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Why I don't GM by the nose

I'll stand by the point that the DM has way more power to end a game. Even without any "major problems". All a DM has to say is, "Gee guys, I'm really not liking this anymore, let's do something else." and the game ends. It takes an entire group of players to do that to end a campaign.

Lanefan has multiyear camapigns where only a small fraction of the original players are present at the end of the campaign. No single player, and frequently no minority of player numbers can end a campaign. But, OTOH, all Lanefan has to do to end his campaign is say, "Guys, it's over."

How is this not an example of much greater DM control?
The DM can always end the campaign, pure and simple; she has exactly 100% of that power. Further, she can then turn around and restart it with different players if she likes. I've seen this done.

That said, I'm not entirely sure that's what's under discussion here (though I could be wrong; I've skipped quite a bit within the longer posts here).

The question is not how much power the DM has as to whether the campaign exists or not, but instead - taking the campaign's ongoing existence as a given - how much power the DM has within said campaign. And that varies almost group by group, with no hard and fast answers available.

For my own part, I've ended two long campaigns. One ended in a story-driven manner: due to the PCs actions the world became unplayable (it became a non-magical world). The other ended when I said "Guys, it's over."* as I'd run out of ideas for it.

* - or very similar words to that effect.

Lan-"it ain't over till it's over"-efan
 

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I'll agree Lanefan that the power the DM has within the campaign does vary. Actually, I'd go a bit further and say that how much the DM chooses to exercise his control over the campaign varies. The DM always has the power. He can simply choose to delegate that power back to the players.

However, he can also take that power back at any time. And, really, any player choice, even in the most wide open sandbox, is still limited by the options presented to him by the DM. I can't choose to attempt to become the king of America in the 20th century Modern game. America doesn't have a king.

The same goes for any DM's campaign. If the DM decides that X isn't there, it's not there and nothing the player does will make it there. I can't decide to run for election in the Free City of Greyhawk. I suppose I could try to bring democracy to Greyhawk, although, again, the success of that will depend almost entirely on how the DM reacts to the idea.

However, I think most players will constrain their choices based on what they know of the campaign and the DM.

People can talk about how wide open their sandboxes are all the time. And that's fine. Giving players lots of choices is a good thing. But, let's not pretend that the DM doesn't have virtually total control here.

Heck, if he didn't, why do we need a DM in the first place? If players an decide on where they go, what they do and what happens when they get there, then why have a DM at all? In most games, the player can decide where to go, and then the player can react to what the DM presents to him.

(Again sticking with D&D here - there are other games which give players much greater authorial control over the game)

Let me put it to you this way. In a 3e D&D game, can I, as a player, tell you (not ask, tell) that I buy a +3 Defending Longsword in a large city? Why or why not?
 

I'll agree Lanefan that the power the DM has within the campaign does vary. Actually, I'd go a bit further and say that how much the DM chooses to exercise his control over the campaign varies. The DM always has the power. He can simply choose to delegate that power back to the players.

However, he can also take that power back at any time. And, really, any player choice, even in the most wide open sandbox, is still limited by the options presented to him by the DM. I can't choose to attempt to become the king of America in the 20th century Modern game. America doesn't have a king.

The same goes for any DM's campaign. If the DM decides that X isn't there, it's not there and nothing the player does will make it there. I can't decide to run for election in the Free City of Greyhawk. I suppose I could try to bring democracy to Greyhawk, although, again, the success of that will depend almost entirely on how the DM reacts to the idea.

However, I think most players will constrain their choices based on what they know of the campaign and the DM.

People can talk about how wide open their sandboxes are all the time. And that's fine. Giving players lots of choices is a good thing. But, let's not pretend that the DM doesn't have virtually total control here.

Heck, if he didn't, why do we need a DM in the first place? If players an decide on where they go, what they do and what happens when they get there, then why have a DM at all? In most games, the player can decide where to go, and then the player can react to what the DM presents to him.

(Again sticking with D&D here - there are other games which give players much greater authorial control over the game)

Let me put it to you this way. In a 3e D&D game, can I, as a player, tell you (not ask, tell) that I buy a +3 Defending Longsword in a large city? Why or why not?
With one exception, everything you say above can only be answered on a group-by-group basis.

The exception is the very last question. In a 3e game I might not be able to tell you I buy one (never mind my character might not even have the funds available to buy one), but if I have the levels and abilities I can sure as shootin' tell you I'm going to build one.

Lan-"and then I can steal it; that's what magic longswords are for, isn't it?"-efan
 

But, Lanefan, we've already agreed that players have control over their own characters. I have no problem with that. Presuming the DM is playing by the rules, and you have the funds and time to build that sword, sure, no problem. The rules do specifically delineate that power to the player.

Although, again, that's easy enough for a DM to stop - time and pacing is pretty much entirely controlled by the DM. You can't build the sword because we don't stop long enough - or, if you do stop long enough, Kyuss is going to eat the world.

But, that sidesteps my question. The rules do state that if I'm in a city of a certain wealth, I should, as the player, be able to buy a magic item under that limit. But, even here, you cannot really say that I can buy a magic sword, even when the rules say that I can. You can't say it because those rules are generally seen as the purview of the DM and he's more than entitled to change them.

It's true that a given group may allow more player authority or less. But, that's still always the DM delegating that authority, not the rules. The rules rest the power squarely in the DM's chair.
 

RC, in response to my comment that if I mention a barkeep, my players will assume that s/he is an evil cultist (or a similarly interesting potential antagonist), you say:

Yes, they would.

Whether or not you find it problematical, this is exactly what I described upthread. If you only mention the things you believe to be important, the players automatically assume (1) that anything mentioned is important, and (2) that anything not mentioned is not important.
I don't disagree with this. In fact, I've expressly said that I only like to mention what's important (or, in my preferred terminology, what's interesting). And I'm happy for my players to assume that if I haven't mentioned it, it's not important. (Of course, they may not always make that assumption. If they would like a given game element to exist - such as a friendly priest who was once a cultist of Orcus but then converted to the good side - they may have their PCs set off to look for it.)

The point I am making is that such an assumption being made by the players doesn't preclude meaningful choices.

The meaningful choices, once the players have had their attention drawn to the barkeep, are:

(i) What steps, if any, are to be taken by their PCs take ingame so that the ingame state of knowledge can be brought into alignment with the players' metagame hypothesis. By the standards of many posters here my table is pretty liberal on metagaming, but we do have a mild aesthetic preference that there be at least an ingame figleaf. This choice is meaningful, because the range of options - from surveillance to interrogation to mind probing to mind control to killing the barkeep and then coercing his/her dead spirit - is non-trivial, and which choice is made makes a potentially significant difference to the unfolding ingame situation, as well as the unfolding metagame situation (is this a game about nice guys, or about vicious torturers, for example? or even a game about how nice guys sometimes get corrupted into vicious torturers?)

(ii) What, if anything, is to be done to the barkeep. Is s/he to be killed? Converted? Or are the PCs to join the cult and use the barkeep as their ticket to do so? These are obviously non-trivial choices. The choice to join the evil cult, in particular, is a hugely game-changing one (at least from my experience of having GMed games in which those sorts of choices have been made).

Neither of these is a "choice" on which nothing of significance for the game turns. It therefore satisfies your criterion (1):

(1) In order for a choice to be meaningful, the result of a given option cannot be the same as that of all other possible options.

You also say:

(2) Assuming any goal, whether GM-presented or player-driven, if the result of an option moves the PCs forward toward that goal, it is (in general) a better option than one that does not. Likewise, if resources are to be taken into account, an option that reduces expenditure whil moving toward a goal is (in general) superior to one that includes heavy resource attrition.
As far as resource efficiency is concerned, in the game I run that tends to be relevant mostly (although not exclusively, as skill challenges sometimes consume powers and surges) in combat, both within combats and across combats that happen prior to a given extended rest. In 4e these sorts of "optimum because efficient" choices are shaped by the interaction between the mechanics and the geography. The best way to make meaningful choices possible is therefore to make the geography fairly apparent - via a battlemap - and let the players go to town with the mechanics. (There are some exceptions, like hidden traps or invisible opponents, which reward some character build and skill deployment choices to do with perception - I don't draw hidden things on the battlemap until they become unhidden.)

As to goals - I think it's a bit more complicated than your description of it. Suppose a player's goal is for his PC to flirt with the darkside but in the end be redeemed. This is the sort of goal at least some of my players adopt for their PCs from time to time. Relative to this goal, is it optimal to kill the barkeep, or to invite the barkeep to explain in more detail the theology of Orcus? I don't know. I expect my player doesn't know either. Either choice could lead to some degree of corruption of a character. Neither seems likely to lead to iredeemable evil. My player is, I think, more likely to go one way or the other based on what strikes him at the time as fitting with his feel of his PC, the scene, and the current mood of the game.

In any event, to the extent that there is any optimality here, it's completely orthogonal to any issue of detail in description or not describing only interesting details. It's not as if my player's choice would be more meaningful if I'd made it harder for him to work out that the barkeep is a cultist. That would only have made it harder for the player to actually reach the point at which the meaningful choice is to be made.

(3) Since we are discussing the results of meaningful choices, there must be both context (sufficient information to at least make the choice something other than the result of random chance) and sufficient consequence (i.e., all choices cannot be equally optimal based upon the goals of the players, whether self-generated or GM-generated) to make the choice meaningful.

A choice where no option is more optimal than any other is, essentially, meaningless.
I don't fully agree with this.

First, as to context - your examples of Wolves in Sheep's Clothing, and other cases of narrative detail, suggest that you are assuming the context for choices is provided overwhelmingly by information about the ingame state. To the extent that you are making such an assumption, I don't accept it. Information about the ingame state (eg that the barkeep is a cultist, that in the crypt the PCs find a statue of Orcus) provides some of the context. But a lot of context is provided by external considerations, such as a player's knowledge that if his PC just walks into the bar and kills the barkeep, the PC'll be judged as a pretty merciless individual by onlookers, and perhaps also by the player's fellow players and/or their PCs.

Second, as to consequences - it's simply not true that differences in optimality are a necessary condition of meangingfulness. This probably isn't a place to rehash the writings of Hume, Nietzsche, Joseph Raz, John Gray etc, but there is a strong body of argument that suggests that some values are incommensurable in principle - and hence that some choices are radical, in that they are meaningful but no consideration of reason tells in favour of one or the other. Even if one rejects this as a philosophical account of value, in practice there are many choices where optimality can't be measured. For example, a decade ago my job as a public servant came to an end and I had to decide whether to look for another public service job or instead to try for an academic career. I took the latter choice. I believe that it was a meaningful choice. Did I make the choice because I believed it was superior to staying in the public service? Obviously I thought it was an attractive choice. But I had also enjoyed being a public servant. Being an academic would let me do things that I couldn't do as a public servant, but obvioulsy the converse is also true. In the end, I had to choose - one can't deliberate forever - and I believe that I made a sensible choice. But I'm pretty confident that had I stayed in the public service I would also be able to reflect back on my choice and my (alternative, hypothetical) range of achievements and regard them as sensible and more than satisfactory. (A complicating factor is that a choice doesn't only deliver outcomes to be evaluated relevant to a preference set, but also shapes the preference set by which the value of the outcome is measured - this means that anticipatory valuation is not necessarily the best guide to post hoc satisfaction.)

As I said above in relation to the pursuit of player goals, when my players choose what to do with the Orcus statue or the Orcus cultist, they aren't engaged - certainly not explicitly and in my view not implicitly either - in a cost-benefit analysis. (They save these analyses for combat planning.) They are responding to a choice situation in a way that they think is sensible and interesting. The meaning is provided not by the opportunity to rationally maximise, but by the opportunity to determine the character - aesthetic, moral, thematic, . . . (insert other appropriate evaluative categories here) - of the unfolding game, and their PCs as integral elements of that game.

Counter-examples always, perforce, contain some element of optimization, even if what is optimal is the level of fun the participants enjoy.
For all sorts of reasons, including some of those given above, but also others to do with the dependence of certain sorts of emotional responses upon not just the outcome that they are a response to, but the means whereby that outcome is achieved, I don't find it helpful to analyse playing an RPG by reference to rational maximisation of a desired emotion.

To put it another way - as a general rule, I don't think that the best way to pleasure (or at least the sort of pleasure that an RPG provides) is to set out to maximise that pleasure, any more than the best way to get an aesthetically satisfying (and therefore, in some sense, entertaining) movie is to set out to make an entertaining movie.

Typically, then, when a player chooses to responsd in a certain way to the statue or the barkeep, I don't think they are following the imperative "Maximise fun!" I think they are responding to much more complex aesthetic and other emotional cues, which hopefully will have as an upshot the generation of fun.

multiple courses of action allow for choices that optimize what game you and your players want to play (i.e., they allow the players to drive the game in a direction they find more enjoyable), and the excitement arises from the tension between what is known and unknown while driving the game in that direction.
The excitement in my game comes primarily from action resolution - especially combat, which in D&D 4e is very decision and consequence heavy with a healthy dose of randomisation thrown in. The overall game I would say is interesting but not always exciting. To the extent that it is exciting, I think that excitement arises from doubts about how it is going to resolve. But those doubts don't arise from unceratainties in expectation about GM-described ingame elements (eg Is that really a rabbit on the stump, or in fact a disguised carnivorous plant?). They arise from uncertainty as to how the action of the game will resolve (eg What is going to happen to me, now that I've decided to become a supplicant of Orcus?).

Thus, you say

<snip pemerton's presentation of mechanical-driven approach to Wolves in Sheep's Clothing>

which is, of course, a perfectly valid way to play, but one which (to some degree at least) minimizes player choices because the PCs never have a "full view" of their environment.

<snip>

In fact, by limiting what you describe of the world, you perforce constrain player options.
This is consistent with my earlier suggestion that you see "context" as shaped overwhelmingly by ingame elements. It is also consistent with my remark upthread that your views on description seem to be influenced by a more Gygaxian/exploration-based approach to play.

If you take away these two assumptions - that is, if you assume that metagame evaluations and emotional responses are an important part of context, and if you assume that the game is not primarily about exploration (in the literal sense) of the gameworld - then the effect of non-description of rabbits on stumps on player choices becomes close to zero. Because failing to describe rabbits on stumps has a neglible impact on the possible range of metagame evaluations and responses that shape the metagame context for choice, and has a negligible impact on the players' view of the ingame environment that is relevant to generating such evaluations and responses - because the ingame environment that generates those evaluations and responses is an ingame environment of PCs killing or sparing cultist barkeeps, cleansing or fleeing in fear from statues of Orcus, and so on. Rabbits on stumps are irrelevant to this.

And as I said earlier, if my player would like an ingame element to exist that speaks to their concerns and the way they want to develop their PCs, and I haven't mentioned it yet, then they will have their PCs look for it. Thus, one player wanted to know whether or not, among the elves the players were camping with, there were any members of the secret society he had written into his renegade drow's backstory. He therefore had his PC flash a secret handsign and see if any elf responded. As this was the first I'd heard of the secret society, and as I hadn't thought much about the elves other than what the module told me about their need for an idol to be recovered from a crypt, I made a quick decision - that one of the elves was a member, as the player hoped - but it was not the leader, as the player hoped. Instead it was the crafter to whom the player's PC had given a dragon tooth to be shaped into a magic dagger. This was the first bit of personality that that crafter had manifested as an NPC.

I was subsequently able to develop this new gameworld element, by having the crafter taken prisoner in the course of bringing the dagger to the PC - whom the crafter now had an extra special reason to help. (This also made my life easier as GM - I wanted to get the item to the PC, but not until it was a level-appropriate treasure, and having the crafter be kidnapped while trying urgently to deliver the dagger to his fellow secret society member gave a perfect rationale for the dagger to end up in the PC's enemies' hands). As the rescue of the prisoners is still ongoing in the game, and continues to provide the backdrop against which a lot of player decisions have been made, this has been a development that has produced a lot of payoff for a small outlay by the player and me.

I would regard this as a paradigmatic example of (i) only describing what is relevant, (ii) following the players and their interests in designing encounters, and thereby (iii) facilitating meaningful choices. Choosing only to focus on what is interesting has not cut off options for the player in question - it has made meaningful options available to him.

And, yes, I do understand that there are benefits to this approach. For one, you do not need to worry about the players going off on a tangent, simply because no tangents are presented.
I don't understand the notion of "tangent" here. It's up to the players to decide the direction in which they take their PCs. There is no predetermined direction, in relation to which some other chosen direction threatens to be tangential.

My point - and it's really just rehearsing the point that Mal Malenkirk made way upthread - is that descriptions of rabbits on stumps aren't relevant to any direction my players are interested in going, because they don't engage the relevant emotional and evaluative responses.

if you decided that you were the sort of GM who wanted to lead the players by the nose. It is easy enough to do. All you have to do is decide what the players should choose aforehand, and make ever other potential choice result in maximum suckage.
I don't see how this touches upon the question of whether or not describing only relevant things is leading the players by the nose.

I believe I've said enough about my game and more genrally about how I see 4e as playing, in this and other threads, to make clear that mine is not a game in which the GM leads the players by the nose. I believe I've also made it eminently clear that I only describe those gameworld elements that are relevant/interesting/important. I've done my best over a few posts now to explain how these two approaches to play are consistent.

If I wanted to lead my players by the nose I wouldn't change my practice in describing ingame elements. Instead I would dictate their PC backstories to them. I would instruct them (either directly or implicitly) who the PCs' ingame enemies are to be. I would impose my own moral judgement on my players via a combination of mechanical penalties to and ingame lynching of their PCs for doing things I disapprove of (traditionally in D&D the alignment mechanic has been the vehicle for achieving this). I would make sure that whatever decisions the players try to make about who their PCs fight and who they talk to, the ones I want them to fight always fight, and the ones I want them to talk to are always 20th level gold dragons or Elminsters who are (relative to the PCs) invulnerable. I would make sure that the king always hates them however nice the PCs are to him, and that the same patrons present the same plothooks in the same taverns with the same likelihood of turning out to be a turncoat regardless of the moral, political and mythical universe the players are trying to create in the gameworld via the actions of their PCs.

In my view, what I have described above is the main way in which D&D play, over the years (and especially but by no means exclusively in the 2nd ed AD&D period), has encouraged a style of play in which GMs lead their players by the nose. The range of approaches to ingame description has, in my view, played comparatively little role.
 

But, that sidesteps my question. The rules do state that if I'm in a city of a certain wealth, I should, as the player, be able to buy a magic item under that limit. But, even here, you cannot really say that I can buy a magic sword, even when the rules say that I can. You can't say it because those rules are generally seen as the purview of the DM and he's more than entitled to change them.
Perhaps. It could also come down to random chance as to whether there's such a sword available right now or not. All the rules say is that a town of that size supports an economy that in theory should sustain a market for (an) item(s) of that value. The rules make no claim as to what said item(s) actually are or whether said item(s) are of any conceivable use to your particular PC.

And yes, many DMs/groups set it that the DM determines what is for sale or whether magic can be bought-sold at all. To me, that's just a part of the presentation of the world (which is certainly within the DM's purview), the same as saying there's a tavern on the corner or the inn will charge you 5 g.p. per night.
It's true that a given group may allow more player authority or less. But, that's still always the DM delegating that authority, not the rules. The rules rest the power squarely in the DM's chair.
System also makes a difference, even within D+D. The DM has far more mechanical control (if she wants it) in 1e than in 3e or 4e. In 1e the combat tables, saving throw matrices, etc. are all with the DM - and can thus be much more easily fudged, permanently tweaked, or whatever. In 3e much of that information is transferred to the player and is thus much harder to mess with.

That said, as long as everyone involved plays by the spirit of the game instead of trying to break it and-or make it adversarial, and has half a clue what they're doing, it probably doesn't matter very much where the power is.

Lan-"as long as I still get to wear my Viking hat"-efan
 

It's true that a given group may allow more player authority or less. But, that's still always the DM delegating that authority, not the rules. The rules rest the power squarely in the DM's chair.
Hussar, a question.

In my stupidly long reply to RC a message or two upthread, I give the following example that actually happened in my game:

A player wanted to know whether or not, among the elves the players were camping with, there were any members of the secret society he had written into his renegade drow's backstory. He therefore had his PC flash a secret handsign and see if any elf responded. As this was the first I'd heard of the secret society, and as I hadn't thought much about the elves other than what the module told me about their need for an idol to be recovered from a crypt, I made a quick decision - that one of the elves was a member, as the player hoped - but it was not the leader, as the player hoped. Instead it was the crafter to whom the player's PC had given a dragon tooth to be shaped into a magic dagger. This was the first bit of personality that that crafter had manifested as an NPC.

I was subsequently able to develop this new gameworld element, by having the crafter taken prisoner in the course of bringing the dagger to the PC - whom the crafter now had an extra special reason to help. (This also made my life easier as GM - I wanted to get the item to the PC, but not until it was a level-appropriate treasure, and having the crafter be kidnapped while trying urgently to deliver the dagger to his fellow secret society member gave a perfect rationale for the dagger to end up in the PC's enemies' hands). As the rescue of the prisoners is still ongoing in the game, and continues to provide the backdrop against which a lot of player decisions have been made, this has been a development that has produced a lot of payoff for a small outlay by the player and me.​

Do you regard this as delegation or not?

I tend not to see it that way. I tend to see it as power sharing. This is also more the tone in which the 4e DMG2 discusses it. But because as GM I have a type of veto/regulatory power over how the secret society actually comes into play at the table - even though it is the player who introduced it into the gameworld - I can see that you might want to describe it as delegation.

Anyway, I'm interested in your thoughts.
 

I for one, refuse to play my own game when I GM. That's for players! I don't lead my players. I ask them what they will do, and they fail or succeed on their own. Of course in a certain point I do give them hints, like for instance "Your character is so intelligent that he knows that it's most likely going to be like this".

Rarely, if I lead my players, I emphasize them that what I'm about to say is not leading. And if they follow my hint, it may be a good idea or bad idea. Most likely both.

Some players assume that game-mechanics are so difficult, that GM has to give options what to do. But thinking about game-mechanics is a huge failure. You simply rp your character and say what you want to do. For instance, one guy tried Gather Information and failed. He said that he can't try it anymore, 'cause there's no retry. Meta-gaming *sigh*...
 

I don't disagree with this. In fact, I've expressly said that I only like to mention what's important (or, in my preferred terminology, what's interesting). And I'm happy for my players to assume that if I haven't mentioned it, it's not important.

Well, I'm not 100% certain where our thoughts differ here.

The point I am making is that such an assumption being made by the players doesn't preclude meaningful choices.

No, they don't. In fact, if you go back to my post you initially responded to, you will see that this must be true.

I said, more than once, that there are two factors involved: (1) How obvious optimal choices are, or rather, options that have "good" results over "bad" results, and (2) How the choices made change the game.

By focusing the game only on choices you consider meaningful, you are strongly driving (2) at the expense of (1). It is equally possible to strongly drive (1) at the expense of (2), and produce an equally satisfying game. Most GMs, IMHO and IME, drive both to some degree, and may or may not be strongly favouring either. So long as some form of balance is achieved, choices can still be meaningful.

It is only a game where the intended options are obvious, and the game results are the same regardless of what is chosen, that meaningful choice becomes impossible.

So, I hope you can see, my post was not an attack against your playstyle, but rather a response to the idea that removing "irrelevant" detail from the campaign milieu is necessarily a good idea.

So-called "irrelevant" detail performs a function. It is not a necessary function, depending upon your playstyle and goals in playing, but neither is it an unnecessary function, in that (1) it is impossible to force the players to accept every detail as relevant and (2) it is generally undesireable to respond to player requests for more detail with "That's irrelevant! Why don't you deal with the barkeep cultist instead?".

First, as to context - your examples of Wolves in Sheep's Clothing, and other cases of narrative detail, suggest that you are assuming the context for choices is provided overwhelmingly by information about the ingame state. To the extent that you are making such an assumption, I don't accept it. Information about the ingame state (eg that the barkeep is a cultist, that in the crypt the PCs find a statue of Orcus) provides some of the context. But a lot of context is provided by external considerations, such as a player's knowledge that if his PC just walks into the bar and kills the barkeep, the PC'll be judged as a pretty merciless individual by onlookers, and perhaps also by the player's fellow players and/or their PCs.

How, exactly, is "if his PC just walks into the bar and kills the barkeep, the PC'll be judged as a pretty merciless individual by onlookers, and perhaps also by the player's fellow players and/or their PCs" less about the ingame state than "if his PC just walks into the garden and is killed by the wisc, the PC'll be judged as a pretty foolish individual by onlookers, and perhaps also by the player's fellow players and/or their PCs"?

Really, this is an artificial divide.

there is a strong body of argument that suggests that some values are incommensurable in principle - and hence that some choices are radical, in that they are meaningful but no consideration of reason tells in favour of one or the other.

I'll go you one further. Except as they relate to a goal or desired outcome, no choice is meaningful based on reason. Reason is a tool to get to the desired state, but does not tell you in any way whatsoever what the desired state should be. That is purely based on emotion.

The idea, therefore, that either meaning must be based on "a cost-benefit analysis" is one I reject utterly. However, you may be certain that some level of analysis -- even if on the "gut feeling" level -- occurs when trying to reach the state that is seen to have meaning.

Again, any refutation of my post that relies on "optimal" meaning "mechanically optimal" is doomed to fail, because (probably through my own fault as a writer) it fails to understand the point.

I don't see how this touches upon the question of whether or not describing only relevant things is leading the players by the nose.

In order to lead the PCs by the nose, it is necessary to tell them what is important. Regardless of the amount of extra detail a milieu might contain, ensuring that the players have some means to know what the GM considers important is paramount. You cannot lead without some form of reins, after all.

Consequently, while removing "extraneous" detail doesn't mandate that you lead the PCs by the nose, it is a good first step, and is certainly liable to lead many inexperienced GMs in that direction.


RC
 

/snippage for stuff I totally agree with.

Lan-"as long as I still get to wear my Viking hat"-efan

Yup. I'd posrep you but, gotta spread it around and whatnot. But, yes, we're on completely the same page here.

Hussar, a question.

In my stupidly long reply to RC a message or two upthread, I give the following example that actually happened in my game:

A player wanted to know whether or not, among the elves the players were camping with, there were any members of the secret society he had written into his renegade drow's backstory. He therefore had his PC flash a secret handsign and see if any elf responded. As this was the first I'd heard of the secret society, and as I hadn't thought much about the elves other than what the module told me about their need for an idol to be recovered from a crypt, I made a quick decision - that one of the elves was a member, as the player hoped - but it was not the leader, as the player hoped. Instead it was the crafter to whom the player's PC had given a dragon tooth to be shaped into a magic dagger. This was the first bit of personality that that crafter had manifested as an NPC.

I was subsequently able to develop this new gameworld element, by having the crafter taken prisoner in the course of bringing the dagger to the PC - whom the crafter now had an extra special reason to help. (This also made my life easier as GM - I wanted to get the item to the PC, but not until it was a level-appropriate treasure, and having the crafter be kidnapped while trying urgently to deliver the dagger to his fellow secret society member gave a perfect rationale for the dagger to end up in the PC's enemies' hands). As the rescue of the prisoners is still ongoing in the game, and continues to provide the backdrop against which a lot of player decisions have been made, this has been a development that has produced a lot of payoff for a small outlay by the player and me.​

Do you regard this as delegation or not?

I tend not to see it that way. I tend to see it as power sharing. This is also more the tone in which the 4e DMG2 discusses it. But because as GM I have a type of veto/regulatory power over how the secret society actually comes into play at the table - even though it is the player who introduced it into the gameworld - I can see that you might want to describe it as delegation.

Anyway, I'm interested in your thoughts.

Not really delegation I don't think. You're simply adopting a player suggestion. You are under no obligation to do so, so, you still retain the lions share of the power.

Note, I don't think there's anything wrong with this. Again, as we kinda got sidetracked a bit ago, I'm not making any sort of value judgement here. It's not a good or bad thing. Some games make power sharing explicit. In, for example, something like Fate or games where the player can (and is expected to) add directly to things beyond his character, this would be delegation. In D&D, that is still pretty much all up to the DM.

In your example, you could have just as easily ignored his suggestion. In a more sandbox style game, I think you're almost obligated to do so, since belonging to the cult wasn't part of the scenario design and, as I understand it, changing elements in play runs counter to sandbox play. At least as I have had sandbox explained to me.

To me, I think you did exactly the right thing. The player showed some initiative, actually BROUGHT character elements into the game (good for him) and you rewarded him for doing so. Fantastic. The player is happy and you get a better scenario for it.

But then, I have no problems with rewriting things in the middle whatsoever.
 

Into the Woods

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