I have always been at war with these two competing ideologies in the game:
1. You want to feel like your actions/decisions are meaningful - if no matter what all characters make it to the evil ritual to stop it regardless of past failures and situations then the idea that the choices i made are meaningful seems an illusion
2. Having players not play the game due to Bob being decapitated on the way to to the ritual...
I used pretty extreme positions for these but in essence these have alwasy been at odd with me as to which one should occur. It tends to switch depending on the game and current mood. This is of course completely connected to simulationist/gamist/narrativist approaches
Thanks; I wouldn't have seen those comments if you hadn't quoted them.
I support the idea that, if there are no meaningful consequences in the game, you might as well be sitting out. Of the choices between (1) and (2), above, (2) is far more preferable, even if it means scheduling an irregular game without Bob so that he can be back in full swing on the next regular game. It might even be possible for Bob to play a one-shot NPC or retainer for that play session.
It may be no fun to miss that irregular session, and it may be less fun to play a one-shot NPC than playing your beloved character, but doing it any other way results in a game that is so much less satisfying that, as a player, I wouldn't want to play. Simply put, if my actions don't determine the consequences of game events, there is no point in deciding what to do at all.
I have no interest in playing Candyland.
I refuse to sacrifice satisfaction on the alter of fun.
Now, I realize that there are a lot of folks who never had the opportunity to play D&D as it was intended to be played by its creators, Lo these many years ago. And, not having had the experience, I guess that can sound like crazy talk to you.
How can a game where you don't always get what you want be better than a game where you do?
The answer is, simply, that success is sweeter when you know failure is a real option. And both success or failure (not just to stop the ritual, but also to be there to try to stop the ritual) are both far more meaningful -- and satisfying -- when you know that they are the direct result of your choices, interaction with a game world that doesn't change just to meet some predetermined outcome, and the luck of the dice.
I realize that this style of play isn't for everyone, but, well run, it is surprising how many people enjoy it. Again, my nine-year-old daughter seems able, not only to grasp that death means death, but to grasp
why death means death makes the game better. Or any other consequence that might occur. Most adults I have met seem able to grasp the same with little or no difficulty. Heck, we certainly had no difficulty with the concepts when I was a teenager.
Indeed, understanding that you can and will have to deal with the consequences that arise in game play tends, IME, to make better players. It also tends to make players who find themselves better able to avoid sitting out due to bad decisions. "Bad decision + get what you want anyway" tends to reinforce bad decision making, in the game or out. It is very easy to make bad decisions. Making good decisions requires effort. Only a paradigm where it is necessary to make good decisions to get what you want promotes good decision making.
IMHO, it was this attitude toward gaming, more than anything, that made D&D a success. I would argue that the strength of the D&D brand is built, more than anything, on the echoes of that approach, coming down to us from OD&D on, that keep the game on top. The game is never advertised as one in which, if you fail, the DM artificial props you up. It is adverted as a game in which your decisions
matter.
Again, I know that this isn't for everyone. 2nd Ed specifically tried to promote that "artificial propping" playstyle beause there are some people who wanted it that way. Making good decisions is ultimately
hard. Dealing with the results of bad decisions isn't
fun. Figuring out how to swing the action to account for unintended consequences isn't easy for a lazy DM.
3rd intentionally emulated 1e to save the hobby from where 2nd Ed had left it. Don't think so? Go back and read the Dragon articles, look at the designers' statements, and then flip through a copy of the 3e DMG while flipping through the 1e DMG. Does that dungeon look familiar? Some of those pictures? That play example? "Back to the dungeon" was specifically a call back to play where the players made choices, and the dice fell where they would. And it did very, very well.
But they didn't kill the 2nd Ed "scaled world" meme, and it is back with a vengeance.
When I look at the 3e books, I see them as an intentional analogue to 1e. When I look at the 4e books, I see an unintentional analogue to 2e. Even some of the modules contain the same contrivances, where opponents act in illogical ways in order to protect the PCs and maintain the story.
Anyway, I wouldn't have ranted so long if the question hadn't been asked.
Do I support the idea that the mechanics of the game should encourage players to become spectators?
No, but I support the idea that, should the actions of the players cause them to become spectators, then that is what happens. I absolutely support the idea that the mechanics should allow for that possibility, and that the possibility should be transparent enough that the players know it. When their characters win, it should have meaning. When they lose, it should have meaning. Satisfying is more important than fun.
I have been pretty clear that I don't feel that "any deviation from [my] chosen playstyle is wrongbadfun and must be stamped out."
But I do have a strong sense, having played with a great many people since Christmas 1979, in several US states and in two countries, having had players look me up years later to tell me how much fun they had, having been paid to run games, and having heard about how players described my games from third parties (who did not know that they were speaking to the DM in question), I have a pretty strong feeling that I understand what will make a satsifying game to the average gamer.
That doesn't mean that it's for everyone, or that you never end up unhappy about dealing with the consequences of your actions. That doesn't mean that it's always great fun.
But it does mean that (for the average person) it's always satisfying, and that its never Candyland.
But then, I don't describe myself as a "lazy DM", and I've never been in a position where I might be laughed off the table for setting the parameters of a campaign world. Quite the opposite, actually. So maybe what I prefer wouldn't work for everyone, even if they would find it satisfying. I suppose that can make one a bit arrogant as the years roll by.
RC