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You're doing what? Surprising the DM

So, ok, the character has failed his fortune, he's caught red handed with the knife in hand in the middle of the masquerade ball. I narrate the dramatic moment. Now what? There is no stakes? There is no consequences? There is no theory of RPGs that doesn't involve the player having at least something to lose. There has to be something at stake or their is no conflict, no drama, no story. Something is going to happen.
Sure, something is going to happen. And obviously it will be bad for the PC. But, if playing BW by the book, it won't be bad for the player. That is, the upshot will be some form of adversity that the player finds engaging.

It follows from that there may be a type of player for whom BW has nothing to offer, because (i) there is no form of adversity that the player would find engaging, yet (ii) the way BW works just about guarantees that PCs will be facing adversity hard and often. This might be roughly the same sort of player who enjoys absurdly Monty Haul classic D&D, and perhaps also certain approaches to Rifts.

But from this thread, plus his broader posting history, I have ample evidence that [MENTION=22779]Hussar[/MENTION] is not such a player. He is not averse to adversity for his PC; but he wants that adversity to be interesting and engaging to him, to speak to his reasons for playing that PC in this game. And he is saying, in my view quite reasonably, that he doesn't enjoy playing with GMs who won't acknowledge and respond to that, and who insist on framing and resolving situations without regard to those sorts of interests. It's a preference I happen to share both as a player and a GM.

You may think that my description of the approach to play that I am talking about - for present purposes let's call it "situation + say yes or roll the dice" set up in contrast to your preferred "setting + proposition, fortune, resolution" - is incoherent or self-contradictory. I don't believe so, but certainly acknowledge that description, like all human art, is fallible.

But I know that a true description of the approach is available, because I play that way, and so do many thousands of other RPGers, some of whom post about their experiences on these very forums. Obviously it's not the only way to play an RPG. But it is one completely viable one.
 

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Hang on. It's not about "putting him back on the right path". It's about not being forced to endure scenes that I don't enjoy, simply because the DM feels the need. I'm not saying that players do this every single time. So, you're Tea Shop owner character obviously isn't an issue.

Every time you have been presented with a resolution mechanic, rather than narrating the cool results of your proposal to cut scene, you have indicated that the DM is making the game poorer. I have yet to see you provide an example of positive DMing which integrates the actions of the characters into the game setting to provide a better play experience.

It's about the players having the wherewithal to be able to reframe scenes to make them enjoyable. It works either way. If the players want to spend more time on something that's fine too. Although, to be fair, that's usually not a problem because most DM's will let you spend as much time on something as you like. However, when the players want to skip over something, they should have that choice as well.

So should one of the players be able to say “we’ve already played out the tactical combat with the Grell. Doing it again is just boring. Hey, Mr. DM, how about we just say the Grell moved on to recover from its wounds, or take as given that the party, with its new reinforcements, defeat the loathesome Grell and cut scene to something new and interesting.” Maybe, for that player, the challenge was in recruiting the help to destroy the Grell – the very interaction challenges that you want to cut scene over. Does this player have the right to get ‘shirty’ with the DM and/or you for your insistence at monotonously replaying the same tactical scene?

In particular, they should have that choice without being berated by the DM and told they are whiny, immature, should stick to video games, and should get out of the group. Did I miss any? I mean, good grief. I realize that DM's sometimes have ego trips, but sheesh. Saying, "Hey DM, this particular part of the game sucks, can we move on?" should not be a major deal.


What if the DM (and/or the other players) decides your character has become uninteresting, stale and boring. “Hey, Hussar, this particular character sucks, can we move on?” Should that be a major deal? And what proportion of the players need to agree that the particular scene detracts from, rather than adding to, the game?

Here's the thing. I don't owe you 'cool'. Cool is something you earn. I have a Sidhe rogue among my current players that can flip around the battlefield like some Wuxia kung fu fighter. But I don't give him that. It's on his character sheet. He's earned it by investing resources in it. Players don't get to rule the game by the rule of cool. When things are doubtful, cool rules. But if we have rules for something, you pass your fortune check and then you recieve your cool... or not. It may be cool for the hobgoblin fighter to leap on to the back of the Sea Dragon, grab it by its horn, and start stabbing it thourgh the eyes with his two-sword in the other hand, but by golly he has to make his clinch combat manuever check and attack rolls to manage it. Which he did by the way. It may have even been cooler to down the Sea Dragon with one stab, but just because the player thinks that would be cool doesn't mean we make it happen. We make it happen when you earn. And that is always infinitely cooler than the DM giving you something.

Here’s where I see the dichotomy. “Fighter leaps down on the sea dragon, grabs its horn and thrusts his two handed sword through its eye and into its brain, delivering a mortal wound”. So what are the options? “No, that’s impossible, take a by the book attack action”? I don’t like that one – we want creative game play. The giant centipede should be able to carry us through the desert. “Fighter has slain the sea dragon – it writhes in its death throes.” Hey, rule of cool, right? Just like summoning a giant centipede eliminates any challenges of crossing the desert, the cool image of the fighter leaping on the sea dragon’s back and slaying it in a single blow carries the day and ends the challenge. Players get to cut scene in any manner they may decide is cool. Or “OK, that’s a Clinch combat maneuver; striking against its eye means avoiding its powerful hide, so I’ll reduce its AC and you get a +4 to confirm any critical threats.” That seems like integrating a cool action into the game, with some rewards for success (and penalties for failure should you fall off the sea dragon). That’s my preference – but that suggests it’s also not autosuccess that your characters can ride a giant centipede bareback across the desert without a hitch.

You know, in all the time I've been playing, I don't think I've ever had any complain that my NPC's weren't shallow enough. No one has ever said to me after a session, "You know, I just really like how shallow and characterless and bland your NPC's are. It really makes the game great to have all these colorless immemorable NPC's like what his name."

‘nuff said.

I mean imagine just for a second you are recruiting in the Keep on the Borderland, and you want to recruit henchmen. The first guy that shows up to help is a freakin' Cleric of Chaos. You sure you don't want to play that out? You sure you have no interest in who you recruit? Really? I'm not screwing anyone over by letting them interact with the environment. Quite the opposite.

Now, I can say the player(s) deciding that the PC(s) are blinded to all else by their rage against the Grell who slew their teammate, and they are rushing to recruit and return to mete out their righteous vengeance. But I as a player would accept, and likely point out, that this means we’re not going to take the time we should in vetting our recruits. So maybe that means we end up with a Cleric of Chaos and a L2 commoner farmboy. That’s what comes of rushing the hiring process.

And yes, the Grell may be where you expect it to be and it might not. It may have left. It may be lurking three rooms on hoping to ambush you. I'd probably dice for it, so I'm not sure either. The guy who said, "I hope we have the Track skill.", is problem solver. And you seem to deal with problems by metagaming - getting 'shirty' as you call it.

This may be the point where a player (and/or character) notes that, maybe, we should have recruited more carefully and found someone who could track this thing. But we were blinded by our emotions, and didn’t think it through.

First of all, I admit that I'm not used to 'opt out of the game' players such as you've described yourself being. If you think crossing the desert on the back of a monstrous centipede is cool, why should I expect that you wouldn't want to play that out? How was I to understand immediately that it becomes more cool if we only talk about it rather than doing it?

Further to this, how am I to know that your “gather a posse” strategy isn’t a similar subtle hint that you want to opt out of the Grell chokepoint issue by coming back with an overwhelming force, so I should just cut scene to the door at the other end of the Grell hallway without playing out the rematch (whether by having the Grell move on in your absence, or simply narrating a crushing defeat for the Grell as it faces this superior force)? One question we haven’t heard – how charismatic is the recruiter, and how much of his character resources went into interaction skills to make him a great recruiter and leader?

If you do great. I'd apologize and wish you luck.

If a player spent most of his time trying to avoid playing out any challenges in the game, I suspect my group wouldn’t wait for him to decide he was leaving.

I don't know who burned you so bad and I don't know what they did, and I can't really tell from all your so frequent declarations and threats about how you're going to get angry whether or not I'm entirely unsympathetic with the guy. But I can tell you that maybe you'd enjoy the game better with the chip off your shoulder, a bit more trust, a little less 'shirty', and a willingness to accept that there may be ways to make things like NPC interaction, travel, even skill checks a lot more fun than your past experience would indicate. Who knows, you might even start having fun playing this game.


Trust in the GM is, in my view, a necessity. The GM can stack the deck against the PC’s if he is so inclined. If the GM cannot be trusted to run a fair game with challenges reasonable to the characters, then the game seems unlikely, at best, to succeed.

I've never GMed a game in which players can't decide what happens in the plot. At the most simple, a player can decide that his PC talks to this or that NPC - and lo and behold, the plot is now, in part, about a conversation between these two people.

Sure. But the player gets to decide what his character attempts, not how it succeeds. He can decide to converse, but not that the NPC is so charmed by his tales that he becomes loyal vassal. He can certainly attempt to charm the NPC and recruit him, but resolution of that attempt is governed by the dice – the “fortune mechanic” – not by the player deciding it is so. The likelihood of success or failure depends on factors the player may not be aware of (this guy is a hired gun who is trying to infiltrate the team? He’s recruited!; or he is a loyal vassal of the Duke and it will be a DC 35 diplomacy check to get him to reconsider his career).

This is very obviously not what @Hussarwas asking for. He doesn't want worship - he wants an interesting, engaging game.

Still waiting to hear about something he finds interesting and engaging, rather that the various activities he wants to cut-scene through. The only activity he seems to want to engage in is combat.

That also doesn't seem to be what Hussar is asking for. He doesn't want to cut-scene through the key challenge: he wants to resolve it.

Has he not chosen to resolve it by recruiting more warriors? Playing out the recruitment of those warriors is playing out his efforts to resolve the challenge. Hussar himself has directly linked the recruitment activity to the resolution of the Grell encounter, but he doesn’t want to play out his own resolution methodology. If we should just skip over the recruitment (“Cool idea – you recruit half a dozen town guardsmen and head back to the Grell”) then why should we not skip over the rest of the resolution (“With the aid of your new hirelings, you defeat the Grell, still wounded from your previous encounter, easily. They take their promised payment and depart.”) rather than play through the tactical combat grind and the subsequent celebration of victory and parting of ways?

In my own 4e game, for instance, at the start of the campaign I direct the players that each PC must (i) have something or someone to whom s/he is loyal, and (ii) must have a reason to be ready to fight goblins. Hence when the opening scene involves the PCs being recruited to guard against goblins, the problem you describe doesn't arise - answers and ways forward have already been built into the PCs.

So if I, the player, find goblins boring, do I get to handwave the campaign and we move on to something else? Guard duty? But my character’s background says he wants to FIGHT goblins – can’t we cut scene to an invasion of the goblin lair? And why do I have to listen to some NPC talk about how he wants us to work for him as a guard? Cut scene to the combat!
 

Maybe this is just me, but as a player, if I am going to use something that even has the vaguest potential conflict in terms of how it would be resolved, I would run it by the DM prior to using it; because fundamentally, the DM has been given the responsibility to adjucate (sp?) all non explicit scenarios. Surprises are good; expecting the DM to see something the same way you do when the rules are not explicitly clear on it is foolish.
 

I have given detailed concrete examples of how any proposed action would be adjudictated. These examples already prove that your blanket statements are false and hyberbolic. Nonetheless, since you've chosen to summarize, I will also summarize. /snip of a tome

Dude, if that's what you consider a summary, I'd HATE to see what you consider a verbose answer. :D

And, before anyone gets huffy, that was meant as a friendly poke, not a cheap shot.
 

Still waiting to hear about something he finds interesting and engaging, rather that the various activities he wants to cut-scene through. The only activity he seems to want to engage in is combat.
Hussar can answer this one himself if he cares to. But suppose it was true (which I know it's not) that he was only interested in combat, what would be wrong with that?

What he's clearly not interested in is "exploration" (of deserts, of NPCs, etc) which carries in itself no story or thematic heft. Perhaps he also prefers Ernest Hemingway to Tolkien as an author. Or when he reads LotR, maybe he skips over the stuff with the Old Forest and Bombadil. I don't know. But wanting time spent RPGing to deal with stuff that matters to the players strikes me as emintently reasonable. As I said upthread, there is no inherent virtue to the exploration-oriendted play of RPGs.

So should one of the players be able to say “we’ve already played out the tactical combat with the Grell. Doing it again is just boring. Hey, Mr. DM, how about we just say the Grell moved on to recover from its wounds, or take as given that the party, with its new reinforcements, defeat the loathesome Grell and cut scene to something new and interesting.”
Subject to provisos about keeping everyone at thet able engaged, why not? That's what "say yes or roll the dice" means.

how am I to know that your “gather a posse” strategy isn’t a similar subtle hint that you want to opt out of the Grell chokepoint issue by coming back with an overwhelming force, so I should just cut scene to the door at the other end of the Grell hallway without playing out the rematch
In some systems, with formal flags, you can tell. In 4e, for instance, the player might ask if they can make killing the Grell a Quest, for which they would then earn XP.

Even absent formal flags, a good GM can often tell by listening to the players. And if in doubt, you can always ask!

Maybe, for that player, the challenge was in recruiting the help to destroy the Grell – the very interaction challenges that you want to cut scene over. Does this player have the right to get ‘shirty’ with the DM and/or you for your insistence at monotonously replaying the same tactical scene?
Again, why not?

The issue that [MENTION=22779]Hussar[/MENTION] is raising, as I read him, is not about compromise. I think everyone accepts that in a collective activity some compromise is necessary. The issue he's raising is what counts as a worthwile example of that activity. And he is saying that spending time resolving something that does not, in and via its resolution, speak meaningfully to the players, is not (for him) a worthwhile act of roleplaying. It's a waste of time. And for my part, I agree.

What if the DM (and/or the other players) decides your character has become uninteresting, stale and boring. “Hey, Hussar, this particular character sucks, can we move on?” Should that be a major deal?
Are you aware that there are major RPG systems, like Burning Wheel, that have mechanics for dealing with precisely this issue? For instance, in BW the GM can suggest to a player that it is time to change a Belief because the current Belief has been worked out as far as it will go; also the group as a whole can vote to add or remove traits from a PC.

I'm not saying that every RPG needs such mechanics, but their is nothing particularly astonishing about their existence.

“Fighter leaps down on the sea dragon, grabs its horn and thrusts his two handed sword through its eye and into its brain, delivering a mortal wound”. So what are the options?
In some systems there are multiple resolution mechanics that permit different degrees of precision/detail in resolution, and hence different degrees of commitment of ingame time. (In HeroWars/Quest the terminology is "simple contests" and "extended contests".)

In BW, for instance, what you describe can be resovled in a single die roll. Conversely, if the table has agreed that it is to be resolved using the extended combat resolution system, the description you give would never be uttered because the rules don't take that sort of description of acti

Has he not chosen to resolve it by recruiting more warriors? Playing out the recruitment of those warriors is playing out his efforts to resolve the challenge. Hussar himself has directly linked the recruitment activity to the resolution of the Grell encounter, but he doesn’t want to play out his own resolution methodology.
Because it's boring. If you like, he's objecting to the methodology, and expressing a preference for "say yes or role the dice". But in fact what he's decribed - playing out the hiring via real time interviews - is not the received methodology for recruting hirelings in D&D. It depends a bit on edition, but in classic D&D at least it is completely within the text and spirit of the rules to hve the recruitment of mercenaries consist in a reaction roll followed by the deduction of the appropriate amount of gold from the character sheet.

One question we haven’t heard – how charismatic is the recruiter, and how much of his character resources went into interaction skills to make him a great recruiter and leader?
In D&D there is a clear response to this, though - if your CHA is low pay more gp! (Just as, if your Smithing skill is low, you have to pay gp to get your weapons.)

I can't get behind the idea that, because a PC has low CHA, this would be a reason to drag the player through extended recruitment scenes.

If we should just skip over the recruitment (“Cool idea – you recruit half a dozen town guardsmen and head back to the Grell”) then why should we not skip over the rest of the resolution (“With the aid of your new hirelings, you defeat the Grell, still wounded from your previous encounter, easily. They take their promised payment and depart.”) rather than play through the tactical combat grind and the subsequent celebration of victory and parting of ways?
Because one is exciting and the other is boring. The purpose of leisure time is leisure. The prupose of engaging in an entertaining pursuit is entertainment. In a good RPG experience, time is spent doing entertaining things (like, perhaps, wrecking havoc on the hated grell with your newly-hired muscle) and not on boring things (like, perhaps, interviewing 12 NPCs in real time for a mercenary job; or spelling out and resolving in intimate detail the crossing of a desert on a giant arthropod; or resolving in detail, down to how scrubbing takes place witout inducing blisters, the way in which the PCs keep their clothes laundered and relatively free of mites and fleas).

So if I, the player, find goblins boring, do I get to handwave the campaign and we move on to something else?
If you find goblins boring, and I've signalled the campaign will involve fighting goblins, then by all means don't join my campaign! I would have thought that's pretty obvious.

But my character’s background says he wants to FIGHT goblins – can’t we cut scene to an invasion of the goblin lair? And why do I have to listen to some NPC talk about how he wants us to work for him as a guard? Cut scene to the combat!
Of course that's an option (I don't know if you're familiar with the "kicker" technique from Sorcerer).

In my own game the first session involved cultists working for the same god as the goblins; the goblins themselves turned up in the second session.

Ultimately I'm not really sure what you're trying to show, other than that human communication is fallible and that sometimes even a well-intentioned GM can misread player signals and frame scenes that no one really cares about. If you're trying to show that it's impossible to run an RPG in which player interests drive the game, or in which action resolution mechanics are invoked only when something important is at stake ("say yes or roll the dice") then you're just wrong. Because such games exist, and there are people running them.

If you're trying to show that Hussar (and, by implication, anyone who agrees with him) is a bad roleplayer because doesn't want to resolve scenes that the GM has framed in spite of clear signals from the players that they're not interested in them, then chalk me up as another bad roleplayer! Because I'm not interestsed in that either.
 
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Hussar can answer this one himself if he cares to. But suppose it was true (which I know it's not) that he was only interested in combat, what would be wrong with that?

Nothing. But are the rest of the players at the table also only interested in combat? I would think that, if we have five or six gamers(including the GM) sitting around the table, and all of them are interested only in combat, then the GM would not be incorporating "exploration of the desert" or "interviewing the hirelings" scenarios. He would skip to the combat. If the GM is out of step with the player group as a whole, then the GM needs to adapt his style to the group, or the group needs to find a new GM. But if the other players enjoy these other aspects of the game, then perhaps it is the one player who only enjoys combat who needs to either compromise or find a new group.

Subject to provisos about keeping everyone at thet able engaged, why not? That's what "say yes or roll the dice" means.

One cannot keep everyone at the table engaged if some of them are interested only in combat and others are disinterested in combat. Again, the group dynamic is such that everyone cannot be happy with the same game. The solution depends on the mix of the group - if one gamer (player or GM) is the odd one out, that gamer needs to find a new group, unless they can live with the emphasis placed on aspects of the game that are less engaging to them. In Hussar's case, clearly he is bored to tears, so that seems not to be an option for him.

Even absent formal flags, a good GM can often tell by listening to the players. And if in doubt, you can always ask!

This works fine, so long as you assume that all the players are on the same page. If two players are gung ho to skip immediately to vengeance against the Grell, and three are greatly enjoying the recruitment and interaction with the NPC's, what then? Two players want cardboard cipher NPC's and three want well fleshed out NPC's they can spend time interacting with. Does majority rule?

Again, why not?

OK, so the GM is now faced with either a shirty Hussar because he won't skip over the scenes that interest and engage other players, or with a different shirty player because he skips over the scenes that player wants to play out in favour of cutting directly to the scenes Hussar favours. So what we get is a battle between the players for the GM to referee (oh, what fun that must be for the GM), with any decision he makes resulting in a shirty player, or some players just agree to play the whole game in a manner less than fully enjoyable for them to keep the 'shirty' player happy. In my books, the player who feels he has the right to dictate how the game will be played is a whiny, immature player. Hopefully, that's a more extreme player than anyone actually discussing the topic here.

The issue that @Hussar is raising, as I read him, is not about compromise. I think everyone accepts that in a collective activity some compromise is necessary. The issue he's raising is what counts as a worthwile example of that activity. And he is saying that spending time resolving something that does not, in and via its resolution, speak meaningfully to the players, is not (for him) a worthwhile act of roleplaying. It's a waste of time. And for my part, I agree.

And my question has simply been "are all the players who are still awake rolling their eyes and sending signals they do not want to interact with the hirelings, perhaps as bluntly as saying 'can't we just mark off the effing gold and be done with it?' or are the other players engaged and enjoying this NPC interaction" - that is, for them, it is a worthwhile example of that activity? I find it much easier to sympathize with the GM in the latter case than in the former case.

Are you aware that there are major RPG systems, like Burning Wheel, that have mechanics for dealing with precisely this issue? For instance, in BW the GM can suggest to a player that it is time to change a Belief because the current Belief has been worked out as far as it will go; also the group as a whole can vote to add or remove traits from a PC.

I would be interested in Hussar's comments on this area specifically. He has said at least once, I believe, that telling him how to play his character is a dealbreaker. I know a lot of players who have similar feelings about the importance of their 100% control over their character. Let's say the other players at the table decide that this need for vegeance agains the grell is getting stale, so the vote is unanimous that Hussar's character should lose that Vengeful trait, to take an extreme example.

In some systems there are multiple resolution mechanics that permit different degrees of precision/detail in resolution, and hence different degrees of commitment of ingame time. (In HeroWars/Quest the terminology is "simple contests" and "extended contests".)

And yet we must still decide, as a group, which contests will use more or less granular resolution models. One player deciding he shoud get veto power in this regard or he will get 'shirty' is not, in my view, the appropriate decision making approach.

Because it's boring.

To whom? If the GM is playing out all the interaction, bored all the while, and watching the players' eyelids droop, then how did we ever end up playing out the interaction scene in the first place? I suggest it is not boring to everyone at the table. One thing I sometimes find boring is a combat involving lots of NPC's which deteriorates into the GM rolling a whole bunch of dice for the various participants with the PC's having limited or no real involvement. With, say, 4 PC's, 6 NPC hirelings and, let us suggest, two Grells, 2/3 of the actions in the battle will be taken by the GM. How much spectating by the players is too much?

If you like, he's objecting to the methodology, and expressing a preference for "say yes or role the dice". But in fact what he's decribed - playing out the hiring via real time interviews - is not the received methodology for recruting hirelings in D&D.

If the matter stopped at stating a preference, well and good. But it has been clear from the outset that, if that preference is not honoured, Hussar feels it is well within his rights, as one of the players at the table, to get 'shirty' because the GM/rest of the group isn't doing things his way. That goes beyond expressing a presence.

In D&D there is a clear response to this, though - if your CHA is low pay more gp! (Just as, if your Smithing skill is low, you have to pay gp to get your weapons.)

In real life, throwing money at the issue doesn't always make it go away. Why would we assume this to be the case in game? If that mercenary is prepared to work with you for, say, 200 gold, what happens after the battle, when the party is badly injured and the mercenary is looking at his seriously debilitated employers, who thought nothing of tossing him a sack of 200 gold coins (bet there's more where that came from) and a pile of treasure heaped under the corpse of that powerful foe they have just defeated?

I can't get behind the idea that, because a PC has low CHA, this would be a reason to drag the player through extended recruitment scenes.

I see no reason the scene becomes more drawn out. If anything, it may become quite a bit shorter because the low CHA, no social skills character lacks the tools to even attract potential recruits in any significant numbers.

Because one is exciting and the other is boring.

Again, I don't believe there would be an extensive recruitment scene delaying combat with the grell if everyone sitting around the table found the former boring and the latter exciting. Nor do I think that playing out the crossing of the desert is prima facie boring as compared to whatever awaits us on the other side. If the entire group finds an activity boring, then the group as a whole seems highly unlikely to spend their time on it - which is why we don't see details of how scrubbing takes place witout inducing blisters, the way in which the PCs keep their clothes laundered and relatively free of mites and fleas).

If you're trying to show that Hussar (and, by implication, anyone who agrees with him) is a bad roleplayer because doesn't want to resolve scenes that the GM has framed in spite of clear signals from the players that they're not interested in them, then chalk me up as another bad roleplayer! Because I'm not interestsed in that either.

Once again, how many players? If the GM continuously frames out scenes that the players as a group have indicated are of no interest to them, this is bad GMing. But if one player insists that each scene in the game focus exclusively on those aspects that interest him, despite the fact that his interests are either considerably different, or perhaps much more narrow, than those of the rest of the group, then that player is not necessarily a bad roleplayer, but is certainly a person I would not want to be spending my limited leisure time with. I enjoy the game - even those aspects which may not be my personal favorites - far more than I enjoy watching a player get 'shirty' because he didn't get his own way.
 

It's not rules as written in B/X, nor 1st ed AD&D, nor 4e. I can't comment on 2nd ed AD&D or 3E.

But I've always taken it for granted, since I started playing D&D in the early 1980s, that a player gets to decide things like the name of his/her family members, certain elements of family background and history, etc. And also the colour and style of his/her gear, horse etc.

I've never GMed a game in which players can't decide what happens in the plot. At the most simple, a player can decide that his PC talks to this or that NPC - and lo and behold, the plot is now, in part, about a conversation between these two people.

In other words, it seems to me that players, simply through playing their PCs, get to decide all the time "what happens in the plot".

it is a puzzlement that you cannot find the rule 0 statements that i've been reading (and playing) in d&d source materials for over 25 years.

that aside, i would like to thank you for recapping one of my points. due to your comment quoted below, i feel disinclined to clarify the portions that you appear to have either overlooked or ignored. (of course, i could be mistaken in that, if so, i apologize.)

I'm sure that these are all true biographical facts about you, but how do they show that there is anything wrong with @Hussar's views about how to play D&D?


awwww, i rate personal attacks, now? thank you, but i decline to respond in kind.

i believe that i clearly stated that my views on Hussar's reaction were potentially wrong and attached a rider apology if they were.

...maybe i missed it, if so i apologize.

i wouldn't chose as a player (which is what appears to me to have happened based on reading what was written) to give up and gripe and whine and complain about it and go on and on about "how the game should be". again, if i am mistaken, i apologize....

ah, yes. so i did. twice.






I'd probably handle it similarly. If the Grell was now being treated by the players as being more important than the current storyline, then I'd probably take this as a sign the current storyline wasn't very fulfulling compared to this (heh heh heh) "Quest of the Holey Grell" they'd initiated and try to improvise a new story line surrounding this Grell and what he was doing in the dungeon, and his larger role in previously unexplored faction in the game world. Maybe the Grell was a member of a cult to Azertaxus, the God of the Black Void, and the players would be lead into a story line about Nihilist cultists trying to unmake the world via summoning creatures there were never meant to be from beyond the edge of creation. Maybe there was a whole invasion of Grells, and the one they encountered was merely a scout for the tentacled God Brain and the reason he fled was he was under orders not to draw attention to the incursion until after the portal being constructed in the Accursed Black Pyramid was completed. Then if the party flipped back to the first story line, I'd already have in place a story line option to follow up the first major story arc with if the players wanted to continue playing.

thank you. you have some interesting ideas there, i might want to borrow some of those if i may.
 

What he's clearly not interested in is "exploration" (of deserts, of NPCs, etc) which carries in itself no story or thematic heft.

Again, I understand that. What you continually ignore is that Hussar is never in any position to judge whether the exploration of the desert or the NPCs has story and thematic heft. In order for Hussar to make that judgment, he has to be able to read the DM's mind and accurately see the future - both of which are beyond his ability. He has no idea what ties to the story and game theme the exploration will have, and by refusing it he may very well be refusing the most interesting parts of the story. Indeed, this is true even if we are playing BW. And the problem I have is by having this opt out stance where he signals the DM at the meta level, he's implicitly forcing the DM to defend his decisions on the meta-level. In other words, he's demanding that the DM provide spoilers, which isn't fair to the DM (since reveals are a big part of what makes DMing fun), spoils the story (surprise being a huge part of what makes stories interesting), and is in fact a type of munchkiny power gaming.

But wanting time spent RPGing to deal with stuff that matters to the players strikes me as emintently reasonable. As I said upthread, there is no inherent virtue to the exploration-oriendted play of RPGs.

Maybe, but there is no way of knowing whether or not the thing he wants to skip doesn't in fact address whatever the players points of engagement are. How does he _know_ that what happens isn't related to the quest? Again, in the case of a B2 game, the process of recruiting henchmen immediately addresses the larger quest, 'Defeat the temple of chaos', because of the presence of the spy in the Keep. Even arguing about the skip OOC will almost certainly reveal to a savvy player the presence of a spy, spoiling the reveal and potential surprises in the story.

Subject to provisos about keeping everyone at thet able engaged, why not? That's what "say yes or roll the dice" means.

That is great in theory, but this is a lousy lousy way of approaching the game in practice. How do we know what keeps everyone at the table engaged? If we take a vote on what everyone wants, there are immediate huge issues. First of all, we are potentially pitting players against each other at an OOC level. We are risking table conflict. But even more likely, we are actually not getting honest results from the poll. If a player wants to explore the desert, but sees that the majority isn't interested, he's likely to just keep quiet to avoid putting pressure on his friends. Personality is going to become a big issue too. Often at the table you have different degrees of force of personality among the players. One player may have an agressive forceful personality, even to the point of bullying players (intentionally or unintentionally). Other players may be shy, have self-esteem issues, or simply be the sort that always lets other people have their way out of a misguided sense of honor. If we leave up to player concensus what happens, we are almost certainly not actually going to make everyone happy. What we will instead see is a certain percentage of players always getting their way and a certain percentage never having their gaming needs satisfied. It's often a much better and fairer approach to always have a 'buffet', where noone gets their preferred engagement all the time, but everyones needs are met in the long run.

In some systems, with formal flags, you can tell. In 4e, for instance, the player might ask if they can make killing the Grell a Quest, for which they would then earn XP.

BS. That's a table convention. Fourth edition doesn't play that way by default. In other contexts I've seen plenty of complaints about 4e's quest XP as a tool to disempower players and force them to do what the DM wants them to do. To the extent that you can treat players requests for quest XP as a formalism of 4e, you could say the same thing about every game system.

And he is saying that spending time resolving something that does not, in and via its resolution, speak meaningfully to the players, is not (for him) a worthwhile act of roleplaying. It's a waste of time. And for my part, I agree.

Again, this ignores the fundamental issue. Hussar cannot know prior to engaging what is actually engaging. Hussar is working on assumptions. I can raise plenty of counter examples to anything you might claim. We simply cannot dismiss the recruitment of NPCs or the exploration of the desert as being irrelevant to, as BW would describe them, the characters Instincts and Beliefs. Whatever the player and character goals are, we can make the exploration relevant to them. And it could be that for reasons the player cannot yet know, they are exceptionally relevant. I'm stating that Hussar's opt out behavior is fundamentally contrary to that. It could be he has a lousy DM, and that is what is motivating his desire to be both player and DM, to both set the goals and how we address those goals, and that's a different topic. But to claim that a player can know whether a scene addresses this goals without playing it, is just BS.

Are you aware that there are major RPG systems, like Burning Wheel, that have mechanics for dealing with precisely this issue? For instance, in BW the GM can suggest to a player that it is time to change a Belief because the current Belief has been worked out as far as it will go; also the group as a whole can vote to add or remove traits from a PC.

Again, BS. That's not a mechanic, and to extent that it is a mechanic we can do that in every gaming system. The only differences between BW and say D&D on this matter is that BW formal 'blesses' such OOC negotiation, but we can do that OOC negotiation without the discussion in the game books blessing it. For example, in D&D what you describe in practice occurs a lot, with DM's suggesting to the player that perhaps their alignment doesn't really reflect how they are wanting to play their character. A table in D&D can vote as to whether to allow a player to change the allocation of skill points or feats or known spells, and at many tables DMs allow this if the player is disatisfied with his previous selections. At my own table, the player failed to realize that 'Craft' required a speciality. At one point in the game when it would have been useful, he successfully argued that he should have Craft (Butchering). Nothing you describe is a rule. Guidelines and methodologies aren't the same as rules.

Because it's boring. If you like, he's objecting to the methodology, and expressing a preference for "say yes or role the dice". But in fact what he's decribed - playing out the hiring via real time interviews - is not the received methodology for recruting hirelings in D&D. It depends a bit on edition, but in classic D&D at least it is completely within the text and spirit of the rules to hve the recruitment of mercenaries consist in a reaction roll followed by the deduction of the appropriate amount of gold from the character sheet.

Yes and no. Classic D&D has extended mechanisms for determining what hirelings and henchmen are available to hire and mechanisms for relating gold expenditure to the number and type of henchmen available. But such henchmen are also described through a random process which generates for them different abilities and different alignments. It would be perfectly possible once the DM responds to the desription of what the player does to recruit henchmen and how much he spends to roll forward without indicident eight days (the time required to get the maximum number of respondents) and have the DM say, "Ok, 10 persons show up looking for employment.", and have the player conduct the interview by saying, "Ok, I'll just take the lot.", but in doing so the PC is expressedly taking on the risk of not having conducted a more thurough interview. If the player wanted to take on that risk, I too would be perfectly fine with it. However, he now has 10 persons of unknown disposition along for the ride and that likely will have consequences, and he has by his propositions blessed that outcome so he cannot reasonably argue about it. It won't stop a typical 'disguise outcomes as proposition' dysfunctional gamer from arguing for a retcon when 4 turn out to be Chaotic Evil with their own agenda, but it will at least give me a defense against that garbage.

In D&D there is a clear response to this, though - if your CHA is low pay more gp! (Just as, if your Smithing skill is low, you have to pay gp to get your weapons.)

In D&D, there is a limit to what gold gets you. It's not a pure replacement for charisma. For example, in AD&D charisma limited maximum henchmen loyalty.

I can't get behind the idea that, because a PC has low CHA, this would be a reason to drag the player through extended recruitment scenes.

No, again, no one gets 'dragged' through extended recruitment scenes. No one has to engage with a scene even if it is extremely relevant. As I said, "Ok, whatever, we take the lot.", is a valid IC proposition. However, there is a consequence to 'opting out', and everyone does get 'dragged' to every scene which is potentially relevant to the ultimate outcome.

Because one is exciting and the other is boring. The purpose of leisure time is leisure. The prupose of engaging in an entertaining pursuit is entertainment. In a good RPG experience, time is spent doing entertaining things (like, perhaps, wrecking havoc on the hated grell with your newly-hired muscle) and not on boring things (like, perhaps, interviewing 12 NPCs in real time for a mercenary job; or spelling out and resolving in intimate detail the crossing of a desert on a giant arthropod; or resolving in detail, down to how scrubbing takes place witout inducing blisters, the way in which the PCs keep their clothes laundered and relatively free of mites and fleas).

Those things aren't remotely comparable. If PCs acquire mites and fleas (perhaps searching the Ogres bedding for treasure), we dont' have to RP out every minute of how they scrub their clothes, bathe, and wring them out. However, we might in fact declare that they at some point _do_ launder their clothes, and that this potentially has consequences both good (no more skin parasites, reduced chances of getting a disease) and bad (wandering monster check while on the stream bank carrying for their gear). However, this scene rarely played out in any games I've ever been in, isn't remotely comparable to playing out the details of crossing the desert on the back of a giant arthropod. One task is mundane and the details of which are of little consequence (at most they involve a skill check, a wandering monster check, and a sentence or two of narration involving 30 seconds of play). Those other is heroic, adventurous, and has details that are likely to be of great consequence. If the DM knows that there are no details of consequence, he is perfectly free to resolve this as at most a skill check, a wandering monster check, and as sentence or two of narration involving 30 seconds of play. But the player cannot reasonably demand that of a DM because the player cannot know whether the complications the DM foresees are ultimately going to be relevant and engaging. A good DM is always going to make the details of any scene he frames relevant and engaging. Sometimes he may fail in that. Sometimes novice DMs are bewildered when something unexpected happens and can't figure out how to reframe things in an interesting way. Sometimes the players may fail to engage for faults that lie with them rather than the DM. I have quite often seen this sort of 'outcome as proposition' player that Hussar has described used to bully novice DMs in a way that destroys rather than enhances interest and engagement. But under no theory of RPGs that you have proposed can I see justification for this unilateral 'opt out' behavior. It's not skillful play from a player even under the terms of BW, much less D&D.

Take the example of the henchmen recruitment. Hussar describes this as the DM 'insisting we play out the interviews'. I'm almost willing to bet that's inaccurate or at least a half-truth. It's pretty much impossible to force players to have IC conversations. Sometimes I wish I could, but you can't. What I gather the DM was insisting on was the players choose which of the perspective hirelings that they take with them and that they meet whatever hurdles are involved in hiring the hireling (the hirelings terms). If the players ICly blessed the hiring of each henchmen by simply beginning the interview with, "Ok, you'll do. How much do you want?", the whole affair probably would have concluded in 5 minutes with all the hirelings hired. The real truth of the matter was that Hussar didn't want to do that because he understood the stakes that the DM was putting up. The fact that the DM had narrated interviews meant that the NPCs were varied had motivations and weren't stock, and he or at least some of the other players weren't willing to assume the risk without full interviews. In other words, the DM had tried to make the hiring process meaningful and Hussar was upset by this because he basically wanted to dictate to the DM what the abilities and personalities of the henchmen were - for obvious reasons. Hussar almost certainly would have chosen to have reasonably capable utterly loyal henchmen eager to fight to the death for the sake of party scraps. That he in fact did play through the interviews indicates he was motivated to obtain that result sufficiently that he wasn't willing to assume the risk of any other result. I may fault the DM for failing to make that interesting, which suggests that the NPC's weren't as well realized as they could have been, but I can't fault the DM for doing it. Frankly, I'd like to hear the DM's take on the session. Even if they were playing BW, maybe especially if they were playing BW, the playing out of the interviews could have been a very important complication that plays on the characters beliefs, instincts, faith and so forth. In BW, I might for example have had a candidate show up visibly pregnent and tell the players she needed the money in order to support her baby. Or if that didn't engage the players chosen beliefs, I'd pick something else equally provocative. Ok, scene framed, deal with it.
 
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