In the above, I've coloured all the bits that are set-up/creation. (and in the giant steading example there seems to be an awful lot missing such as visual descriptions, narrations, etc. - if this is all that was actually said this seems like a very sparse game. But, I digress...) The uncoloured bits are play.GM: You're at the Hardby market. A peddler of trinkets says he has an angel feather for sale, recovered from the Bright Desert.
Player: I use Aura Reading to inspect the feather.
<check made, fails>
GM: the feather is cursed . . .
Here's another example:
GM: You come to a Large Steading that Reeks of Smoke and Worse.
Player: I climb to the top of the pallisade to gain an Overview of the Steading.
<check is made, succeeds>
GM: You're on top of the steading pallisade. You see the hall and some outbuildings.
Player: Is one of them a barn?
GM: Yes.
Player: I sneak into the barn and lead out the ox!
<check is made, succeeds>
Player: I lead the ox into the hall and offer to sell it to the giant chieftain.
<check is made, fails>
GM: The giant chieftain asks whether you think he's a fool, trying to sell him his own cattle!
Players can take the initiative - suggestions, creations, initiating checks. That's one way to play RPGs.
Creation is a prelude to play even if it occurs during play - that's the bit you can't seem to grasp here. The player creates the ox (set-up) then uses that ox in play by leading it into (what he hopes is) the chieftain's hall.Treating creation as if its a prelude to play, rather than part of play, is you and [MENTION=29398]Lanefan[/MENTION] projecting a narrow style of play onto RPGing as a whole.
Where did the "fish vendor" come from? What page of the rules has a fish vendor? SOMEONE had to create that fish vendor. Whether it's the DM, or the players, someone at the table had to create that information before you could play it out. Your entire example is replete with the players creating material, that is not actually part of the game itself, in order to have something to play.
Let's see you play without creating anything before playing it out. Is it developed in play? Sure. I've agreed with that multiple times. But, EVERY SINGLE TIME, the players (whether one or all the players at the table) MUST CREATE SCENERIOS before play progresses. You simply cannot play an RPG without that.
So, you agree that not all set up is the same. That there are different kinds of set up. So, that make the difference I've been saying all the way along. Not all set up is the same. RPG's share a kind of set up that is not shared in any other game
Can you play Pictionary without drawing a picture? No, or at least, not very well. But, the drawing is not part of set-up. Set up is picking the word. Drawing the picture is simply playing the game. And, again, you are 100% following the mechanics of the game in doing so. You are not bringing in anything that is not specifically talked about by the game.
Creating the fish vendor comes from the PCs. Players in [MENTION=42582]pemerton[/MENTION]'s game create goals, such as "I want to free my brother from the Balrog." and the like. That's all the set-up his game has. The rest of it is like Pictionary. Where Pictionary tells you what to draw and then you create within that framework, the goals set forth by the players on their PCs informs [MENTION=42582]pemerton[/MENTION] on what types of things to improvise and then he creates within THAT framework.
He doesn't have to create before playing it out. He creates as a part of play. In [MENTION=16814]Ovinomancer[/MENTION]'s example, he did not create the fish vendor and then have the PCs go there. He created the fish vendor as the PCs walked there. Play and creation are done together in that style of play.
My very first post on this subject was that almost all games have set-up, but RPG creation is longer and more involved that most. I never said that the different kinds of set-up were the same or equal. That was all you reading things into my words that just plain weren't there.
Drawing is not part of the set-up, but it is creation. This is identical in how it plays out to [MENTION=42582]pemerton[/MENTION]'s style of play. In his game the creation of the bazaar with the angel feather was not set-up, either. It was creation that happened as a part of playing the game, withing the framework set up by the players. No scenario is created as a part of set-up with his playstyle.
Where did the "fish vendor" come from? What page of the rules has a fish vendor? SOMEONE had to create that fish vendor. Whether it's the DM, or the players, someone at the table had to create that information before you could play it out.
<snip>
Let's see you play without creating anything before playing it out.
Where did the peddler come from? Where did the feather come from? Where did the Bright Desert come from? What rules of D&D or whatever system you are using, did you draw those from?
None. You had to create that scenario - talking to the peddler with an alleged angel feather before play could progress. Without that, you cannot play.
Every single example you bring up Pemerton simply proves my point. Creation precedes play.
The self-quote is from the first page of this thread. I was the first poster in this thread to identify creation of a shared fiction as a key element in RPGing.What differentiates RPGs from other games?
Each player (except, perhaps, for one special player, if the RPG has a GM in the traditional sense) has, as his/her "piece", a character who is understood to be a component of a shared fiction - all the participants in the game, as part of playing the game, imagine a world in which these characters are inhabitants. A player's moves consist in declaring actions for this character, which aren't just moves in the traditional boardgame sense, but are also understood as intentions to change the fiction that this character is part of.
Another, distinct set of "moves" consists in establishing the rst of the shared fiction beyond these characers and their players' action declarations. In most RPGs on the traditional model, the GM does this.
The rules of the game (which may include various sorts of "mechanics", but may also confer direct authority on one participant to sauy what the shared fiction shall be) are used to help determine the outcomes of these moves.
You seem to accept that drawing, in Pictionary, is simply playing the game. Why do you deny that the GM making stuff up in the course of playing a RPG is simply playing the game?Set up is picking the word. Drawing the picture is simply playing the game. And, again, you are 100% following the mechanics of the game in doing so. You are not bringing in anything that is not specifically talked about by the game.
This isn't true. You yourself quoted the rules from Moldvay Basic, which tell the GM and players what is involved in playing a game: the GM will draw a dungeon map, and write up a catalogue-like description of its contents, in advance of play; and play will then consist of the players saying what things their PCs do to try and explore that dungeon and take the treasure out of it.There's a fairly simple way to illustrate the distinction here.
In a non-RPG, the rules answer the question, "What?" What are you going to do when you play this game? You are going to draw hints related to "Cagney and Lacey". You aren't going to change key words half way through. You aren't going to invent a new language in play. You are going to draw hints related to whatever key word the game tells you.
In an RPG, the rules answer the question, "How?" How are you going to adjudicate whatever it is you created? They don't tell you what
In the above, I've coloured all the bits that are set-up/creation. (and in the giant steading example there seems to be an awful lot missing such as visual descriptions, narrations, etc. - if this is all that was actually said this seems like a very sparse game. But, I digress...) The uncoloured bits are play.
Creation is a prelude to play even if it occurs during play - that's the bit you can't seem to grasp here. The player creates the ox (set-up) then uses that ox in play by leading it into (what he hopes is) the chieftain's hall.
The player creates the pallisade in the same sentence he has his PC climb up said pallisade. Set-up and play happen simultaneously here.
Lanefan
As you can see, the players have quite a bit of discretion in dictating how play goes. They have the final say on what can be done. The GM gets to moderate that with how hard what can be done is and what consequences occur (and, not listed here, is there's a player mechanic for denying consequences) and when a roll is needed. So, the players dictate what is happening, the GM sets if there's a check and how hard that check is and what happens if it fails. Otherwise, the players are calling the shots through their play.[URL="https://bladesinthedark.com/core-system" said:Blades SRD[/URL]]
Judgment calls
When you play, you’ll make several key judgment calls. Everyone contributes, but either the players or the GM gets final say for each:
- Which actions are reasonable as a solution to a problem? Can this person be swayed? Must we get out the tools and tinker with this old rusty lock, or could it also be quietly finessed? The players have final say.
- How dangerous and how effective is a given action in this circumstance? How risky is this? Can this person be swayed very little or a whole lot? The GM has final say.
- Which consequences are inflicted to manifest the dangers in a given circumstance? Does this fall from the roof break your leg? Do the constables merely become suspicious or do they already have you trapped? The GM has final say.
- Does this situation call for a dice roll, and which one? Is your character in position to make an action roll or must they first make a resistance roll to gain initiative? The GM has final say.
- Which events in the story match the experience triggers for character and crew advancement? Did you express your character’s beliefs, drives, heritage, or background? You tell us. The players have final say.
You're mistaken - I understand what you're saying, I just know that it's not true.Creation is a prelude to play even if it occurs during play - that's the bit you can't seem to grasp here.
Technically, the player proposes the fish vendor and the mechanics validate or reject it. The GM here is doing nothing except narrating that validation or rejection. Essentially, the GM gets to play when the players fail.
The DM plays the game during combat, and when role-playing one or more established NPCs either in or out of combat, and when adjudicating things specified under the rules. Most of the rest of what a DM usually does comes under set-up.Where, in your example, does the DM play? This is another problem with your concept -- the DM doesn't ever play the game.
So here the players are taking on some of the GM's set-up duties; and the GM is more of an adjudicator.To look at Blades in the Dark, again, here's the list of who gets to make the call on what:
As you can see, the players have quite a bit of discretion in dictating how play goes. They have the final say on what can be done. The GM gets to moderate that with how hard what can be done is and what consequences occur (and, not listed here, is there's a player mechanic for denying consequences) and when a roll is needed. So, the players dictate what is happening, the GM sets if there's a check and how hard that check is and what happens if it fails. Otherwise, the players are calling the shots through their play.
Anything to do with defining the setting is by definition set-up. Seems here that some high-level stuff is done by the GM ahead of time (choosing to use the default setting and all that follows from this choice) while the players - and maybe the GM to an extent - do the low-level set-up during play. Simple enough.Now, Blades has a setting that's intricately tied to the mechanics. Everything has repercussions, essentially, and the setting is a strong element of play. But, even there, the setting is very high level because what those details actually are is meant to be determined by the players through play. So, even single game of Blades is unique in setting, because the sketch given is filled in by the players, not the GM, and it's done during play.
Cool. I've occasionally managed to do some heist/skullduggery stuff using 1e but yeah, the system does tend to fight back.For what it's worth, the thing that sold me on Blades is 'this is a game where you play scoundrels doing bad things, usually to other bad people. If you want, you can have a criminal enterprise that involves selling drugs to ghosts.' It turns out that selling drugs to ghosts isn't something the rulebook has in it, but you can certainly have that happen in play. It's very, very different from D&D, but it totally scratches that itch for heist/skullduggery games that D&D struggles with. Don't get me wrong, I love 5e, but Blades does a very different thing. It's nice to have more than one toy, sometimes.