys like stolen cars, and so much more. All in the name of making room for compelling decisions and interesting fiction. We make a real game out of it.

That all sounds cool. Now your description was devoid of any game mechanics...so couldn't it be said that just about any game system could be used to achieve this style?

Yes, I'm sure there are some games that lend themselves to this style based on the mechanics they employ...but I don't think there's any reason that the above playstyle absolutely relies on such mechanics.
 

hawkeyefan

Legend
I'm going to be Mr Buttinski for a moment. Pemerton's and Campbell's abridged version of play here seems pretty orthodox TTRPGing here, no matter what you're playing.

The GM presents the initial situation > the players interact with the situation to affect whatever end they seek > the resolution mechanics are consulted if the situation calls for it > the situation changes (and hopefully through the interaction and changing of the situation, we learn something about the actors and the world they inhabit).

Rinse & repeat.

Well, I agree with your summary, much like I did with [MENTION=42582]pemerton[/MENTION] when he said this:
As I experience it, an event in a campaign - a moment of action, an encounter, a scene/situation - has threemain elements: the framing (in a classic module, this is where the GM reads out the boxed text)[ the action declarations by the players for their PCs; the resolution of those actions.

He then went on to elaborate with this:
At each step, new fiction comes into the shared fiction: (1) the GM introduces the fiction that constitutes the framing; (2) the players introduce the fiction that constitutes their PCs efforts to get what they want; (3) if the players' checks succeed, not only the PCs' efforts but their aspirations become part of the fiction; if the players' checks fail, then the GM introduces new fiction that gives effect to that failure. And of course the (3) of scene A feeds into the (1) of scene B.

The distinction I am seeing is about the "aspirations". Perhaps this was me reading into this based on how the discussion has been going, but I assume that some distinction was meant by the above two bits quoted from pemerton's post.

I read that as aspirations beyond the success of the immediate task at hand. So that such skill checks can be used to allow the player to insert elements to the fictional world (like a vessel to catch blood, or a hidden weapon tied to the character's background). Hence why I saw that second quote as being a bit beyond the basic structure put forth in the first.

I certainly could be wrong, and I am sure pemerton can explain, but I assume there was some distinction meant between the two quotes.
 

Campbell

Relaxed Intensity
That all sounds cool. Now your description was devoid of any game mechanics...so couldn't it be said that just about any game system could be used to achieve this style?

Yes, I'm sure there are some games that lend themselves to this style based on the mechanics they employ...but I don't think there's any reason that the above playstyle absolutely relies on such mechanics.

As with most things the critical bits are your Agenda and Principles. Agenda describing what you are ultimately playing to do, and your principles being broad statements that inform how to pursue your Agenda. The actual procedures, or detailed bits of what exactly you do at the table, can vary, but very much shape play. Your agenda and principles form a set of best practices that help keep the game tight and guide you towards consistently good gaming. Many games can be drifted to be run in this style. I find that certain principles work pretty well for most, but not all games - stuff like Be a Fan of the Players' Characters, Play To Find Out, Treat Your NPCs Like Stolen Cars, and Ask Provocative Questions and Build on the Answers.

I have run several mainstream games, utilizing techniques I have learned from Apocalypse World and its cousins. Vampire - The Requiem 2nd Edition, Demon - The Descent, Edge of the Empire, Godbound, and RuneQuest worked pretty well. Exalted, Shadowrun, and Numenera crashed and burned.

What I have found is that you either need plentiful prestated NPCs, quick generation, or a game that is entirely player facing to make it easy to drop NPCs in. Stuff where a GM is called on to interfere with action resolution in a way that does not involve simply following the fiction does not work so well. Minimal GM overhead is preferable, particularly when it comes to things like setting DCs. It adds additional room for bias to enter the picture when ideally we should be playing to find out. It helps if the rules are clear when they apply. Games where character creation grounds them into the setting and with each other is immensely helpful. Stuff like Touchstones in Vampire, Cover Identities in Demon, Obligation in Edge of the Empire, and the entirety of RuneQuest character generation are amazing. Caveat: RuneQuest PCs leave very little room for gaps.

I would not utilize this style wholesale for GMing in FATE, Burning Wheel, D&D 4e, or Cortex Plus. Closed scene resolution generally requires a substantially different GMing skill set. FATE cuts against the grain of it because we largely know who are PCs are. It's right there in the aspects. I would only run Burning Wheel exactly as written. It deserves to be played as designed.
 
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pemerton

Legend
So I'm guessing that at this point, you're describing how you handle it rather than as some basic structure? Because I see a lot that I would not describe as fundamental. Not that I think any of what you describe as being wrong...just that we've moved away from some fundamental structure that most games would recognize and into the realm of preference.
Preference, but an attempt to locate it within a tenably clear framework that I think many RPGers would recognise as making sense.

The distinction I am seeing is about the "aspirations". Perhaps this was me reading into this based on how the discussion has been going, but I assume that some distinction was meant by the above two bits quoted from pemerton's post.

I read that as aspirations beyond the success of the immediate task at hand. So that such skill checks can be used to allow the player to insert elements to the fictional world (like a vessel to catch blood, or a hidden weapon tied to the character's background). Hence why I saw that second quote as being a bit beyond the basic structure put forth in the first.
I think it's important to remember what the action declaration was: I look around the room for a vessel. What the check is about is whether or not that succeeds. Narrating the presence of a vessel is simply a byproduct of narrating the success of looking around the room for one.

In the case of the mace, writing the mace into the PC's backstory is not an action at all. That's just making stuff up about the PC. The action declaration is "We [there was helping taking place] search the tower for the nickel-silver mace that I left here over 14 years ago." The check determines if that is achieved.

What I'm trying to capture is the idea that if the check succeeds, the PC's effort [an element of the fiction established at step 2] pays off, and so more stuff becomes part of the fiction. Looked at in this way, seeing a vessel or finding a mace is no different from chopping the head of an orc or picking the lock (which are also things that have happened in this campaign). The first of the former two makes it true that there is a vessel in the room seen by the PC. The first of the latter two makes it true that there is an orc with a severed head that the PC chopped off. The ingame causal grounds of the events are different in some ways, but the at-the-table process is not.
 

Lanefan

Victoria Rules
Lots of work to do again tonight, it seems... :)
But all these things did happen. There were clues as to the brother's moral status (possession by a balrog; his treatment of his apprentice - the assassin PC; the discovery of the black arrows). There were "second-party" interactions, between the brother PC (who wanted to redeem the NPC brother) and the assassin PC (who wanted to kill him, and has now succeeded in that).

The game has been working with all this stuff the whole time. In the very first session, the PCs found a spellbook apparently written by the brother and in the possession of a mad murderer.

The confrontation between brother and brother; the need for the NPC to then recupreate in the mage's tower; and his decapitation by the assassin PC-turned-NPC - these have been the events to which the whole campaign, to date, has been leading up! It's hard to envisage any way it which this stuff could have been more at the centre of the game, given that it also has other PCs and so other elements in play (eg the naga and its PC servant).

But why, then, is the mystery even better if the GM already knows the answer?
Because the GM can then both frame it properly (provide set-up and clues) and provide internally-consistent reactions to what the PCs' investigations (if any) turn up (if anything). Both of these would be rather difficult if the GM doesn't know the solution: at best she'd be guessing; more likely she'd just be floundering.

A game can have clues - in the sense of events that point to something that lies beyond or behind them - without having a pre-authored mystery that the players are trying to unravel.
I don't want to say outright that I don't believe you, but what's the next closest thing?

But how do you know it wasn't filtered through his evilness?
If his evilness was unknown to everyone even including the person who was supposedly playing him (that's you the GM, by the way), then basing his words and actions on said evilness could not have been possible (though random chance could, I guess, achieve a similar result).

Or to put it another way: suppose there had been prior interaction - and it took whatever form it did - why would that be inconsistent with evilness? Does "evilness" always manifest itself in some particular and distinctive way?
No. But there's always a chance it might manifest in any of a gajillion different ways - or not at all. That's where the roleplaying would come in. Further, in a game like mine that has alignment detection spells and abilities if he had done or said anything that provoked undue suspicion he might have got pulled right then and there.

This is why I'm puzzled by these concerns about inconsistency - they seem to derive from some very particular conception about how certain sorts of characters must behave, or how certain sorts of events must unfold, if certain other things about those characters or those events are to be true. But this doesn't seem to be the case in the real world, and so why would it have to be so in the imaginary one?
The consistency issue comes from a number of places, not all tied to the brother example:

- cause and effect consistency. If cause A leads to effect B once then logic says it will do so again if repeated, all other things being equal
- in the brother example (but assuming prior interaction) if he was always evil he'd in theory have been motivated by that all along...which may or may not have given the party pause for thought; but as the evilness didn't exist in the fiction until the last minute the chance for such was lost
- memory consistency: if Torvallen was 20 miles north of Qar'Nora last time we were here it needs must still be 20 miles north now we've returned (or another one: if the dungeon's ex-armoury with the painted targets on the walls was to the left at the bottom of the spiral stairs last time we visited it should still be there this time - which if it's been three years real time since that place was visited and neither players nor DM mapped the thing is likely to cause headaches unless you've got photographic memories)

Think back to rolling reaction dice in a B/X game. The PC elf stumbles across an ogre. The GM rolls the reaction dice. They come up 5 - and the GM has the ogre say "MMM - I think I might have some elf for dinner!" And now the player of the elf can either resign him-/herself to a fight, or try to persuade the ogre to (say) take money in lieu.

Suppose instead the dice come up 10 - then the GM has the ogre say "Ooh, look at the cute elf. You remind me of the elf I saw that time when I was just a baby ogre!" In other words, the ogre's backstory and motivations are written in to fit the rolls. The same can be done for peasants in a town.
At the first encounter, yes. But the next encounter needs to have some consistency with or at least reference to the first one. The elf meets the same ogre again 3 months later, the ogre remembers the money the elf gave it and wants some more; it'll approach on that basis and thus trump (or very much skew) the dice.

That's why I keep emphasising the significance of action resolution. We have, in our game, techniques for the players declaring actions for their PCs and then determining whether or not the PCs get what they want. We don't need an extra filter of secret backstory to resolve these dice rolls. Rather, we can construct the backstory off the back of the results. (And as part of framing. And as part of PC building. Etc, etc. But there is no need for GM's secret backstory.)
Which butchers any sense of consistency in time. The broad-brush backstory and game-world history is already there...either that, or you're playing in a vacuum...and everything is filtered through that. This is true in the real world also.

If the ogre ever comes back into play again, chances are everyone at the table will remember it. If not, roll the dice again!

Or make notes. Written backstory isn't less effective because it's written down as a product of play rather than as a prelude to it.

Again, my experience makes me think that you're exaggerating the issue. It's just not that hard. So I think you're exaggerating 1 and 2.
I'm used to my own note-taking and memory, and those of a whole bunch of players I've DMed over the years. I'm not exaggerating at all. :)

My campaigns tend to run for many years, so 3 is not relevant.
As do mine...log and other info for the current one is at www.friendsofgravity.com/games/decast

You've left off 5 (no one remembers and so no one cares). And 5 can be quite important, because if something happens which turns out to go nowhere or be of no concern to anyone, then it doesn't really matter if it drops out of the group's collective memory and never gets brought up again. (It's hard to give example of 5, because by definition they've been forgotten. But I suspect early in my main 4e game, when the PCs were opposed to a Bane-ite sect, some stuff was at least implied about that sect that I think ended up dropping out of the picture, because the player who would have been mainly interested in that stuff - due to playing a cleric of Kord - moved to London.)
You're right, but only until something thought to be irrelevant suddenly takes on new importance (remember my talk of breadcrumbs earlier?) - that guy you met in passing three years ago has just become the key to everything in the players' eyes, while in the DM's eyes he was key all along and thus notes were pre-made. Doing that all from memory wouldn't work...I mean, hell, I can't even remember clearly what happened in what sequence in my session two nights ago (as I realized when I went to type up the log this afternoon! I think I got it mostly right); as I've already said, my in-session note-taking is woefully inadequate as I don't want to have to stop things while I write.

But the overall anchor of consistency and continuity is the players' play of their PCs. That provides the focus of play, and the common thread around which events turn.
It provides the focus of play. It provides a common thread. Events go on as they will, possibly influenced by the run of play and possibly not.

But they're not a planned arc, at least as Campbell is conceiving of them. They're springs to action. But they will be tested, perhaps realised, perhaps changed or abandoned.
An abandoned planned arc is still a planned arc. I played a character whose backstory was that giants had overrun his family's farm when he was a kid. His planned arc from day (and session) 1 was to take his home back, once he got big enough and bad enough through other adventuring. Years and levels later I was able to convince the other characters to go along with this...and they did, for one inconclusive adventure, after which they got bored with giants and went off elsewhere. I retired my guy at that point to carry on the fight as best he could with whatever locals he could round up.

Yes. But when, at the table, is the GM licensed to introduce such results.
With an eye to the plot and-or story and an eye to what makes sense within the game world vis-a-vis backstory and so forth, the answer is quite simple: whenever she bloody well wants.

In my preferred approach, as the narration of failure. Because that's what you're describing: the players (and their PCs) have not got what they wanted.
They haven't. However, they think they have, which makes all the difference.

But this is just wrong.

Players make up bits of their PC backstory all the time. Heck, some players make up names for their PCs sometime after the first session.
Sure, and minor stuff like that - while at all times completely subject to DM veto - is just fine. I do it, as a player, unless the DM tells me no. But I make sure never to insert anything that would give me any undue advantage or status or suchlike.

GMs have been making up the settting in response to play ever since the first time Gygax or Arneson or whomever said - "I wonder what's in the neighbourhood of this dungeon - I'd better write up a village". The City of Greyhawk clearly was conceived of by Gyggax efore its history was. Etc.
Which is one way of doing it, but I've come to realize is not my preferred way. I want a game world with history, with backstory, and with a life beyond what the PCs see. Why? Because I've also come to realize that this history/backstory/life is the richest mine imaginable for story arcs, adventures, intrugie, mystery, and all-round fun.

There's some major - very major - things about my game world that no player or character yet knows...nine years in...that have been every now and then influencing things all along. Reveals will no doubt come at some point(s), but till that time if I didn't have these things already baked in then how could they have had those influences?

This just seems confused.

If the Baron does something, that doesn't mean the GM did that thing.
If my character Terazon does something then in theory I as his player am responsible for it, right? Same goes for the DM when an NPC does something.

Sauron killed Elendil. Tolkien wrote a story about Sauron killing Elendil.
But if Sauron was a PC and Elendil was another player's PC, instead of being pawns in a single-author fiction, you and loads of others would be jumping all over the Sauron-player for the PvP. This tells me that the character *is* tied to the player...and by extension all the NPCs are thus tied to the DM.

In terms of the relatonship between backstory, GM narration thereof, and the way that play of the game works, the GM can just as easily narrate that the Baron did such-and-such as part of narrating the consequence of a player's failed check, as decide on it secretly in advance and then use that decision as the basis for deteriming that the player's action declaration for his/her PC fails.
So the DM does in this case have secret backstory. Good to know.

And, what if the check is never made...or it is and the roll says success?

The GM is doing quite different things in each case, but what the baron did remains the same in either case. This is why it is helpful to analysis to distinguish the doings of (real) GMs from the doings of (imaginary) NPCs. If we don't, it's very hard to talk coherently about what is driving the game: we end up with assertions like "The baron cause such-and-such to happen in the game", when the baron in fact (being imaginary) exercised no causal power on anyone ever.

This point is pretty well recognised when it comes to alignment and characterisation - ie most RPGers recognise that "I was playing in character" isn't a good reason to explain anti-social play, because the character isn't real, and it is the player who has to take responsibility for the choices s/he made.
The Baron causes things to happen in the game world - imaginary cause, imaginary result. The next step back shows the real DM is causing the Baron to cause those imaginary things.

And, your point about "I was playing in character" in fact makes my own point above, that the character is tied to the player. So, if my character Sauron kills your character Elendil because Sauron in character is bat-spit evil and killing Elendil suits his purposes that's not me-as-player killing you-as-player. That's me-as-player playing my character to kill another character that happens to have a different player attached.

Exactly the same point applies in other contexts too. The fiction doesn't write itself. It gets written by someone, via some process. And we can't identify or talk about that process if all we talk about are the imagined causal powers of imaginary people.
Why not? In the case of RPGs it's the causal powers of imaginary people as imagined by a combination of the players and the DM that in the end gives the story (though it's up to one of us real-world types to write it down!).

Lan-"a reminder to all that elf is, in fact, the other white meat"-efan
 
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Lanefan

Victoria Rules
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.
After which Gygax has 12 newly-freed deities running loose in his game world, with which he can have a field day!

The relevant feature for current purposes is that there is no secret backstory, no NPC with a character arc, that restores the status quo, or blocks Robilar's action, or otherwise prevents the action declaration from having the consequences its player intended it to have. The fate of the 12 gods is not "in motion" in some metaplot-driven fashion wherein Robilar's action just become a small cog in the big wheel of Gygax's authoring of the unfolding history of his campaign world.
We don't know that. How/why are those deities in prison in the first place? What did they do before they got there (and what are they going to do next)? How do we know that is wasn't in fact on Gygax's storyboard that at some point they'd be freed? And regardless, an action that significant will become a cog in the wheel of the game-world's unfolding history whether EGG wanted it to or not.

And how do we know that some element in the game world isn't just going to go out and round 'em all up again?

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.
Neither this nor the tone/intent/results of those previous interactions was mentioned. The way it read seemed like these were all first-time meetings.

So eg you can see the player of the paladin making the duergar's diabolic connection salient; then the framing of a check, to see whether or not they've learned their lesson; and how this unfolded into them switching allegiance to Levistus instead.

It illustrates the workings of a "living, breathing" world without the need for the GM to do anything besides frame situations and resolve checks by reference to that framing. (Ie no secret backstory)
In a relatively isolated example like this it's difficult to impossible to tell if there's in fact a secret backstory (or many such) present or not. There's certainly loads of opportunities for it. Were it me I'd have given at least vague thought to the various agendae of all those groups the party met, and likely not all of them would have been made the least bit obvious once play began.

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.
What boggles my mind here is that simple speech (as opposed to spellcasting etc.) ever requires a mechanical action of any kind at all.

What boggles my mind slightly less - but there's still bogglin' going on - is that the mechanics allow a failed roll to retroactively be turned into a success like this. In my eyes once a die hits the table, that's it - it's locked in and no further changes can be made.

Lan-"two, two, two boggles at once"-efan
 

Lanefan

Victoria Rules
But the point of what I was arguing is that there is a difference between a world that is constantly changing without the interaction of the players, and a world that only changes when the characters interact with it. I am not stating that one is better, or worse, just that they are different. I would argue that the world that is changing (and is accounted for) without player interaction feels more "lived in" whereas one that changes only when the players interact with it tends to more heroic, or at least player-centric, narratives.

It all depends on preferences; some players enjoy creating the shared narrative of the world (that banker we just encountered is sad because his son was murdered by Colonel Mustard!) whereas some players enjoy the feeling of exploring a world that feels like it goes on without them. Again, preferences.
Given some real-world discussions here at home with our crew over the last couple of weeks I feel safe in saying we are very solidly in the latter camp...and quite happy there.

Lan-"if it's sunny when we go into the dungeon and the world doesn't change when we're not there to see it that means it has to be sunny when we come out - right?"-efan
 

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