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What is *worldbuilding* for?

pemerton

Legend
In the rogue example the player is clearly and strongly letting the DM know what the PCs is doing and why. That qualifies as full agency, even if that particular example isn't showing all aspects of what Eero talks about in that paragraph.
That example has zero to do with what Eero Tuovinen is talking about. [MENTION=6778044]Ilbranteloth[/MENTION] is just wrong to think that declaring a search for a secret door, and looking for scuff marks as part of that, is the sort of thing that Tuovinen has in mind.

the rogue's agenda is clearly to get inside unnoticed
That's not an agenda. It's a means, and a very generic one. Why does the rogue want to enter the castle? What would s/he risk to do so? If s/he is entering stealthily, what provocation would make her reveal herself? These are the sorts of things that show us who the character is, what s/he wants, what her goals are, what sort of person s/he is.

I as a player establish my character's personality, interests and agendas. Here's the thing. I don't even have to tell the DM what they are in order for me to bring them out in the game. Nothing is required on the part of the DM.

Let's say that I'm playing a dour dwarf(I know, it's a stretch ;) ) who is interested in fine wines and with an agenda to get drunk on fine wine in every town he comes to. Without telling the DM any of that, I can seek out taverns in every town, looking for fine wine. My dour personality will become apparent in my interaction with the NPCs and other PCs. If a tavern doesn't have fine wine, I can grumpily exit and seek out a place that sells fine wine, showing that it's important to my PC that the wine he drinks be fine.

<snip>

Very few interests and agendas need DM help to achieve, and I can't imagine ever needing the DM to help my play my character's personality.
This is a very narrow conception of what a PC's interest and agenda might be - after all, it seems that you can achieve it without actually having to play the meaty parts of the game (I've never yet heard of a D&D campaign where the real action was finding taverns that sell wine).

But even your example actually does require the GM - if the GM asserts that no taverns have any wine (maybe a disease destroyed all the grapes? maybe they all sold out?) then you can't get drunk. Likewise if the GM declares that you meet no NPCs (they're all staying home on the occasions your PC happens to turn up in town) then you won't get to show off your dour personality.

Even for what you describe, you need the right framing from the GM.

Let's say my PC decides to become king of the northern barbarians. I don't need the DM's help to accomplish this goal. My PC exists. The barbarians exist. I can go there and try to become king.
First, who gets to decide that this campaign world contains northern barbarians? (Maybe the tales of their existence are all false. Maybe all the vikings in longships are really gnomes using disguise self and other illusion spells.)

And once we get over the existence on the barbarians within the setting, you need scenes to be framed that actually allow going there to happen; and that allow becoming king to happen. As [MENTION=2656]Aenghus[/MENTION] points out, there are any number of ways this framing can fail to obtain. It might be as simple as every time you look for a boat there isn't one; every time you try to cross the mountain passes they're blocked by snow; and every time you try to teleport a strange magnetic-magical field blocks your way.

This all goes back to the fact that these are fictions. They have no reality. No one can do anything in respect of them unless a story is told about them. Given the allocation of functions in a typical RPG, the players depend upon the GM to tell them certain stories (eg "OK, after struggling through the mountains you crest the pass - beneath you, you see the rolling hills of the barbarian homelands. What do you do?").

REALITY, actual world reality, is constructed such that every single element of it is causally connected to every single other element of it in some way! The amount of detail is effectively infinite.

<snip>

It is hopeless to attempt to achieve this in the fantasy world, so it is only a matter of what the dramatic effect of any given narration is. Its logical consequences are purely limited to the narrative realm and, given the impossibility of connecting it to anything resembling causal reality, it has no other significance. Thus in game terms you are utterly correct, and this is a point which has long failed to be appreciated by many in the gaming community. That any two narratives with the same logical structure are in fact equivalent and one can only prefer one over the other, or one technique of generating such, for aesthetic reasons. Agency simply cannot logically be a factor in terms of the in-game details of the narrative. Agency arises purely out of who gets to decide the structure of that narrative!
It's probably a bit gauche to agree with you agreeing with me, but I'll do so anyway!

All other forms of conveying fictions (novels, films, oral stories) treat detail, geographic and temporal proximity, and the like as purely elements in a narrative. Salience and "causation" is about connections that resonate through a setting, or a character, or a theme. We can make it express (like the red dotted lines in Indiana Jones films - "But what if Indie wanted to jump out of the plane to pursue the wild geese?") or implicit (I watched the fairly ordinary psychics film "Push" on TV the other night, and after a couple of introductory scenes it cuts from place to place and time to time in Hong Kong as pacing required).

In a more-or-less mainstream RPG, it seems to me that the GM has the preeminent control over pacing; but most of what we're discussing in this thread at the moment is whose view about salience counts. To posit that there is some "neutral" or "objective" measure of salience, such that to start at the city gate rather than in the bazaar, or to mention the intersections but not the flagstones, is to respect causation in some fashion, just makes no sense.

It has nothing to do with what is important or not, and everything to do with the PCs will almost surely notice an intersection and it becomes a decision point for the players, important or not. It's not my job to determine what is or is not important to the players/PCs. It's my job to give the players, through their PCs, all the information they need to make the decisions they want to make based on what is important to them.

<snip>

Going through a door might leave out, "You see the door jamb as you pass through.", but that's about it. Traveling through the Underdark is going to leave out tons of information during the travel. Flora, fauna, passages, possibly surface wealth in the form of raw gems, and God knows what else. Regardless, it's going to be a lot more than just a door jamb.

<snip>

reducing travel through the extremely dangerous and diverse Underdark to a skill challenge seems like you are cheapening the Underdark considerably.
This is all bizarre to me.

What you call "information" is just a story told to the players by the GM. If the play of the game doesn't involve the players being told such a story, what have they missed out on? It's not like they were all sitting in suspended animation in the time that might otherwise have been spent on that! They've been playing a game which involves whatever it is that the players cared about - fire giants, in this notional example, and maybe other stuff as well (what happens. for instance, when they learn that Obmi the dwarf is an advisor to the giants, but also the cousin of their patron from the dwarfhold?). While your player were writing down stuff about intersections and gems, the ones in the example were making decisions that are fundamental to the goals, relationships etc that they have established for their PCs.

And this idea that it "cheapens" the Underdark to resolve travel as a skill challenge makes even less sense, if possible; likewise that this is a "reduction". I don't even know what "cheapen" and "reduction" mean here: it's cheap to declare and resolve actions, but not to mark off rations on an equipment list?

Here are four actual play links to skill challenge stuff involving the Underdark. Where did the cheapening happen?

If I tell the DM that I want to go to a city and he places me inside a wizard tower inside that city, he has played my character.
And what does this pertain to in the current discussion?

The same if I say that we are going to go where the dwarves said the giants are. Saying that I'm going there does not give the DM license to just cause my character to decide to brazenly or stupidly(take your pick) walk up to a giant patrol and be seen.
Walking up to a giant patrol is your wording, not mine. In the real world people sometimes get seen unexpectedly. Maybe the PCs rounded a corner and - lo and behold - there was the giants' cavern, with a group of giants looking straight at them!

I'm going by what you described to us in your example [about the PCs going to the cavern of the fire giants].
And in my example the players didn't express any desire to be stealthy. They wanted to organise their potions, and that was resolved, and then they headed off. If the particular players I was writing about in my example had wanted to be stealthy, than I would have indicated that!

I'm saying that if the DM is going to make decisions for your PC the way [MENTION=42582]pemerton[/MENTION] did in his giants example
I'm going to repost the example - with the "variant" included - because you are misdescribing it:

GM: OK, so you've agreed to help the dwarves against the giants. Your're heading off, right?

Players: Yes, we're heading off as soon as Aster makes some potions of fire resistance for us.

GM: OK, mark down your potions and cross off your residuum. You trek through the Underdark, following the directions the dwarves gave you. Everyone make a DC 20 Endurance check - if you fail, you're down a healing surge by the time you arrive at your destination.

<players adjust equpiment lists, make checks, adjust healing surge totals if required>

GM [option 1]: Just as the dwarves told you, after a hard trek through the tunnels you find yourself at the entrance to a massive cavern. It's lit a dull red by the glow of lava that bubbles up through the floor of the cave and flows away in criss-crossing channels. A black, basalt structure stands in the centre - the Hall of the Fire Giant King.

GM [variant option]: Just as the dwarves told you, after a hard trek through the tunnels you find yourself at the entrance to a massive cavern. It's lit a dull red by the glow of lava that bubbles up through the floor of the cave and flows away in criss-crossing channels. In the glow of the lava, you can see fire giant sentries on patrol. And it seems that a group of sentries has seen you!

The GM didn't make decisions for the players. The players decided to head off to the cavern of the fire giants. However many intersections, gemstone etc you narrate along the way, ultimately there is going to be a moment when the PCs arrive at the cavern. At that moment they are liable to be spotted if anyone is looking!

As I already pointed out, these PCs didn't indicate anything about stealth - which obviously it would have been their prerogative to do. (When the PCs in my 4e game visited the Shrine of the Kuo-toa, they used a Seeming ritual to disguise their true appearance. But they didn't do that at the Soul Abattoir - on that occasion they just launched a full-frontal assault! Before entering the Shrine, they prepared magic items - a couple of Caps of Waterbreathing - to help them; they didn't perform any such preparations in anticipation of the Soul Abattoir, although they did get a boat ride there with some devils, and they extracted a promise that the vessel and crew would await their return.)

Interesting. I wouldn't favor 'hours long' interludes, but I've found that a more 'operational' and 'strategic' focus to play than what 4e provided can be more interesting. At least I like to have a game which makes these tools available.

OTOH I also tend to find ways to structure challenges so as to work logistics into the game more as narrative explanation than as a puzzle to solve. So when the party is going to trek across the desert I set the challenge up as "equip yourselves for and execute the journey across the desert." Now if a player wants to say "I make a Survival check to resist the heat of the desert" it can be cast in terms of water (a resource). "Make a Survival check to see if you properly calculated the needed amount of water. If you fail then you've run out and suffered the consequences."
What you describe here works for me. Unfortunately by-the-book 4e takes a different approach to potions and ritual components! Hence those occasional irruptions of logistics.

As far as the idea of pushing the players along, I see this as part of the pacing function of the referee. As I probably posted somewhere upthread, on a few occasions in 4e and Traveller I've cut off interminable debate by using ad hoc mechanics to determine which of the two sides of the argument wins the debate. (In BW or Cortex+ Heroic, this doesn't need ad hoc mechanics - Duel of Wits can be PvP, as (in Cortex+) can a contest to inflict emotional or mental stress, or some appropriate complication.)
 

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pemerton

Legend
Not everything you do is a railroad.
[MENTION=29398]Lanefan[/MENTION] asserted that the reliquary scene was a railroad. I am asking where the railroad is.

pemerton said:
<stuff about the Raven Queen intercepting a teleport and handing out items>
They were trying to get somewhere and you stopped it and added another step, albeit an easy one. You called that blocking to me earlier in the thread, since the player desire didn't resolve immediately.
pemerton has been saying, "But DM agency stops/reduces player agency!" as a response to things we author things to benefit the PCs. Now he's gone and admitted he does it, too. That's my point here. It also both blocks the PC teleport, stopping it for this act AND causes the successful act of teleporting to not be final.
See, this is wrong. The teleportation was final. Read the actual play report - I didn't add a "step". In fact, I sent an email telling the players what gear their PCs got from the Raven Queen. No checks were required. They were gifted their gear and then arrived at their destination. It was a powerup of exactly the sort that Lanefan decries!

Of course my game includes GM agency. Who do you think frames the scenes? But look even at this example - why did I, as GM, choose the Raven Queen to be the PCs' benefactor? Because the players have chosen to make her salient.

Modern society with modern materials and building techniques differ a lot from what was available in the Middle Ages. You're also talking about many different buildings and materials, which involves far more diversity than the construction involved in a single building or subterranean construction.
I also mentioned some urban areas that are much closer to what a D&D city would look like - Fez (the Old City), Zanzibar and Nairobi. This is why, in the OP or not long after it, I pointed out the significance of the Gygaxian dungeon as an artificial and radically austere environment, in respect of which some sort of approximation to "total description" is possible. But no mediaeval city (or psedo-mediaeval one) is even remotely close to this.
 

Aenghus

Explorer
A base assumption of mine is that the DM is at least mediocre. If he's a bad DM as you are describing, then nothing really matters for any playstyle, Bad DMs are bad. If the DM as at least mediocre, that stuff isn't going to happen.

Thanks for your response. Every player I have met is a distinct individual with their own preferences. It isn't as simple as just good GMs and bad GMs, either, every GM has strengths and weaknesses. Some GMs just don't cater to player goals, or do so in a fitful fashion.

Safe to say I still prefer a more collaborative approach. Quiet players can't rely on being heard once the game starts, they often get drowned out by louder, pushier players.
 

Lanefan

Victoria Rules
What it tells me is that this is not a game in which advocacy, in Eero Tuovinen's sense, is important.

And at least in my games most of what we learn about characters comes out of action declarations.

I've posted many actual play links in this thread, and described a number as well. Here are just a handful:

* A Traveller PC asks the bishop whether mysterious mental abilities are part of his religious practice. We see how keen the PC is to find someone to teach her psionics.

* As the mage Joachim is decapitated in front of him, a Burning Wheel PC looks around the room to see if there is a vessel to catch the blood. We see that the PC is committed to ensuring that his dark master gets the blood of this mage so it can be offered to the spirits of the earth and darkness.

* The first thing the mage Jobe does when he returns to his now-ruined tower, after 14 years away, is search for the nickel-silver mace he had left behind when the orcs attacked. We see how important this mace (and, more generally, the prospect of enchanting items) is to this PC.

* The skinchanger scout climbs up the pallisade of the giant steading, looks around and sees a barn, and then takes a giant ox from it to try and trick the giants by offering to sell their own cattle back to them. From this we see that the PC is a trickster.

* War Machine is flying above Washington, DC, with his "date" in his arms. He knows that she has some sort of interest in the Stark tech Multi-Person Orbit and Reentry Vehicle on display at the Smithsonian, and would probably like him to help her steal it. When he receives an alert that intruders are in the museum, he leaves the woman hanging from the top of the Washington monument. We learn from that where his loyalties lie; and also that he is not very ruthless.

* The paladin of the Raven Queen persuades his fellow PCs to pacify rather than kill a wild cave bear that they encounter in a ruined temple. The PCs calm the bear, and the player of the paladin says "I feel really good about not having killed that bear." We learn that the PCs, led by this PC in particular, are not (always) ruthless killers.

* The invoker/wizard decides to let the Raven Queen take the souls that have been freed from the Soul Abattoir, even though he knows that Vecna wants them, and - given that the Eye of Vecna is implanted in the character's imp familiar - may take revenge for the decision. We learn that this PC is loyal to the Raven Queen and is prepared to thwart Vecna (whom he nevertheless, in some sense, worships). (We also see, once again, how liable Vecna is to betrayal! It must be his fate.)

* The chaos sorcerer decides to seal the Abyss, by rendering one of his zones into a permanent and impenetrable zone of entropy, even though this means he will never recharge that daily power. We learn that this PC is prepared to sacrifice his magical power in order to sever the connection between the Abyss and the rest of the cosmos.​
Every one of these is a single relatively-isolated incident, which might tell me what the character is thinking in that moment but doesn't tell me much overall until I start seeing a pattern over time.

Does War Machine treat every date that way, or just this particular one because he really wasn't all that impressed with her?

Does the invoker who betrays Vecna have a past history of betrayals and disloyalty or is this a sudden departure from the norm?

Does Jobe's first thought on exploring an area always turn to treasure, or is it just this one item that he wants and otherwise he's not an avaricious sort?

Is the Traveller PC asking the bishop about mysterious mental abilities in his religion because she wants to learn them or because she is gathering information in preparation for launching a war against his church?

Is the skinchanger always looking for the tricky solution or did he just happen to have a flash of inspiration this time?

etc.

If action declarations aren't telling you anything about the PCs, that's a pretty clear sign that you're not playing a game in the "standard narrativistic model".
Action declarations can only tell me things (or reinforce prior knowledge) over the mdeium to long term. A thief searching for a secret door once tells me nothing. A thief searching for secret doors at every opportunity even when just sacking out in a room at an inn tells me the character is either highly inquisitive or somewhat paranoid; and other things he's done or said over time will tell me which it is.

Further, I've learned to determine character through what the character says and does over time in the game rather than what the player might say or write on the character sheet. An example from the party I DMed earlier tonight: there's one PC about whome whose player would say that while he's not selfless he's certainly helpful and somewhat self-sacrificing. In play, however, he's much more self-serving and self-preserving than that description would lead you to believe.

The following passage from Christopher Kubasik's "Interactive Tookit" seems relevant to this:

Characters drive the narrative of all stories. However, many people mistake character for characterization.

Characterization is the look of a character, the description of his voice, the quirks of habit. Characterization creates the concrete detail of a character through the use of sensory detail and exposition. By “seeing” how a character looks, how he picks up his wine glass, by knowing he has a love of fine tobacco, the character becomes concrete to our imagination, even while remaining nothing more than black ink upon a white page.

But a person thus described is not a character. A character must do.

Character is action. That’s a rule of thumb for plays and movies, and is valid as well for roleplaying games and story entertainments. This means that the best way to reveal your character is not through on an esoteric monologue about pipe and tobacco delivered by your character, but through your character’s actions.

But what actions? Not every action is true to a character; it is not enough to haphazardly do things in the name of action. Instead, actions must grow from the roots of Goals. A characterization imbued with a Goal that leads to action is a character.​

This is an early statement (1995, I think) of the ideas that Eero Tuovinen is talking about when he refers to advocacy and "the standard narrativistic model".
I kind of agree with what Kubasik says here up to the last bit: I don't agree that to make a character all or even most (or even any?) actions must grow out of goals, if goals are defined as anything bigger than dealing with the immediate here-and-now situation. Also, 'not every action is true to a character' strongly (and wrongly) implies a character must never act out of character, and combined with the next clause also implies a character should never be unpredictable or chaotic.

Doing things haphazardly just for the sake of doing them can in fact BE the goal of a truly chaotic character. :)

Lanefan
 

pemerton

Legend
I don't get how a character can fail, if the DM doesn't have the ability to set up a situation where they might.
Here are two ways to bring it about that a player's "find secret passage" check might fail:

(1) Decide, as GM, that there is no passage there;

(2) Have the player roll the check.​

The second method gives the player agency over (that component of) the content of the shared fiction: by declaring the check the player makes the existence of a secret passage salient (which is already an exercise of this sort of agency); and by actually making that check, the player has a chance to bring it about that the fiction is as s/he desires it to be (because if the check succeeds, his/her PC finds a secret passage as s/he was hoping to).

The first method is clearly an exercise of GM agency over the content of the shared fiction.

I don't get your statement that "the rogue didn't add anything to the fiction." The example was minimal, sure, but that's not the point. Where are they lacking agency? Maybe they aren't interested in "writing" something significant in the fiction.
My first response to this is just as it has been to [MENTION=29398]Lanefan[/MENTION]: if there are players who don't want to exercise significant agency over the content of the shared fiction, of course that's their prerogative. But that doesn't mean they're nevertheless exercising such agency! They're clearly not, because they don't want to!

In your example, what does the rogue player add to the fiction - nothing except that his/her PC looked around and found nothing. As far as RPGing is concerned, that's the most minimal result a player can achieve by declaring a move - my PC did this thing and nothing interesting resulted from it. I mean, suppose that a RPG session consisted of nothing but that. What sort of session would that be?

There's a difference between writing whether something is there or not, and whether an orc beats you in combat.

<snip>

Things that "exist" within the fictional world are one thing. The results of actions made by the players is entirely different. Yes, searching for a secret door is an action that's taken by the characters, but the expectation is that a successful result is dependent on a secret door being there in the first place.
When you say "the expectation", whose expectation do you mean? Because you're not giving voice to my expectation.

But anyway, this was discussed at great length upthread. The bottom line is this: as acts of authorship, writing a story in which a rogue meets an orc and kills it, and a rogue searches for a secret door and finds one, are no different. We can break it down more:

event (1), there's a rogue wandering along; event (2), wandering rogue meets orc; event (3), rogue and orc fight; event (4), rogue kills orc;

event (a), there's a rogue wandering along; event(b), wandering rogue comes to a wall; event(c), the rogue searches the wall, hoping to find a secret passage; event(d), rogue finds secret passage.​

The process of authoring these two stories is no different. The orc and the wall come to "exist" in the fiction because someone (typically, the GM) writes them in. The struggle between orc and rogue; and the rogue's search of the wall, also get written in (presumably by the player, unless the game is quite atypical). At the final stage, the orc's death gets written in too - because the mechanics tell us to do so; if the rolls had turned out differently, something else might get written in (the rogue is taken prisoner by the orc, for instance). There is no reason why the mechanics can't equally tell us to write in the discovery of the secret passage (or, if the check fails, to write in something else - maybe the rogue finds and triggers a trap instead; or finds a secret passage that leads to somewhere quite different from where s/he was hoping to go).

Fighting an orc is a totally different thing. The game clearly gives the player the "agency" to engage the rules to see who wins the fight.
Which game? In Cortex+ Heroic, or Burning Wheel, the allocation of agency is no different (I've already posted multiple illustrations upthread - eg the PC in my Cortex+ Heroic fantasy game who found an ox in the giant's barn, and who realised that the mysterious symbols in the dungeon hall were a map).

This thread isn't about getting clear on the D&D rules. Everyone posting in it knows that, by default, players in an AD&D game can't try to shape the fiction by declaring they search for a secret door (although Gygax does in fact author such a mechanic as part of the solo play rules in Appendix A of his DMG). The thread asks why have such rules? That is, what is the purpose of rules which make a whole lot of action declarations depend, for their success or failure, not upon the check but upon what the GM has chosen to author about the fiction?

Going back your complaint is that the PC will fail to find a secret door because the DM determined ahead of time that there is no secret door there. From what I understand, you're saying that the player deciding that they will search for a secret door here should be possible simply because the player has decided that it's important to the fiction at that point in time. At some point the GM, or somebody, is saying "no." No? That not everything a player decides to introduce into the fiction is actually introduced? Or they can just randomly decide that they will go collect the wand that's hidden in that tree, or the hidden cache of gold in that log, or a secret door into the armory of the king. At what point does a player go beyond their narrative agency? And who decides that? Because all of this continues to sound exactly like what Eero was warning against.
[MENTION=29398]Lanefan[/MENTION] has posted exactly the same things upthread. A lot of assumptions are built into what you both say.

I've highlighted one key phrase you have used - "randomly decide". If a player is playing his/her PC, who has an agenda and personality (of the sort that Eero Tuovinen talks about in relation to "advocacy"), then why is the player going to suddenly ignore that and do something else? If the player's agenda is for his/her PC to find a wand, or to find gold, then s/he can just say so.

In my 4e game, one player does play a PC whose goal, since 2nd level, has been to collect the Rod of Seven Parts. But the player doesn't just look behind trees. First, that would be silly, and the player is not interested in a silly game. (These are the sorts of genre considerations that [MENTION=82106]AbdulAlhazred[/MENTION] has rightly emphasised in many posts).

Second, the player knows that it is a 4e game, and hence that "plus" items (of which the Rod is one - +1 per part, and so the only +7 item in the game) are parcelled out on a level-appropriate basis. So he knows the rules of the game don't permit a 2nd level PC to find all the parts of the Rod.

Rather, from time-to-time I make it clear, from the framing, that a part of the Rod is available to be found (here are two examples). The stakes for the player are not will the PC find the rod but rather is the PC prepared to do what is necessary to restore the rod, such as - eg - helping bring down the duergar by taking their fragment of the Sceptre of Law. The ultimate question about the Rod, not yet resolved, is whether the player will choose to have his PC fully restore it, even though this is prophesied to bring on the Dusk War.

A different example - from a different campaign using a different system - has already been discussed extensively over the past several pages. One of the players in my Burning Wheel game wrote, as one of his PCs starting Beliefs, "I won't leave Hardby without an item that I might use against my balrog-possessed brother". The opening scene of that campaign had that PC at a bazaar in Hardby, with a peddler offering to sell him an angel feather. What was at stake there was whether the angel feather would in fact be useful against a balrog. It turned out that it was cursed (narrated by me as a consequence of a failed aura-reading check), and as a result the PCs was banished from the city by Jabal, a leader of his sorcerous cabal.

A third example - again from a different campaign using a different system - involves the skinchanger trickster in my Cortex+ Fantasy game. Having deciphered the map hidden in the mysterious symbols, the PCs travelled through the dungeon to the land of the drow. There, while his companions fought a fierce battle, the trickster was able to persuade a drow NPC to take him to the treasure chamber, where he tricked her out of the drow's gold. At the beginning of the next scene - some indeterminate time later, after the trickster had been living a fine life spending his gold while the other PCs had made their way out of the dungeon - the trickster PC has a persistent d8 Bag of Gold asset, as a consequence of his victory in the previous scene.

The relevant constraint on framing and action declaration is not 'What will happen if the PCs find the wands or gold they are after?" It's about what sorts of actions the system permits the PCs to declare, and what actions they want to declare (given the PCs they are advocating for), and then how the GM is going to frame scenes that invite those declarations, and how consequences - especially consequences of failure, but sometimes (as in the Cortex+ example) also consequences of success - are narrated and given appropriate mechanical effect.

can you start an example of how you'd start a scenario, so I (and maybe others) can respond as a character and see how this really plays out? Maybe a new thread? I participated in a thread like this for Dungeon World and it showed my how, although the mechanics were different, and how the DM adjudicated things differently, we could end up with the same results. It highlighted a few things I liked (most of which I was already doing, although didn't always recognize), and some that I didn't like in that game's design. It's not just to see how it plays out, but after each step explain to us what you're doing and how.
Here are links to four reports of first sessions: Burning Wheel; 4e Dark Sun; Cortex+ Heroic; Classic Traveller.

You'll see that they all start with character gen (except the Cortex+ one, where the four players chose from 5 pre-gens and voted for a Viking setting over a Japan setting - the pre-gens had been written by me to suit either possibility); and that the start involves setting up the situation in some way that is apt to those characters. In Burning Wheel this is based on the characters' Beliefs. In Traveller this was done by integrating a world that I rolled up with the PCs the players had rolled up with a random patron roll. In Dark Sun this was done by having the players author their "kickers", which reflected their PC races, classes and themes. In Cortex+ this was done by getting the players to come up with a reason they had all gathered at the village to be sent on a mission by the village chief.

First, does "no myth" mean there is no established setting, and it's invented by the players and/or GM as the game progresses?
The easiest way to think of "no myth" in this context is as the opposite of the sort of worldbuilding described in the OP.

The Cortex+ Heroic game described above is "no myth". We know it's Vikings, but other than that everything is established in play. The players establish the reasons for their quest (weird behaviour of the Northern Lights; signs from the spirit world; the "dragon's curse"), and then I make up some geographic colour (hills and valleys to start with) before establishing a giant steading as the first interesting thing the PCs encounter.

The Traveller game is also "no myth". We know it's Traveller, ie science fiction adventure in a far future where jump drives exist but communication technology is around 1970/80s levels (the players laugh at the mass of their PCs' "communicators" and the starship computers). And so we know there is an interstellar navy, an Imperial Scout Service, and the like. The starting world is rolled up, as is the patron, and it's one of the players who suggests that the starting world is a gas giant moon. I have some other worlds pre-generated, and place them onto the (notional) star map as the logic of play demands.

The Burning Wheel game uses a map - Greyhawk - and so the broad geography is established. I start with Hardby because it allows for the hills where the mage PC lived in his tower before his brother was possessed by a balrog (player-authored PC backstory), and also for forest for the PC bandit to come from, and is not too far from Celene, which is the home of the PC elf. (I don't think it's a coincidence that the centre of Gygax's GH maps has basically all the geography one needs to support the standard range of fantasy and S&S tropes.) The players have already established, via PC build, that certain persons (eg the balrog-possessed brother) and organisations (the sorcerous cabal) exist. Within these broad parameters, it is a "no myth" game.

The Dark Sun game also uses a map - we started with the Tyr city map - and a particular take on the sword-and-planet genre tropes. One of the PCs is a Veiled Alliance member, and a preserver; and that PC and another are both eladrins, that is, people from the Land Within the Wind. One reason for using "kickers" to start this campaign was to offset the weight of all this pre-authored setting by allowing the players to set up the initial situations that get things moving for their PCs. This game still uses "no myth" techniques - eg the details of the templars, the merchant houses, the geographic minutiae of Tyr, etc are all established as needed for framing or in response to action declarations - but is less "no myth" than the other three.

As a player I'm interested in the experience. That is, when I go home I want to think back and remember the stuff that happened. I like to feel like I'm in control of my character. That I thought like them, made decisions like them, and took actions as them. I (and the other PCs) are in control of what we do, where we go, etc. within the setting that's presented by the DM. I really don't care how they do that. Published adventure, pre-authored notes, improvised, random determination, fudging rolls, whatever. It literally makes no difference to me. I don't even care if they cleverly manipulated us. If the story of the characters is interesting and we felt like we were acting as our characters, then we're happy.

I get the sense that you, [MENTION=42582]pemerton[/MENTION] and many others feel the opposite. That the how the GM does all this matters as much, if not more, as the results themselves. That if the GM somehow made a decision that actually turns your "control" into an illusion, that it ruins your experience. I think that's reasonable, but I really don't get it. Why would that be important?
I am currently a player in a Burning Wheel game. My number one priority is inhabitation of my PC. I want to play my character.

Here are some key elements of my PC:

Beliefs
The Lord of Battle will lead me to glory
I am a Knight of the Iron Tower: by devotion and example I will lead the righteous to glorious victory
Harm and infamy will befall Auxol no more!
Aramina will need my protection

Instincts
When entering battle, always speak a prayer to the Lord of Battle
If an innocent is threatened, interpose myself
When camping, always ensure that the campfire is burning

Character Traits
Disciplined
Fanatical Devotion

Relationships
Xanthippe (Mother, on family estate)
Aramina (sorceress companion)

Reputations & Affiliations
+1D aff von Pfizer family
+1D aff Order of the Iron Tower
+1D aff nobility
+1D rep last Knight of the Iron Tower
+1D rep infamous among demons - intransigent demon foe​

(That last reputation was earned in play rather than part of original PC build, after my PC stood in battle for several rounds against a demon before it was called back to the hells.)

My PC's skills include a bunch of knightly stuff (sword fighting, armour and shield training, riding, command, etiquette, etc) plus religious training, plus cooking.

The sum total of this means that I am not remotely interested in [MENTION=29398]Lanefan[/MENTION]'s intersections. There is nothing in any of that that speaks about architecture. Spending time on intersections would not let me inhabit my PC; it would be a distraction from it. I want the GM to put me into situations which make me think about my family, about my order, about my god, about Aramina. About cooking and campfires. These are situations that will let me play my character.
 

pemerton

Legend
A thief searching for a secret door once tells me nothing. A thief searching for secret doors at every opportunity even when just sacking out in a room at an inn tells me the character is either highly inquisitive or somewhat paranoid; and other things he's done or said over time will tell me which it is.
Is the player trying to play a character with a tic? Otherwise, this doesn't seem to me like a very verisimilitudinous character. (Maybe you're going for something very ironic or tongue-in-cheek, like a certain take on The Dying Earth, but then I would expect the constant searching for secret doors to have amusing consequences which standard D&D rules have no real way of providing for.)

Every one of these is a single relatively-isolated incident, which might tell me what the character is thinking in that moment but doesn't tell me much overall until I start seeing a pattern over time.
Isolated from what? Interpreting a literary or film character is not an exercise in induction from instances! Nor is there some "real" character hidden behind the manifestations that the author happened to tell us about.

My point is that everyone of those action declarations tells us something about the PC. The player, in making the action declaration, gets to tell us something about the PCs goals, values, commitments, etc. This directly contradicts your claim that it is downtime rather than action declaration that reveals the PC's character - which was the point of my post.

(If you want further examples, follow some of the actual play links I've posted in the thread.)
 

I'd also point out that [MENTION=42582]pemerton[/MENTION] invented this example off the top of his head and maybe it isn't very 'polished' in that sense.

This is also an excellent use of GM preauthoring of content. It allows for engagement of the creative process. Coming up with ideas, thinking them over, deciding which ones are good or bad, 'polishing' them, as it were.
 

tomBitonti

Adventurer
Here are two ways to bring it about that a player's "find secret passage" check might fail:

(1) Decide, as GM, that there is no passage there;
(2) Have the player roll the check.​

The second method gives the player agency over (that component of) the content of the shared fiction: by declaring the check the player makes the existence of a secret passage salient (which is already an exercise of this sort of agency); and by actually making that check, the player has a chance to bring it about that the fiction is as s/he desires it to be (because if the check succeeds, his/her PC finds a secret passage as s/he was hoping to).

The first method is clearly an exercise of GM agency over the content of the shared fiction.

Additional text omitted.

Wait ...

What is the difference between not finding the passage (and the passage may or may not be there) and not finding the passage (because it is resolutely not there)? Or perhaps not finding the passage (which exists, just not where the player expected it to be; or maybe it is there but the player isn't skillful enough to find it).

As a different example, compare with a player's request "to find a receptacle for blood," dripping from a corpse which they just found, which was presented in another thread as an example of a player creating an item in scene.

Thx!
TomB
 

hawkeyefan

Legend
So I haven't posted in this thread in some time because I didn't think I had that much to add. But I've been keeping my eye on the discussion.

However, something in my D&D campaign happened and I'd be interested to get the feedback of the posters in this thread.

Now, I can provide more details if requested, but I think a broad description will suit. My PCs are in Chult. They are there to pursue long term campaign goals. A couple of them also have more short term, personal goals in mind that they may pursue in Chult. Our campaign began at the same time as 5E, but we've incorporated longstanding elements from past campaigns from all editions. The game uses the entire D&D multiverse as its setting (although I've taken plenty of liberties with canon and lore as needed).

So I've decided to incorporate the WotC adventure Tomb of Annihilation into our campaign. There are many reasons for this; the fact that both Ras Nsi and Acererak, prominent villains in Tomb, have both been longstanding parts of our campaign world is a big one, but I also decided to use it because I liked the idea of putting the PCs up against a classic dungeon. The fact that Chult was such an important location in our campaign and then was also the setting for ToA was also very interesting.

So the nature of the ToA adventure, without delving into spoilers, is that there's a Death Curse that afflicts anyone who has previously been raised from the dead in some way. This leads investigators and other characters interested in this dark phenomenon to Chult, the seeming source of the curse.

Three of the six PCs in my campaign have received some kind of raise dead magic (two by the Revivify spell, one by Raise Dead). So they are afflicted by the curse, which means that their HP maximum goes down by 1 HP per day.

So they have a ticking clock to deal with this situation. Now they have to decide to set aside their personal goals and look into this Death Curse situation, or continue pursuing their goals and risk the effects of the curse becoming much worse. To grant context, they are tantalizingly close to a major step forward in their main goal.

I feel the introduction of the ToA content has added a dimension that previously didn't exist in the campaign; how important is their main goal? Are they willing to set it aside to deal with another concern? Are they willing to risk the lives of half the party by ignoring the Curse?

If we consider the main goal of the PCs as the Player Introduced content, and the ToA/Death Curse as the GM Introduced content, then in that case doesn't the GM Introduced Content add meaning to the Player Introduced content? Doesn't it make a statement about how badly they want to achieve that goal? Or at least, can't it potentially say that?

How the PCs choose to prioritize these goals says something more about them than simply pursuing one goal, no?

Without GM Introduced Content, is there ever any way to present two potentially opposed goals and force the players to decide which one their characters are going to pursue? In a Story Now game, would such only be possible by taking the goals of two or more PCs and then presenting them as goals in opposition? Would having a player who came up with two goals for his character really qualify if the game placed these two goals in opposition?

If anyone wants to share their thoughts on this, I'd be interested to hear.
 

Ilbranteloth

Explorer
There's an element involved here that's too important to ignore: time.

A dramatic TV show only has a certain amount of running time in which to tell its story, and thus is oftentimes forced to skip from scene to scene just to get the story told within the alloted time.

A typical home-played RPG has no such resctriction. Telling the story has no real-world deadline behind it; and a single session is equivalent to picking up a book at whatever page you put it down, reading a few pages, then putting it down again. There's nothing forcing a single session to follow a dramatic arc (intro-tension-buildup-climax-denouement). In fact, probably the only thing that could force an RPG to skip from scene to scene like a TV show is a very limited attention span by its DM and-or players.

I agree with most of the rest of what you said, except for:
What does it say then, that depending on mood I'm either a metalhead or an 80's new-waver or (more recently) a synthwave-chillwave fan; yet I also like an explorative game? :)

Lanefan

Agreed.

And, no, I like those too actually. Nothing is really that binary. Just an off-hand thought with no real support, I guess.
 

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