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What is *worldbuilding* for?

S

Sunseeker

Guest
I'm going to requote your post so we're both on the same page:

Here are the most striking things you say that are at odds with my experience:
* That it's hard to find people who share a similar vision of the game;

* That, in RPGing, too many cooks spoil the broth;

* That it is more efficient for the GM to establish all the shared fiction, rather than be one of several people who are doing that.​

It's a long time since I've played in club groups, but back when I did I had no trouble finding players who (i) were interested in joining a player-driven game (many of the players who joined my group back in those days were refugees from various forms of railroad), and (ii) who had interesting ideas to contribute to the game in the build and play of their PCs.

On those occasions when I was a player rather than a GM I also encountered plenty of players who would fit these descriptions, although they weren't always able to live them out because the GMs of those games were typically interested in highly GM-controlled play.

As for too many cooks spoiling the broth, again I've not had that experience. I'll give one illustration: In my first long-running RM game, one PC ended up allying with Vecna. I established one of Vecna's goals as being to help the Great Kingdom conquer Rel Astra. That PC supported Vecna in that endeavour, despite it meaning he had to betray his home city. Another PC, whose long-term goal had been to be a magistrate in Rel Astra, joined with this assault on Rel Astra in return for a promise of a magistracy under the new regime.

That episode wouldn't have occurred but for (i) one of the players having his PC's goal be world domination, (ii) me introducing Vecna into the campaign as a force capable of such a feat, (iii) that player therefore making a choice to have his PC ally with Vecna, (iv) me framing a situation involving Vecna which forced that first player to choose between two loyalties for his PC (city vs Vecna), (v) another player having his PC's goal be attaining a magistracy, and therefore (vi) the first player being able to persuade the second player to sacrifice his city's independence for his own desire for promotion.
This is decidedly not what I was talking about. It's not even, IMO, world building. Your players are simply drinking larger helpings from the broth you have already prepared: Vecna being a real force within the gameworld (as opposed to an existential plot device) and the things she wants to do. The rest of these things are in-character actions that affect the world around them. I don't believe I've ever argued against that. I'm pretty sure I've argued for that over several posts. My only caveat was that the base world is initially presented by the DM, who therefore retains primary authorship over what is or isn't possible. IE: if Vecna did not exist in your campaign world, then her mission to conquer Rel Astra would not exist, and therefore players could not make the choice to ally with her in that endevour.

What I was talking about was more along the lines of if you had created a world wherein Great Kingdom and Rel Astra were at odds for *reasons* and one of your players decided that reason should be Vecna and that she was aiding Great Kingdom against Rel Astra because she wanted to conquer the latter.

That's the sort of communal authorship I was talking about.

All I see in your example is a player playing the game with the materials they had available to them. There's no authorship there. Certainly these are big moves within the game, but they're not really authoring anything, they're just swinging the pendelum that you the DM had already written to be flexible in the direction they're interested in.


To me, this is RPGing at its best: multiple participants expressing their ideas through their various participant roles (the players playing their PCs in accordance with their understandings of dramatic need; the GM framing situations that put those dramatic needs to the test). It simply couldn't happen with a single "cook" - just to focus on one aspect of it, if the GM is the one who establishes who the PCs are to ally with, or what should be sacrificed for what (eg by giving advice on what sort of choice would conform to an alignment requirement), then where is the drama and the emotional wrenching?
I think you're talking what I said a little further than what I intended.

The GM is the author of the gameworld. The GM provides the possibilities for allies, some may have higher standards than others, some may not wish allies, some may only become allies if certain conditions are met (sigh my demonic pact!). The GM provides who these individuals or groups or nations are at odds with, why they are at odds and then the players are given the task of resolving, worsening, or whatevering the situation. Usually by some interested outside party at first or by background connections to the world, or simple player interest.

This is different from where the GM is more of "the guy who knows all the rules and runs the bad guys" while everyone provides what the cities are, who can be allied with, what those people's objectives are, and so forth. That is the kind of communal authorship I was talking about.
 

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Arilyn

Hero
For the purposes of role-playing, the game world is real and the real world doesn't exist. The player should be approaching this from an in-character perspective, and making the backstory contingent upon the decisions of the player in the present (as adjudicated by dice mechanics) does not provide a firm basis for staying in character. Having the backstory be set in stone, before the player is presented with a decision, does allow that.

Look. Dude. Your question has been answered, truthfully, multiple times in the last day alone. Worldbuilding is useful for a playstyle that you don't use. You cannot possibly be so dense as to not understand that by now. This thread has served its purpose. You should thank everyone for contributing, and then move on with your life. Continuing to feign ignorance will be understood as trolling, because that's all it is.

This op was started by pemerton. I am enjoying it thoroughly, as there have been interesting points on all sides. If it disgusts you so much, then don't read it, but please don't tell the rest of the posters, especially the one you happen to disagree with to basically shut up and move on.
 

hawkeyefan

Legend
I don't understand your question. In particular, I'm not sure what you're envisaging can't be done.

If elements of the fiction don't exist....they aren't real....then how can players be denied introducing them?

I was just dismissing this "things in stories aren't real" line of reasoning because in a discussion on the elements of fiction, I find it to be useless.
 

Kobold Boots

Banned
Banned
This op was started by pemerton. I am enjoying it thoroughly, as there have been interesting points on all sides. If it disgusts you so much, then don't read it, but please don't tell the rest of the posters, especially the one you happen to disagree with to basically shut up and move on.

Agreed 100%. I just wish that there was some requirement for folks to actually read what was already said in the thread before it's restated a bijillion times. Forums aren't great for that once the thread gets more than 10 pages long.
 

Kobold Boots

Banned
Banned
.. and now my response to the OP after 754 other posts. Being hypocritical, (see post 754) I'm not replying to anything other than the OP.

Given the descriptions in the OP (dungeon and wilderness adventures) I don't think I'd necessarily call those things "world-building" in considering what I feel is the widely accepted definition to modern gamers. What I'd offer in replacement is this.

1. World-building - Creation of the larger game world and macro systems that the game adventures happen in.
2. Adventure-building - What the players actually interact with. This can have as much or as little interaction with the material created during "world building" as desired.

The important thing here is you don't ever have to world build at all. You can run a campaign entirely with adventure building. Whether you do or not has to do with where you are on the next axis of story telling.

1. Serial - Adventures don't directly build on one another. They stand alone, even if some of the characters are the same. (e.g. Flash Gordon esque)
2. Ongoing - Adventures build on each other and directly impact each other. (LoTR, etc.)

It's easier to use what I'm calling adventure building when you're running serially. World-building becomes more important once you move to ongoing story development as it's more likely folks are going to start operating at the margins of what any particular adventure is going to hold. For the sake of brevity the acceptance of the margins is where I draw the line between sandbox and conformity storytelling. I'm not going to go into that here. (It's a herring/tangent to the original question.)

Now for the Lazy DM wisdom.

Your players need to be part of the creative team when you're world building unless you're J.R.R Tolkien and spend 20 years building a world, languages and other stuff alone in your study or you're fortunate enough to be in a book club with other authors on a regular basis. Successful "world-building" at the table means that your players buy in to the immersive quality of what you're doing and that generally only happens when the world resonates with their sensibilities. The "world" doesn't need to be hyper-detailed or be completely developed. All that's necessary is for everyone at the table to find their "cool" piece of it and take part in the narrative.

What's all of this for? - It's all to allow people to enjoy themselves in a group and make shared memories. In my case, I've lost a lot of friends in the last year to illness. Many of those friends were gamers. I have memories of my friendships with them, but also a lot of memories of how they played and the silly things we said and did. Building with them was very enjoyable but I think that effectively doubling the resilient memories I have with them through that process may have been the best thing I ever did as far as gaming goes.

Be well
KB
 
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Ovinomancer

No flips for you!
Hence, as I have said, the player have only modest agency in respect of the content of the shared fiction; and hence, as I have also said, a significant goal of play is for the players to make moves that will trigger the GM to narrate bits of his/her notes.

It baffles me that this is still regarded as contentious, given how many concrete examples (described at higher or lower levels of abstraction, and with more ore less metaphor involved) we have had in this thread:
Let me help you out then: I disagree with that assessment because it's not an accurate description of the playstyle. While it does have some validity with some examples, and definitely the map examples commonly used, it doesn't account for those times where the DM has no notes to cover the actions of the players. And that's me sticking to the most extreme example of play that uses secret backstory; it's not even close to mine where notes are used for framing mainly.

* the goal of worldbuiding is to support exploration (= the players learn stuff about the GM-authored fiction by having the GM tell it to them);
Exploration provides new scenes that need to be framed, they are not the goal of play but a new area for new challenges. When my players elect to explore eastward, for example, they find the foothills for the mountains the can already see. In those foothills they will find new challenges. The result of the exploration is me framing the scene for a challenge. The goal is to find the new challenge, not to get me to read my notes to them.

* the solution to avoiding arrest is to learn whether any officials are able to be bribed, but that is not to be determined as the outcome of action declarations (and hence = the players declare moves that lead the GM to tell them stuff s/he has written up about the various NPCs);
Only in the extreme case the DM has written they can or cannot be bribed. If I did that, for instance, then I would foreshadow that fact prior to the question coming up, as in "the gate is guarded by Bob the Guard, and you, Bob the Rogue, know from your underground contacts (established by Bob the Rogue at character creation or during play) that Bob the Guard is generally held to be unbribable. He is, however, known to be rather dim."

So, for me, a DM who uses heavy prep, the goal of play here would never be for the players to declare actions to find out my notes on bribing the guards, they'd either already be told in framing what to expect or they could try and I'll let the mechanics determine things.

* the players can't just declare "I search the study for the map" and hope to have some chance of success; it depends on where the map really is (= the players can't succeed in their goal of the map being found by their PCs until they make the right move to trigger the GM to tell them that bit of his/her notes which records the location of the map);
Why can't they? Let's assume the case where the DM has notes that say the map is in the kitchen. The players don't know this, and so they have hope that they can find the map. This is negated, yes, but that doesn't negate the map as an objective of play, it just says that the fictional positioning is not yet right and they need to try again elsewhere. This isn't all that dissimilar to having to get past the guards before having a chance to search for the map. Again, broader play where agency is spread out vs narrower play where every scene focuses on the maximum agency moves.

* etc, etc.
Not the most convincing argument.

This may be a fun way to play, or not, depending on taste. It's certainly very popular, as best I can tell. What is the objection to literal descriptions of it?
That your literal description is neither literal nor a very valid description except of some aspects of that play. Again, you insist on evaluating the play from your perspective using a different paradigm and miss the other facets of play that exist that do not exist in your paradigm of play.

Your second act of authorship doesn't exhibit the same structure as the ones I described. It is not the addition of further detail about an already established character in an already established situation (that the character is the killer of an orc s/he encountered; that the character is the finder of a map in a study that s/he searched). It's a complete non-sequitur. It also involves an action declaration that would be impermissible in every RPG I'm familiar with, though I'm sure there are some less mainstream games which would permit it: but every RPG I know would only permit "I search the study for a map". (The sorts of details that OGL Conan and Fate permit players to stipulate don't extend to discovering (what I am presuming to be) a crucial item like a sought-after map.)
Dear god, you're so close to seeing my point but you still shy away from it.

I'll try again: what makes the second declaration a non-sequitur? Answer: it doesn't follow the existing fiction! The fiction that comes before, ie the description of the scene, places hard constraints on the fiction that can be authored after. The fiction exists.


Of course, if the PC has powerful scrying and teleportation magic then it may not be: "I scry to locate a study with a map in it, and then teleport there and ransack the study for it." But I'm assuming that's not what you have in mind.
Yes, adding additional conjecture is not what I have in mind. You may feel free to assume this is the case at all times.

This is a rather tortuous way of putting things, and again it puzzles me, as I and others have posted quite straightforwardly about this multiple times upthread.

There are some RPGs in which the players enjoy a straightforward power to stipulate elements of the shared fiction in the course of play. Fate is such a game; so is OGL Conan. But BW is not, by default, such a game (BW does permit this in the course of PC building, but not during play - of course the player can make suggestiosn that the GM goes along with, but that's true also for nearly any RPG). Neither is 4e (unless you count CaGI-style martial forced movement). And Cortex+ Heroic is not as straightforward on this matter as Fate (there are a whole lot of different ways that Cortex+ Heroic players can try and establish elements of the shared fiction, depending on the nature of the element in both story and mechanical terms).

Declaring "I search the study for the map" is not an exercise of narrative control in the manner that Fate and OGL Conan permit. It's utterly banal action declaration which goes back to D&D's origins. In a "player-facing" game, if it succeeds, then a map is found. But the player didn't exercise any direct "narrative control" - that's the whole point of having dice-based action resolution mechanics, as a tool for mediating between various expressed desires as to the content of the shared fiction, and the actual establishment of consensus as to what that content is.

(As an aside - Gygax wrote a "player-facing" mechanic for resolving checks for secret doors into the random dungeon rules in Appendix A. It's not as if this is wildly modern tech.)

Describing that consensus as a constraint on GM authorship is also odd - not because it's false, but because it seems to assume that it's constraint on the GM is more salient than its constraint on other participants. If the fiction is shared, then ipso facto everyone playing the game is constrained by whatever has been established.
Nothing you say here actually contradicts what I said that you called tortuous.

In BW, if a check succeeds then the PC succeeds at his/her task and the intention of the declaration is realised. Full stop. The GM has nothing to do with it, and the player enjoys the authority to veto GM embellishments if the player takes the view they are at odds with the intention.
Which is what I said using terms that encompass the style of play in more than just BW.

And in the "hidden backstory" style, the GM declares action declaration's unsuccessful all the time - either allowing the dice to be rolled and saying "No, you find no map"; or just telling the players "You search and there's no map", or perhaps rolling the dice secretly him-/herself. In this thread, [MENTION=29398]Lanefan[/MENTION] has consistently advocated for secret rolls that preclude the players from knowing how the action declaration was actually adjudicated.
I understand that you think that you can argue for [MENTION=29398]Lanefan[/MENTION], and that you can use [MENTION=29398]Lanefan[/MENTION]'s arguments, but I'm not arguing with [MENTION=29398]Lanefan[/MENTION] here -- he plays how he plays and [MENTION=29398]Lanefan[/MENTION] (no offense Lan) is not the definition of an entire style of play. That his style is followed by some doesn't mean that it's definitive. In other words, confine your discussion of how [MENTION=29398]Lanefan[/MENTION] plays with the only expert on how [MENTION=29398]Lanefan[/MENTION] plays on the board: [MENTION=29398]Lanefan[/MENTION].

I have said multiple times I run in the "hidden backstory" style and I clearly say I do not ask for rolls unless the outcome is uncertain and there is a chance of failure. If you look in a location for a non-existent map, the narration is a straight 'you don't find a map' without a roll.

Since there is clear deviation in the playstyle right here -- between your characterization of [MENTION=29398]Lanefan[/MENTION]'s play and my characterization of my play -- then it's clear that your assumption of how that style of play works is flawed. Can you accept that?


Have you ever browsed a book? I have - reference books are especially good for this purpose. I choose, or perhaps by flipping pages randomly determine, which bit I read next. That is not exercising any agency over the content of the book.

If the agency of the players is confined to influencing which bits of the hidden backstory the GM tells to them; or which bits of the pre-authored storyline the GM reveals to them; that is about the same amount of agency as someone flipping through a reference book or working through a choose-your-own-adventure book. Ie relatively little.
I'm honestly at a loss that you think that playing in a hidden backstory game means that all things are set in stone and immutable just as in a book. It's nearly insulting that you actually believe that most DMs play in a way that is actually comparable to flipping through a book. This isn't even true of your favorite example of this style [MENTION=29398]Lanefan[/MENTION], who runs a game full of meaningful choices that affect the entire game in ways that are not in his notes and has provided clear examples of such numerous times in this very thread.

Whatever you may think, this example is so horribly flawed in describing anything except the most agonizing total railroad (a style of game despised by almost everyone) that it's insulting to anyone you're talking to about this -- including yourself.

Can the PCs set the building on fire? What if the GM decides that it's made of non-flammable materials; or under a magical ward; or that the rain is falling so heavily that no fire catches? (In a "player-facing" game, those could be elements of narrative that might be established to explain a failed arson check.)
Those things should be apparent in framing, in which case they're not secret backstory. If the DM is engaged in post hoc additions to prevent player actions from occuring, the DM is engaged in bad play, no matter what style is being discussed.

Please, take this concept and understand it, because it's a serious roadblock to understanding and reflects poorly on you. Unless you intend to be dismissive and insulting to those that don't play as you do?

And if the scene is the building, and the action declarations are, in effect "We enter this room and search; what do we find?", then where is the agency? This is just choose-your-own-adventure again, the players making moves that trigger the GM telling them stuff from his/her notes. It's true that we might spice things up a bit by having the players make decisions about how their PCs move from room to room (eg instead of going through the GM-authored doors, the cast Passwall) but I would describe that as, at best, rather modest agency.
Yes, if that is how play unfolds it would be a question to see what they GM will narrate, and that narration may well be from notes. But that's not where the agency is, as I've told you repeatedly. You're evaluating that statement from the lens that player declarations should be about resolving a crisis -- if it's not a crisis then it's something to be glossed and agreed and moved to crisis. But, the DM-facing style of play move more broadly and includes actions that aren't addressing crisis in every scene. The choice to go to this room to search instead of the other room to search is agency if it comes at a cost, regardless of outcome. If there's a time limit, or chance of guards appearing, then the choice to move to this room and search has a consequence, and therefor agency as the players spend a limited resource (in this case time or danger) to achieve a goal. It's a small agency, at this point, and a well constructed game will have ways to eliminate choices and select better ones to maximize the use of that resource, but agency in these games is rarely large at the resolution of action you're highlighting. A fact which skews well towards your argument about there being more agency in your style for player declarations. This is true, because the only declarations that matter in that style are ones that address crisis. That crisis is pushed onto the players by the GM framing. In DM-facing games, crisis occurs as well and player declarations resolve it, but the crisis comes from a series of choices by players at a lower level of agency -- ie, which room to search -- and isn't present in each declaration.

Chess vs checkers, man.

And to say that the players are free to have their PCs leave the map is really just to acknowledge their lack of agency: they (I'm assuming) want to play a game that is about finding the map, but their access to that shared fiction is subordinated to GM pre-authorship. To say that they have the agency to give up on the focus of play that they want is not, in my view, to point to a substantial mode of agency.
This would only be true if there weren't more game off of the map.

I have lots of game off of any given map.

In that case, the ability to leave a challenge is agency. It has consequence. You don't get those rewards and must instead do something else.

This is odd for two reasons. First, you assert that choose-your-own-adventure style action declaration is a high degree of agency. Second, you assert that having the GM engage you with stuff that speaks to the character you built, and invites you to confront the issues you signalled you wanted to engage with in play, is a negation of agency!
I do not, as "choose-your-own-adventure style action declaration is your terminology and I reject both that analysis and that term.

And, I do not, and never said anything of the kind. What I said was that the players lose agency by having the GM force them into crisis of the GM's choosing. That the GM references the notes on their characters before doing so doesn't mean the players suddenly have agency at being framed into a crisis of the GM's choosing.

That's not my actual argument.

My claim is fairly simple: if all the salient fiction is authored by the GM, the players didn't exercise agency over the content of the shared fiction.

There are various ways that players can exercise agency. One is by succeeding on action declarations, which establishes, as part of the shared fiction, the contnt that, prior to the resolution of the declaration, the player desired to be part of the shared fiction. Another is by establishing material - perhaps elements of the shared fiction (eg relationships with significant NPCs, which are fairly formal part of Fate and Burning Wheel and can be an informal part of most other systems), or perhaps thematic orientation (eg by choosing to play a Raven Queen devotee, the player makes Orcus and undead salient as key antagonists in the game); and there are probably other ways of establishing material that I'm not thinking of at the moment. This second mode of player agency is quiet important, because it is another way in which players can influence the content of the shared fiction without having to engage in collaborative storytelling.

None of this is rocket science. Eero Tuovinen describes it all in a blog that I've linked to several times now.
This is a semantic argument, where you complain that the words I use that mean the same thing aren't the words you'd use. The player expressing a desire to introduce new fiction that is actually introduced when agreed to by the GM or when the dice indicate success of that introduction isn't a different thing that the player being able to introduce new fiction through action declaration. Also, your phrasing fails to account for the fiat introduction of Jabal of the Cabal as part of an action declaration that is accepted regardless of the outcome of the mechanics, an act you've pointed out as being part of the expected results of player-facing game styles. You can't have it all ways, you know.

Leaving aside the fact that the scene might have more at stake then just the map, what you say is still not correct. Where does the GM get the framing material from? Where does the GM get material for narrating consequences from?
Again, you try to introduce new elements that support you. The argument has focused on finding the map. I was clear that the map was the current objective of play. I was precise in this because I know you love to add additional details to change the state of the situation and then explain away at the new state.

Where do you get your framing? I don't know, it's largely unimportant. You can make it up on the spot. You can use things that tie it to your characters for future links and challenges, you can read your notes that you prepped and are still useful. What does it matter?

If the check to find the map fails, it's quite legitimate for the GM to declare that (say) the document hidden in the drawer is, rather, a letter from a loved one that reveals some "unwelcome truth" (to use the Dungeon World terminology). Assuming that it's the player who has established the existence of the loved one, and the orientation towards the loved one that would make the truth unwelcome, then the GM's narration of the consequence expresses not only the GM's but also the player's agency over the content of the shared fiction. This is how, as Tuovinen puts it, "choices lead to consequences which lead to further choices".
Yes, I believe I've been rather upfront that player-facing style games allow the GM to narrate failure in many different ways, and this is an example of narration of failure. It's not in dispute, and it doesn't address anything I said.

The failures you refer to in the "GM-facing" game - lack of time, alerting enemies, searching the wrong spot or setting the wrong spot alight, etc - are all results of GM stipulation. The only one that is not a result of Gm stipulation is the PCs being killed - at least at most tables, combat is resolved by resort to the mechanics rather than GM stipulation. And so, to repost what you replied to, "If a player stakes discovery of the map, and fails, that is losing at a move in a game. That is actually quiet different, I think, from the GM stipulating failure. I don't see them as 'pretty much the same' at all."
Not in my games, they aren't. The guards arriving are a check made by me based on the events ongoing -- make a lot of noise, check gets a plus. Quiet, check gets a minus. Near the guard post? Plus. Crawling through airducts? Minus. These things are all susceptible to player declarations -- not a fixed list because I cannot (and don't) anticipate what players might do. But it's still a mechanical check based on clearly stated issues, "hey, that thunderwave spell you just cast sure was really loud, the guards probably heard it' <clatter> "you're sure of it, as you hear yells for help and the stop of hard boots running in your direction."

You can't sweep everything you want into the bin of 'DM stipulation' while claiming that you use the random generation rules of Traveller and that's a great example of not stipulating things. You keep wanting this both ways, and also keep trying to shove an entire playstyle into a box it doesn't fit in.

You should consider stopping and listening for a bit instead.

I have linked to the actual play report several times in this thread, but maybe you haven't looked at it. Here it is again:


So, to repeat what I posted earlier, "the very first scene in my BW game presented the PC whose goal was to find magical items to help him free his brother from balrog possession with a chance to acquire an angel feather. The "challenge" in the scene was to determine the nature of the feather, whether it was worth trying to buy, whether instead to try and steal it, etc." In other words, there was no challenge that had to be overcome to establish fictional positioning to pursue the player's goal.
Right -- the GOAL was to free his brother, the SCENE was about determining if this feather was any good at that. The player could not save his brother in that scene as he had not yet achieved the correct fictional positioning to do that. Instead, he was addressing a challenge you presented that had to be overcome in order to move closer to the correct fictional positioning to achieve his GOAL of saving his brother.

That you lifted the opening scene from other player information doesn't actually change this -- in fact, the system you're discussing encourages players to create their own complications that prevent moving to the fictional positioning necessary to achieve their goals.

In "story now"/ "standard narrativistic model" RPGing there's no need to fiddle about and delay the onset of the real action. The first encounter in my 4e game, following the initial scene where the PCs met one another and their patron, involved a clash with Bane-ite slavers, whom most of the PCs had an established reason to oppose beyond just them being a challenge the GM threw out there.
I said this above and you disagreed.

And "action" is not the same as "a scene where I have the fictional positioning to accomplish my goal". It's just, action, ie, a crisis the players have to engage.

Although [MENTION=85870]innerdude[/MENTION] is mistaken when he says that your description of my argument is "a pretty accurate assessment" - because that description didn't address at all the source of material - innerdue is 100% correct to say that " If [the GM] wants to frame a "pass the guards" challenge or a "successfully sneak through the hallways undetected" challenge, great! As long as the scene frame represents appropriate dramatic need." Whether having guards outside the study will satisfy that criterion is an entirely contextual matter, depending on such things as (i) established fiction about the study, (ii) established fiction about the guards, (iii) elements of the framing of both, etc.
Nothing you've said in this post contradicts what I said, though, you've just spun off into a lot of semantic spirals that say the same things using different words while pretending the outcome is actually different.

If a PC is a worshipper of Ioun, and the guards are there to stop the unworthy gaining access to valuable knowledge, then it sounds like it could be quite interesting (and also ripe for the PCs to persuade the guards to let them through, if they want, by persuading them that keeping secrets is what Vecna wants, not Ioun).

If the guards are just a roadblock, they sound a bit boring to me.
Tastes vary, surely we're not arguing that?

That said, system also matters here. 4e combat is very intricate, and combats that have little connection to broader dramatic concerns may still allow a group who is into that sort of thing to enjoy playing and expressing their characters. I wouldn't say that the same is true of combat in Classic Traveller. Or consider Cortex+: the dramatic needs of characters are established via their milestones, but these are often rather independent of the particular minutiae of a given scene (eg Captain America earns XP for engaging with superhero teambuilding): so the actual challenges that the PCs confront may often be secondary to the PC-to-PC interaction and character development that is taking place (much as can be the case in superhero comics). So in Cortex+ Heroic, the thing to think about in framing the guards outside the study is not so much whether the guards per se speak to dramatic need, but whether the framing establishes an opportunity for the players to pursue their PC milestones. For instance: one of Wolverine's milestones involves meeting with and interacting with old friends and old enemies. Wolverine's player is free to establish that an NPC is such a person, but this requires the GM to frame Wolverine into an encounter with a named character whom it makes sense to call out; so if Wolverine was one of the PCs, then as well as the nameless guards the GM would want there to be someone interesting leading them for Wolverine's player to hook onto in exploring that milestone.
Well, considering none of my arguments were about how you might earn XP in any given system, I'm not sure how this refutes or addresses anything I've said. The goal of play is shifted by how XP awards, but the style of play seems to be within the descriptions I've provided regardless.

Descriptions that aren't demeaning or dismissive of the style of play, mind. There's absolutely nothing wrong with defining agency as the ability to introduce new fiction through action declarations -- nothing dismissive or insulting or bad either implicitly or explicitly. It's a useful touchstone to understand the core difference in play: player-facing games allow more of this kind of play while DM-facing games restrict that kind of play. This whole thing you have about notes, while worth discussing, isn't the actual difference in playstyles.

This is another illustration of how player choices (here, choosing/building a particular character with a particular milestone) can influence material that becomes part of the shared fiction, although the player is not exercising any sort of direct narrative control.
But they are -- if the DM is constrained to provide situations that revolve around these player introduced concepts and then the player declarations introduce new fictions that are allow either by DM fiat agreement or a success on a mechanical test (and even possibly on a failure, depending on how the DM narrates the failure) which then binds the DM to accept this new fiction, then the players are exerting direct narrative control. Their actions lead to new fiction according to their actions.

I think this is place where you do care about some precise semantic definition. It's so odd that you publicly declare you don't care about semantics and then keep making these precise semantic arguments.
 

Lanefan

Victoria Rules
[MENTION=99817]chaochou[/MENTION] - I don't think I agree that all "let's pretend" is lying. I'd rather call out lying as one particular case of pretence.

When someone says "I'm Falstaff the Fighter" then either (i) that's false (because they're really Lanefan, or Gary Gyagx, or whomever) or else (ii) it's true (which doesn't seem right, because Falstaff doesn't exist, and so can't say anything about himself) or else (iii) something more complex is going on.
I suppose (ii) might hold water in LARPing, where one is somewhat expected to assume the persona of one's character - much like stage or screen acting, where George Clooney might well answer "Right now I'm Danny Ocean" if asked his name during filming of one of the Ocean's nn movies because at that moment that answer is true in his mind.

A truly immersive RPGer (sometimes unfairly disparaged as the "method actor" type) might do the same thing - try as far as possible to assume their character's identity during the game, then when the game is done leave it behind until next session.

In the context of RPGing, I think I go with (iii). I'll try and explain.

A lie is straightforward assertion: so the (lying) assertion "I'm Falstaff the Fighter" is simply false, as per (i).

But assertion involves an attitude of defence or commitment. When a RPGer says "I'm Falstaff the Fighter" s/he doesn't have that attitude - s/he's not signalling any intention to defend the claim. It's much closer to stipulation: "For present purposes (ie the playing of the game), I am Falstaff the Fighter."

If the other players reject the stipulation, then there is no shared fiction (at least in respect of Falstaff) and so the game doesn't get off the ground.

If the other players accept the stipulation, then other things become assertable within the scope of the stipulation - eg "Because you're Falstaff the Fighter, you're probably stronger than puny Nerd Nimblefingers." And I think any truth predication is also best understood as occurring within the scope of the stipulation - so if someone says "It's true that I'm Falstaff the Fighter" they are not literally asserting the truth of that claim. They're saying that the claim "It's true that I'm Falstaff the Fighter" is permissible within the scope of a stipulation that I am Falstaff the Fighter.
With you up to here, friend. :)

In light of the preceding, I would say that where [MENTION=29398]Lanefan[/MENTION]'s descriptions of play go wrong is that he says stuff in the scope of the stipulation, when his interlocutors (eg you, me) don't accept the stipulation. It's one thing to pretend to be Falstaff for the fun of RPGing - but why should I accept such a stipulation when I'm wanting to discuss techniques of RPGing? I don't want to learn what is assertable about RPGing within the scope of a stipulation that Lanefan is Falstaff; I want to learn what is assertable about RPGing simpliciter!
Er...the last quoted word here...what is it?

Let's go step by step and you can tell me where you start to disagree with me. I'll try to make this as mechanics/system-neutral as I can, and focus on what happens rather than how.

Once we all accept the stipulation that I'm Falstaff the Fighter and you're Gutboy Barrelhouse the Dwarf and Joe is Mialee the Wizard it's a very short step to also jointly accepting the stipulation that we're in the same imagined place (a tavern in a game world somewhere) having a conversation with each other about someday going out adventuring and seeing the world. With me so far?

From here it's another very short step to jointly accepting these stipulations regarding the scene around us:
- that this tavern we're in has a reputation for fine food, dubious ale and a rough clientele, and also has a rather shady history
- the tavern is in a moderate-size harbour town permanently populated mostly by humans with a wide scattering of other races coming and going on the ships
- within the town the tavern is located a few streets inland from the docks, still in the sailors' part of town
With me so far? Nothing very controversial yet...so let's put things in motion.

From here it's another short step to jointly accepting the general premise of things happening within the stipulation: in this case the conversation we three are having being interrupted by Mialee noticing someone trying to pick her pocket. She grabs the Thief's arm and pulls him around in front of her, whereupon Gutboy reaches up and grabs him by the hair to make sure he stays put. Falstaff meanwhile looks around to make sure everyone else is minding their own business, which so far they are. Now we've got some in-game action and we've all jointly bought in to the scene - with me so far?

And from here it's a short step to finding examples of cause and effect within the scope of the stipulation. The tavern's bouncers notice the disturbance and come over to take a look (Falstaff, observant clod that he is, doesn't see them coming); and quickly decide the simplest option is to throw all four of us out [this result was pre-planned by the DM if events allowed for it, see below for why]. Result: we're firmly escorted out the door, with Gutboy still grimly clinging to the poor Thief's hair! Now we've got cause and effect within the scene: cause being the Thief provoking a disturbance, result being we're now out in the street with a captive Thief. With me so far?

So let's go a step further into the murk - assuming by now we're all fully bought in to the scene I'll let that one go and move to part two: hidden elements. The Thief, tired of having his hair pulled, makes all kinds of promises that if released he'll be the best friend we three have ever had, he'll share his stealings with us, he'll never ever ever steal from us again, blah blah blah...and it slowly occurs to the three of us that this Thief might in fact make a good addition to our group. So we take him somewhere quiet, sit him down, and get to know him. End result: we take him in and our group grows by one. Seems innocuous enough from a play perspective, right? But here's the catch: though the Thief thus far has been played by the DM as if it was an NPC, unknown to anyone else except the DM this is in fact Mary's character Keyes; and she now steps in and takes him over. Mary had this idea to start with, and acting on this idea she and the DM had pre-planned this as an unusual method of introducing her to the budding party; with Mary fully aware of the risk that Keyes' approach might be rejected (in which case there were plans B, C and D in the works to get him in later) or Keyes even killed outright (in which case Mary has another character on standby and ready to rock).

This also explains the bouncers throwing us all out (a bit unusual, given the tavern is known to be a rough place anyway and our little disturbance was pretty minor): to isolate the four of us and thus give the Thief an opportunity to make his case.

So to sum up: in a short sequence we've seen in-fiction cause and effect, we've seen hidden elements at work, we've seen DM pre-authorship at work, and we've got a party started!

Where in your view does any of this go wrong?

Lanefan
 

Sadras

Legend
The agency of the players, in respect of this aspect of play, seems to consist in affecting the sequence in which that material is learned (and perhaps whether or not it is learned, if they never declare the right moves for their PCs), and in drawing inferences from what the GM has told them.

Agree. The sequence of PC declarations might also affect secret backstory. For instance, PC declarations going after the goblins would probably not affect the Iron Ring, they have gotten what they wanted they have no further use for the goblins, however should they go to the ruins and bring down an Iron Ring outpost that is likely to get the attention of the organisation and repercussions in the story would not be out of the ordinary.

"I search the map for the study" is not an act of collaborative storytelling. It is a declaration of an action for my PC. It can be done purely in the first-person perspective. This is what makes mystery possible.

Sure, for this action to be declared I would imagine that the possible existence of the map at the location (whether it be a dungeon/manor or a specific room) has already been conferred to the PCs.

It would be collaborative storytelling if the existence of a map was established by player authorship as part of the success of a SC.

Eg in my Traveller game, there is a bioweapons conspiracy whose originator and motivations are unknown, and which the PCs (and players) are trying to work out. The answers to these mysteries will be generated through a combination of outcomes of skill checks and material introduced as components of framing.

Is the originator/s and his/her/their motivations secret backstory (by the GM)?

The only "collaboration" that is necessary is a shared sense of genre and fictional position that supports solid framing, action declartions and narration of consequences.

Understood. Have you ever had the experience where a PC's desired authorship was merely to establish someone as the culprit in order to justify entering combat?
i.e. Fingers falling out of the pocket of the Big Evil Bad Guy to establish that he was in fact the murder (the victim had lost their fingers) to justify combat.

How do you as DM manage such player authorship?

The absence of foot prints in a RPG mystery resolved in a "hidden backstory" style is because the GM decided not to author any such element of the fiction.

In your game would you be averse to the absence of foot prints if it were due to an ability (magical or otherwise) or is that ability perhaps only alluded to (created) due to a failed SC?
 
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pemerton

Legend
the player is trying to do something in the fiction as opposed to authoring.
The suggestion that the player is trying to do something "in the fiction" makes no sense. It would be better to say that the player is trying to do something to the fiction: the player is hoping, or if you prefer is trying, to establish some new fiction (eg that Sir Bargle swings his sword). The player's hope may or may not be realised - your post considers some esamples of possible grounds for failure - but that is all about actual social processes in the actual world.

If elements of the fiction don't exist....they aren't real....then how can players be denied introducing them?

I was just dismissing this "things in stories aren't real" line of reasoning because in a discussion on the elements of fiction, I find it to be useless.
Upthread, [MENTION=99817]chaochou[/MENTION] introduced, as a topic of discussion, the dragons living in a teapot in his front yard. That doesn't mean said dragon, or teapot, or even yard, exist.

When we're actually playing an RPG, we pretend that the imaginary stuff we're all talking about is real. But when we're talking about how to play, how to design, etc, the first step has to be a recognition that the gameworld is not real. It's impossible to talk sensibly about RPGing if we don't begin by acknowledging that it involves authorship of fictions.

Otherwise we get unhelpful metaphor, like "exploring the gameworld" - as if having someone read me excerpts from the FRCG about a forest that Ed Greenwood made up was the same sort of thing as actually wandering through a forest and looking around!

This pertains also to the analysis of agency. Walking through a forest, exploring it, discovering an echidna (as I did a few weeks ago) - that's exercising my agency. But having someone read to me about a forest and echidna that s/he made up - that's the author exercising agency, me not su much.

That's not to say that it's not sometimes fun to have someone read me a story. It's just to be clear that they are the one who is exercising agency in those circumstances, not me.

The standard definition of player agency is the ability to fully control what your character does(outside of mechanics like mind control
Well, I think I've made it pretty clear throughout tthis thread that I am talking about player agency in respect of the shared fiction - mostly because that is the phrase I have repeatedly used!

If my PC can walk into module B10 and try with the possibility of success to set himself up as Mayor of the town and the other PCs be his advisers, while ignoring the mysteries the module presents, I have full agency.
I don't even know what this means. How does a PC "walk into" a module? Do you mean that you, the player, get to decide which module the group is playing?

And what establishes the "possiility of success" of becoming mayor of some town? If you mean that the GM thinks that this is a good idea, or would make for a fun story, that would be the GM exercising agency. If you mean that the player has to learn what is an effective pathway to mayoralty - as established by the GM - that would be an instance of the player playing to lean what is in the GM's notes. That doesn't seem like very much player agency to me.

If you mean that the player is able to make action declarations whose resolution is not just a matter of GM fiat, and those can result in the PC becomeing mayor, then the player would seem to be exercising agency at that point. But is the player dependent upon the GM to allow that there is a town and mayoral office at all? In that case, the player is back to relying on the GM to exercise agency.
 

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