OK? This may be true. It doesn't seem to bear upon what I said. A player can be very active, intently asking the GM to tell them more about how they conceive the fictional situation, perhaps with some of those answers being gated behind rolls that have to meet a certain target for success. That is not at odds with play centring the GM's conception of the fictional situation: it seems to be an obvious example of it!Under most game texts players are active here, describing what their characters do in a situation that they grasp. Under some texts they will say what rule their act falls within the scope of. In many cases game texts will set the target for success.pemerton said:I think it is obvious why this sort of RPGing is experienced by many participants as centring the GM's conception of the fictional situation.
I don't really see how references to lusory attitudes and means are shedding much light here. I mean, yes, the GM can encourage the player to keep playing the game by continuing to reflect on the situation as conceived of and narrated by the GM, continuing to ask questions about it via their declared actions for their PC, and so on. Such urgings will maintain the centring of the GM's conception of the fictional situation.None of that is at odds with failure without setback. Here a GM need say nothing at all, but as referee encourage the upholding and carrying through of the lusory attitude. Perhaps explaining the lusory means - pointing to the rule.
The concern of yours that I have quoted does not turn on inclusion or otherwise of failure without setback.
I think that the claim in the first of these two quotes is false. Abandoning failure without setback is a key means that RPGs use for centring the participants' conception of the fiction rather than centring the GM's conception of the fiction. This works in two interrelated ways:flat failure can act to derail story much as called out in @andreszarta's third paragraph in #1646.
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How is failure-with-setback any different? In many cases it's exactly where GM does add twists to the fiction. If that is not to also derail player stories there must be a principle relating the setbacks to such stories.
(1) Requiring failure narration to include setbacks requires identifying what would be a setback here? Which requires imposing a normative or evaluative attitude onto the situation (thus investing the situation with stakes). In games such as AW and BW, the relevant norms/evaluation are provided by the player: that is to say, it is the player who - directly or indirectly - plays the key role in setting stakes.
(2) To achieve (1) requires the GM to frame situations in which there are things at stake, which can then be won or lost based on whether the players succeed or fail on their roll (or card pull or whatever mechanical process is being used). So the players, being the stakes-setters, now play a role - directly or indirectly - in contributing to the content and trajectory of framed situations.
(2) To achieve (1) requires the GM to frame situations in which there are things at stake, which can then be won or lost based on whether the players succeed or fail on their roll (or card pull or whatever mechanical process is being used). So the players, being the stakes-setters, now play a role - directly or indirectly - in contributing to the content and trajectory of framed situations.
There may be other means to achieve RPGing that centres the participants', rather than just the GM's conception of the fiction. But (1)+(2) is a very common means. Abandoning failure without setback is not, on its own, sufficient for (1)+(2), but is clearly necessary for (1)+(2).
We can therefore see that abandoning failure without setback is a necessary though insufficient condition of achieving a sufficient though perhaps unnecessary condition of RPGing that centres the participants', rather than just the GM's conception of the fiction. Which is to say, to use Mackie's terminology, it is an INUS condition of doing so. (Mackie thought this was sufficient to show that it is a cause. I've confined myself to characterising it as a key means.)
To the extent that "story" in the second of the above two quotes means something beyond stakes, then BW and AW are not really relevant. The use of "failure with setbacks" to drive the GM's pre-conceived story seems like a type of trad play: the GM uses the setbacks to keep things moving in their pre-authored direction (eg the PCs not only lose the combat but are taken prisoner, thus finding themselves in the NPC headquarters which, had they won the combat, they would have headed to next). The use of "failure with setbacks* to drive the player's pre-conceived story seems like a type of neo-trad play: the GM uses the setbacks to keep things moving in the players' pre-authored direction (eg the NPC doesn't just decline the PC's request but storms off in a huff, with this fiction reaffirming the player's established conception of how the PC and the NPC feel about one another).
Baker talked about this back in 2003:One route away from that is to let the chips fall as they may on all sides, i.e. ensure that any stories on GM's side are equally subject to flat failure. The BBEG rolls to see if they draw the army of darkness to their side.... nope, that fails. That kind of roll can play a part in play prioritising gamism and simulationism.
So you're sitting at the table and one player says, "[let's imagine that] an orc jumps out of the underbrush!"
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush? . . .
3. Sometimes, mechanics. "An orc? Only if you make your having-an-orc-show-up roll. Throw down!" "Rawk! 57!" "Dude, orc it is!" . . .
4. And sometimes, lots of mechanics and negotiation. Debate the likelihood of a lone orc in the underbrush way out here, make a having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll, a having-the-orc-jump-out roll, argue about the modifiers for each of the rolls, get into a philosophical thing about the rules' modeling of orc-jump-out likelihood... all to establish one little thing. Wave a stick in a game store and every game you knock of the shelves will have a combat system that works like this.
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush? . . .
3. Sometimes, mechanics. "An orc? Only if you make your having-an-orc-show-up roll. Throw down!" "Rawk! 57!" "Dude, orc it is!" . . .
4. And sometimes, lots of mechanics and negotiation. Debate the likelihood of a lone orc in the underbrush way out here, make a having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll, a having-the-orc-jump-out roll, argue about the modifiers for each of the rolls, get into a philosophical thing about the rules' modeling of orc-jump-out likelihood... all to establish one little thing. Wave a stick in a game store and every game you knock of the shelves will have a combat system that works like this.
And as I posted not all that far upthread,
Stipulating that someone's job is to decide something impartially doesn't make their decision-making impartial.
What makes a decision about weather impartial? Is the only impartial decision on that specifies that the weather is typical? But that wouldn't be very realistic, given that realistic weather (quite notoriously) departs from the typical!
This isn't a strange thing to ask, either. The impact of this sort of question on RPG play and design is evident, especially in the late 70s and early 80s. Classic Traveller doesn't ask the GM to impartially stipulate a cargo: it has a cargo table. Rolemaster doesn't ask the GM to impartially stipulate an injury: it has crit tables. Etc.
The move to purist-for-system design can be seen as driven, at least in part, by doubts about the meaningfulness of "impartial decision-making" in these sorts of contexts. (In contrast to, say, decisions about whether poking a certain curtain with a spear will reveal the empty space behind the curtain: it's clearer what it means to impartially adjudicate these sorts of exploratory action declarations, although the history of concerns over "gotcha" GMing of traps shows that these aren't foolproof either.)