Lanefan
Victoria Rules
Not entirely; as without a setting of some sort going in there's no backdrop to set the scene, as it were. That's work the DM has to do ahead of time.I'm not sure about the has to - can't the setting be generated in the course of the telling of the story?
Look at B10, for example. The main map in that thing, backed by what's written in the module, is almost a whole setting unto itself - towns, roads, people, locations, adventure sites, villains, competing factions, side quests, etc. That work has all been done for you; all you have to do is somehow narrate it to your players.
I'll back this approach.[MENTION=59082]Mercurius[/MENTION] also asserted that the GM is omnipotent in respect of the campaign: "One approach assumes that the GM is omnipotent, and the player's relationship to the world is akin to our own relationship to our world."
Yes, as the player is in theory exploring the gameworld through the eyes of her PC.But I'm not sure how that relates to the actual process of play. And the metaphors "exploration" is still in need of cashing out. The way that I "explore" Middle Earth is to read JRRT's books. How does a player explore a GM's world? Not by reading the notes - presumably by delcaring actions for his/her PC which prompt the GM to read or paraphrase elements of his/her notes.
Of course. And flavour can be subdivided further: flavour that has relevance to the PCs now or later (e.g. each day's weather, relevant whenever the PCs are a) outdoors or able to see outdoors, and b) might somehow be affected by it) and flavour that has no relevance to anything other than to help set the scene (e.g. the DM describing a harbour town the PCs are seeing for the first time might mention there's several dozen ships either docked or anchored-off to augment the atmosphere of this being a busy bustling place, even though the PCs are there for a reason completely unrelated to ships at all).There are lots of parts of a "living, breathing world" that do not on the surface look like challenges to overcome. (In [MENTION=23935]Nagol[/MENTION]'s language from upthread, some of them might be "levers" for the players to use, via their PCs. Some might just be flavour.)
First I'll note that even though it's the player doing the thinking, if she's looking through the eyes of her PC it's the game-world PC setting the game-world goal, not the player.OK, this is the crux of it: how do players form goals and then achieve them. I posited an example not far upthread, about a player trying to have his/her PC influence a religious organisation. I know how that would work in some approaches to play - I'm interested in how it works in an approach to play in which the GM is omnipotent in the way that Mercuruis and others have described.
And, here I can give an in-progress example from one of my own characters in a still-active game.
She is from a Roman-Empire-based culture, and is a fully-accredited citizen of said realm (called Hestia). Over the course of her rather long and world-spanning adventuring career she's come to realize a lot of distasteful things: that much of the world is in dire need of civilizing, Hestian style; that there's far too many bloody barbarians and monsters out there; and that her own Empire's government (a Senate-run republic at the moment, no Emperor for the last century or so) might not be quite up to the task. She's done time in the Legions as a staff mage, and has (perhaps outdated) contacts in various parts of the military.
So some years ago (real time) she decided that her goal after her adventuring career was done would be to get herself a seat on the Senate. But since then she's changed a bit, and come to realize the Senate is but step one: we need to bring the true Empire back, with her or someone like her as Empress.
Realistic? In character, yes.
Achievable? Somewhere between no and extremely unlikely, though she has thought of a series of actions that might get her that Senate seat...she just needs to get the rest of the PCs (both active and inactive - a total of about 30 of them) to go along with her plan. And good luck with that - she's not that well liked and for good in-character reason: she's the only true Lawful in a quite Chaotic group. (just my luck - the one time I play a really Lawful character is the time most of the rest of 'em decide to play Chaotics!)
But she's set a goal, and it has nothing to do with anything that's come up in play so far...well, other than a while back her ambition was set back a few steps when a party she was on the fringes of unintentionally destroyed part of Hestia City (cf. Rome) by flying an indestructible buried airship straight up through whatever was above... >facepalm< ...
And note that what she's doing is all based on the gameworld the DM has given us. She's not inventing Hestia, or the Senate, or the Legions - she-as-character (and thus I-as-player) is just taking what's there and working with it.
i and iii are exactly the same: the person who wants to throw a rock has to first find one.And I'm saying that this is unhelpful metaphor. In the world I can pick up a rock and throw it - the only considerations are (i) the existence of a rock, and (ii) the relveant mechanical forces.
In a RPG, for my PC to pick up and throw a rock (iii) requires it to be established, in the shared fiction, that a rock exists in the vicinity of my PC, and (iv) requires my action declaration, that my PC picks up and throws a rock, to be successful.
iv in the game world has a direct reflection in the real world: an un-numbered step wherein you-as-you make your own internal action declaration by deciding to throw a rock.
ii in the real world has to be reflected by another un-numbered element: the game mechanics of whatever dice need to be rolled (if any) to see where/how far the rock goes and what if anything of relevance it might hit.
Your agency as meta-player, perhaps. But your agency as PC is directly connected to the PC's ability to throw rocks.Part of my agency, in real life, is that I can throw rocks. But my agency in a RPG is not connected to my ability to throw rocks in any form - as (iii) and (iv) make clear, it's about my capacity to contribute to the establishment of a consensus in relation to some shared fiction.
I disagree: unless the DM is a complete asshat (and for the purposes of these discussions let's ignore those, shall we) the player's agency comes not from meta-concerns but from what her PC does and the choices that PC makes, often in concert with the rest of the party. If the party decides to leave town going south to the seaport instead of east to the mountains or west to where the Orcs are raiding then you've collectively exercised agency over the story to come; and if the DM hasn't designed the seaport yet (or even given it a second thought other than mentioning it in passing) your agency has forced her to do this also.If the GM is, in fact, omnipotent - ie never obliged to have regard to others' desires about the content of the shared fiction - then the player has no agency.
In other words, it's not so much player agency as PC agency.
But if you want meta-player agency over the actual design of the world and what's in it: no. That's not a player's place unless the DM specifically allows it (and for minor stuff, IME most do).
But I am, because it's through that agency that the player gets her own agency.I'm not talking about the imaginary agency of an imaginary person - the PC.
In other words, you're talking meta where I'm talking in-character. OK.I'm talking about the actual agency of an actual person - the player - who is engaged in a social, collaborative endeavour, namely, the generation of a shared fiction by dint of playing a RPG with others.
Meta: it's the DM's world to design as she likes. End of story, drop the mike.
In-character: it's the PC's right to - within the rules of the system in use - do anything he or she wants both to and within the game world including make a complete mess of it. (see above example re destroying part of Hestia City)
If nothing else, the DM is providing the stage and scenery; the specifics of which will by default go a long way towards determining the type of story that gets told, if not necessarily any specifics of such.If the GM is telling a story, and the players are acting, who is wrting their script? If the answer is that they're free to write their own script, then in what sense is the GM telling a story?
Except I'm not discovering that. I as player have known it all along, as I wrote it into my goals and backstory way back at char-gen! Not much of a reveal...As for immersion - it hardly gets more immersive than returing to your ruined tower after lo!, these past 14 years, then looking for the mace you left behind only to discover that your brother was evil all along!
What, that I don't want to be spoilered? Come on, man!If you can only immerse when you the player (ie at the metagame level, not from your PC's perspective) know that whether or not you (as your PC) will find the mace depends in part on what the GM wrote in his/her notes, and that whatever unhappy thing you (as your PC) will learn about your brother depdns upon what the GM wrote in his/her notes, well that's a psychological fact about you.
Given how many times you've posted how you so dislike fiction coming from pre-determined notes and-or being pre-authored by the DM I really have to challenge that last sentence.When the dice fall, I get my answer, just as my character knows whether his hopes are realised or dashed. I'm not all up in the metagame headspace of worrying about how this fiction has come to be authored!
I think you worry about this more than anyone else I've ever encountered.
Lanefan
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