As a general rule, I prefer that most of these sorts of decisions have no consequences in my game - I can think of dozens of more interesting questions to address in an RPG than who's on watch when!
Path taken is sometimes interesting, and when it is I'm happy for it to be addressed in play.
These day, the question of when to sleep I treat as a consequence of skill challenge resolution rather than as something under the players' direct control - this works better with other aspects of 4e.
What is being put forth to me is equivalent consequences for actions in a game. This has not been specified or reduced to "only actions that are pertaining to the theme" and even if it were, my post above addresses my feelings on this (I disagree).
Why not?
In fact, in my game, many decisions are of less heavy thematic weight than what Hussar described, because ultimately my game is a reasonably light, fairly derivative fantasy RPG. But what would be wrong with a heavier game of the sort Hussar describes (assuming that the players had the emotional stamina for it)? I've played like that at Cons, and they're some of the more memorable RPGing experiences I've had.
Let me preface this by saying that while this is solely my personal opinion, I'd wager an educated guess that not only my players would agree with me, but most of the other people I tend to speak with to with some regularity.
To me, at least, these sorts of decisions being piled up one after another will result in a devalued sense of what they should be.
I've "played" a game like this before with my group that we called "ethics board" with no dice or other mechanical system. They were presented with ethical dilemmas, and they decided what they thought the right course of action was. I decided the outcome based on those decisions, and we either addressed it more in-depth if their decision drew complications, or we moved on to a new dilemma. In this game, which we played a handful of times, the players felt less and less emotionally invested in the dilemmas, specifically because of their frequency. The first dilemma was extremely satisfying to play through, though the repetition of such important decisions drew the mystery out of it. It lessened their emotional attachment to the world they were a part of (which included characters and a setting as well).
Additionally, the pure time dedicated to each dilemma near the beginning of the game was such that if these decisions were made with the same fire initially elicited from the players, then the game would crawl to such a halt that the mechanical representation would become essentially subsystems that distracted from the main theme of a game.
This is, again, just my take on things. Could this be done successfully with the right group of people? Sure, it probably could be. I wouldn't recommend it, though.
I'm not sure I entirely follow all this, but there seems to be a disconnect here... [SNIP]
Likewise in an RPG. The players play their PCs. This tells us things about the players and can also be used by the players to tell us other things as well. I, as a fellow player or GM, can respond to that. But a referee's adjudication of the evaluative points made is not necessary. The points made carry their own meaning - they generate their own responses in their audience - this is the consequence that drives the game forward. How that consequence then relates to ingame matters is a secondary issue - there are any number of ways of handling that, and I think general prescriptions are hard to give.
Well, as someone who pretty much loathes story-driven fantasy games, I cannot agree that my style can possibly accept players as any type of author. I believe strongly in character-driven fantasy games, where the actions of PCs determines the story, but the idea of story every trumping the mechanics with any regularity rubs me the wrong way to such a degree that were I to be informed that a game would be using this method within a fantasy setting, I'd simply skip the game altogether.
Now, in other games and settings, I'm okay with the story coming first. I play Mutants and Masterminds on occasion. When I do play, I find it is much more fulfilling to attempt to play in the vein of comics or shows than it is to play with just the power mechanics in a setting while sticking to the rolls trumping story. Of course, a game like M&M has rules built in that allow that level of narrative control (hero points and the one GM fiat), and that suits that style well.
In a game like D&D, I don't personally find this to be the case, and I'd much rather see what sort of interesting story emerges from character actions (with appropriate consequences) rather than see what type of story I can help create via character actions. I think there's a subtle but world-changing difference there.
As always, though, this genre allows both of us to have fun, and that's pretty amazing. I'm glad we can both enjoy ourselves so thoroughly, and be so passionate about our preferences. Play what you like
EDIT:
I'm not Hussar, but do have a response to this.
I don't think you're misrepresenting anything.
I think you may be missing something. Because you seem to be focused mostly on ingame causal consequences of action resolution; and seem not to be considering the implications these have for how players will approach the game.
I really do appreciate your wording here. Thank you for being considerate.
A concrete example of this is the encounter between the paladin and the demon I described in my previous post. One possible consequence of that encounter, in which the paladin lets a demon beat him to a pulp as punishment for wrongdoing, is that the demon, unchecked, goes on to massacre the inhabitants of a village. An alternative, though, is that the demon just disappears off the stage, never to be thought of again by players or GM as an ongoing participant in the fiction. (If the question ever does come up, the GM can decide retrospectively that the demon, having got its fill of paladin-bashing, returned back to the abyss.)
For me, when deciding which sort of consequence should follow, I think first and foremost about how the consequence will support or undermine the player's engagement with the game. I then think about how a consequence that is useful in this respect can be worked into the fiction. There are many ways in which this can be done and internal ficitonal plausibility maintained.
See, as I said above, I'm against story-driven games. In this sort of situation, I'd think of this specific demon's motivations, and have him act on those. If that means he goes to a village to massacre the inhabitants, I'd have him pursue that action. If that means he is currently satisfied and returns to the abyss, than I'd have him pursue that action.
I will not determine what would make the best story, and then pursue that fiction. To me, that bends the believability of the game too much for my taste, and it rubs me the wrong way. In another type of game, however, it's what I'd expect, and what my players would expect as well.
I think I'm approaching the themed campaign differently than you or Hussar might be, as I don't look at it from the fiction-first scope that you seem to. I look at it from the individual-first scope, and that colors my views quite differently (but not objectively better by any means).
Again, I'm glad we can talk about such things so civilly, and both enjoy the hobby even with our individual tastes. Play what you like
