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You're doing what? Surprising the DM

There's one unfortunate trend I seem to have been noticing over the last decade of being on ENWorld, and it may entirely have to do with the evolution of rhetorical positions by people on this board rather than reality, but that expectation of patience while others have their spot in the light seems to have eroded. Rather than everyone getting their spotlight time, their peak fun activities, and achieving a balanced game by that method, the focus has shifted to everyone getting involved in everything all the time.

I don't doubt you have seen some of that. As a broad generalization, in internet discussion, positions tend to drive to poles. If we start with a discussion in which some folks have been dissatisfied with spotlight sharing, you might see one side eventually drift to the notion that the very idea of spotlight sharing is a flawed theory, rather than stick to a practical discussion of how to share it more equitably.

Some posters seem to have a real jealousy over how much fun other players seem to be having if they're not personally as involved.

Certainly, there are greedy or jealous players out there, who ask for more than their fair share of the GM's attention, more treasure, more of the plot focused upon them, and so on. I know a couple of them. Some of them are so because, well, they're greedy and selfish. More common, I think, is the player who behaves this way because they are dissatisfied. They may not know exactly why they aren't satisfied, though, and are grasping at straws in attempts to find satisfaction (I play in a game with one such player, I think).

But, I don't think these are the majority of folks. It is the nature of discussion that extreme positions are easier to elucidate than nuanced middle-grounds. So, as we construct our analogies and arguments, we tend to drift towards them. Thus, we can eventually find ourselves invested in positions that are rather farther out there than we may have originally intended, advocating things that, when you try to connect them with practical implementation at a table, don't make quite so much sense.
 

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In the original scenario, the PC party has plane shifted on an unspecified outer plane in what is described as a 'wasteland/desert' but given this in fact the outer planes could just as easily be a layer of the Abyss. They are 5d100 miles from their intended destination, an outer planar city, per the description of the plane shift spell. So, lets say that they have a 250 mile journey to make. The party average level is somewhere between 10th and 13th. Hussar is playing a Binder, most likely binding Zceryll, a semi-cannonical online only Vestige that is considered to be far and away the most powerful Binder visage. Most commenters believe that it single handedly raises the Binder class a tier in power. The key Zceryll ability allows you to summon one any monster from the Monster Summoning I-V list (or I-VII at 14th level). Hussar as a player has no interest in playing out the scenario of crossing the wasteland. He wants to get to the city right now, ostencibly to advance the plot because of his frustration with campaigns that fizzle out without concluding. Hussar however at this remote time can't recall the actual reason why they wanted to get to the city, so the plot up to that point can't have been too exciting. This may explain Hussar's frustration at the table. The DM appears to have expected this 250 mile planar crossing to be a significant challenge, and has planned as such.

Hussar considers the situation and his character's ability and he announces to the DM that he's using his 'Summon Alien' ability to summon a Huge Monstrous Centipede.

So far so good.

What happened next? It's hard to know. Hussar has been very reticent about providing context.

I'm guessing that Hussar broke character to explain the plan he had concieved. He probably said something like this: "I can cast Monster Summoning V and call one creature that will stay until it dies or I send it back. I have the party mount on the giant centipede. Because the centipede has a climb speed, any wasteland barrier is no longer a barrier as we could simply climb down and up any crevasses or things like that. Because I can simply call another one when the first one dies, I am going to make it force march at run speed until it dies and then summon another one and repeat. Since we'll be running the whole time, nothing can catch us, so there should be no encounters."

This leads in Hussar's words to the DM "throwing a snit".

Something has gone terribly wrong in this scene. The question is, "Was it the DM getting suprised?", and if so, "What do we mean by that?"

Actually, lots and lots of things have gone terribly wrong in this scene. If you want to be a good DM and a good player, you have to work to avoid this situation:

1) Hussar has an OOC problem that he's resolving IC: Hussar is frustrated with the pace of the game. By his own account he wants to skip a scene (or 3 or 5). Maybe, though we have only Hussar's word for this, everyone else in the party also is frustrated with the pace of the game. We know Hussar quits shortly after this scene. It's not clear whether the game continued without him, but if it didn't its pretty good evidence that Hussar isn't the only frustrated player. (I'm guessing the game didn't start at 1st level and Hussar at least didn't play his Binder from 1st level, or the game likely would have been a lot more resiliant than this. It's not clear though how new Hussar is to the campaign.) If on the other hand Hussar left the group and the game continued, then we'd probably assume the rest of the group wasn't as frustrated as Hussar was. Hussar really needs to call an OOC table vote to discuss skipping this scene but instead decides to use "Player Force" via his in game narrative power to force the DM to skip the scene. For whatever reason, Hussar doesn't do this, perhaps because at the time Hussar wasn't as clear on the concept as he is now. In any event, this is fundamentally the same problem as a DM using "GM Force" to errect impassible cliffs or summoning giant rocs that consider monstrous centipedes the greatest snack ever. Something has gone wrong OOC, and now we are fighting a proxy war for control of the narrative rather than talking through our problems openly and honestly (preferably, between sessions in the case of frustration with pacing).
2) Hussar has just narrated an IC action OCC: This is the opposite problem. Hussar hasn't really offered up a proposition. Instead he's outlined a plan and asked the DM to rule on the plan as a whole rather than any of his individual actions. This is almost certainly going to bewilder an inexperienced DM, especially one that is trying to grasp all the rules implications that Hussar has just thrown in his face and simultaneously deal with the unexpected issue that Hussar is asking for a ruling that could invalidate everything the DM had been anticipating about this session and likely forcing the DM into total improv mode. What's going on here is similar to a GM fantacizing about how a scene is going to play out and the difficulties that will result, then getting frustated when it doesn't. By focusing on his imagined outcome, Hussar is setting himself up for an emotional let down. In both cases, the GM and player disappointment is likely to lead to table conflict.
3) Hussar has just offered up outcome as proposition: By explaining the results of his plan and the contingencies he has in place, he's not really telling the DM what his character is doing. He's gone out of scene. Instead if he actually explained something like the above, he's telling the DM what the DM should do in a inadvertantly passive aggressive manner (then again, given that Hussar is frustrated with the pacing, maybe not). This is also likely to bewilder an inexperienced DM, and also is likely to cause an inexperienced DM to consciously or unconsciously feel like he his being attacked. Inexperienced DM's are likely to respond to outcome as proposition by arguing over whether the outcome is reasonable and negotiating over the outcome. The reverse issue, GM's offering up propositions as outcomes - say telling the players what the feel or should feel, or what they do or should do - will also lead to table conflicts.
4a) Hussar has just thrown the game rules out the window: Perhaps without knowing it at the time, perhaps because he's misrembering it at this distance, what Hussar has implied by his plan narration is most likely flagrant abuse of the rules. Assuming the vestige is Zceryll, Hussar's PC's 'summon monster' power works nothing like he's described. Since the Zceryll is a possibly obscure online only vestige, and the DM evidently not that experienced, it's highly likely that the DM at least had no clue how the power worked. It's possible the Hussar also had no clue, either because he hadn't carefully read his own power or else because he'd not copied it down correctly - an experience lots of players on either side of the screen will probably recognize. The first and biggest problem is that the text of Monster Summoning doesn't provide for Hussar's plan at all. What actually happens if you summon a monster is it shows up and instantly begins attacking your enemies. If you have no enemies, it does absolutely nothing. Unless you have the ability to communicate with monster, you can't order it to do anything else - such as serve as a steed. It's not at all clear that Hussar has the ability to communicate with vermin. Even any Telepathy power he may have is of no help, because it requires the target to have a language - which vermin in most campaigns do not have. The second issue is that the 'Summon Alien' power doesn't specify a duration (it's a web article don't expect great writing or thoughtfulness), but that doesn't mean that has unlimited duration (as Hussar has apparantly interpretted). The most obvious interpretation is that it has the normal duration of a Summon Monster spell - or in Hussar's case 10-13 rounds. This is hugely important, because if he can only keep a steed around for a minute of time he can't usefully ride it. Because Hussar can cast the spell every five rounds he can keep a monstrous companion indefinately, but notably not the same one. The one he's riding on disappears out from underneath him. Each 5 rounds he needs to spend a full round action summoning a steed, then needs to dismount and mount steeds every minute or so. As an NSS caver, I can tell you that if you have to climb up on to a table sized obstacle every minute, you'll be dead tired in an hour or two unless you are really fit in which case you'll be dead tired in three or four. It's probably as exhausting as jogging continiously. Hussar's confusion here with how the power works is understandable, because in the abstract he can keep a monster with him at all times. But in the details the ruling is wrong. This replacement of the actual with the abstract is a common problem at tables which requires carefully consulting the rules to avoid it. If Hussar needs to rig up a saddle, it's now impossible. By the time you've tied the knots on the monster, it's disappeared. Hense, riding the monster up a vertical slope is going to be tricky to say the least. Moreover, even the notion that the run speed of the centipede renders most encounters impossible or trivially easy to avoid is a problem. The run speed of a centipede (even if we assume it isn't encumbered by the party) is 160' - or roughly 18 mph. That's a bit slower than an olympic spinter and not even a gallop for a horse. Hussar has accepted, and the GM has believed, that "160'/round is fast", which it is at strategic speed, without really working out in their heads 'how fast' which matters for its tactical implications. Most things encountered at a short distance can probably overrun or harass the mount and its riders. Most of this however probably didn't come up, because the DM appears to have taken it for granted that Hussar can do what he says he can do and gone from there.
4b) House rules?: Of course, the other option is that Hussar has some obscure and little known vestige and various communication powers with vermin that allow him to do exactly what he says he does. Maybe they deliberately rewrote the visage thinking the new wording would make it more balanced or interesting. It's not clear whether Hussar brought the vestige to the table or whether the DM provided it as an option, but in either case the real issue here could be that we have poorly play tested rules where the DM simply never thought out the implication of what he was doing. Any time you are bringing house rules to a table, and some might argue that a web document consitutes that, it needs to be understood by all parties that the actual wording is tentative. Applying "Player Force" using hitherto untested or little tested house rules - particularly those dragged from obscure sources - is something players should expect to be poorly recieved.
5) The DM threw a snit: We only have Hussar's word for this, but it's certainly believable that the DM expressed frustration or anger. DM's really have to keep control of their emotions, because even if you don't mean to convey anger at the player poorly phrased wording or subsconscious indicators like tone of voice or body language can end up provoking player anger in responce and then all rationality goes out the window in an escalating sea of conflict. It's also likely that the DM was emotionally invested in the wrong things, which is an easy trap to fall into as a DM. Equally like, DM bewilderment at the complexity of the ruling before him and how to recover from the unexpected turn of events can easilly be wrongly interpretted as anger or turn into anger. Consider how easy it is on the boards to misinterpret people as being insulting, and quickly get into an escalating war of snide comments.
6) It's likely Hussar got 'Shirty': Faced with an angry or confused DM, and in conflict over how to resolve the scene (the DM evidently tried his best to play it out), Hussar likely responded right back at him - getting rules lawyerly and frustrated right back at him - even if he wasn't from the beginning because of his frustration with the pacing.

One thing it seems that it is fairly clear did not go wrong here is that despite his 'snit', the DM did not metagame against Hussar. Hussar ultimately is given or at least gets his way. He gets to the city quickly and without signficant encounters. The DM didn't force Hussar to play out anything but the most basic parts of the travel. Whether this is because the DM was bewildered and unable to recover, whether he gave in willingly, or gave in unwillingly, or ultimately just decided it wasn't worth continuing the argument over isn't clear. Despite this, Hussar still leaves the game shortly after this scene, and still persists in this thread of raising this accusation of DM misconduct and misuse of their authority in responce to anyone questioning the scene.

All this talk about 'scene framing' and 'narrative versus simulationist play' is IMO really irrevelant and its moving goal posts. It's clear that player driven scene framing, however desirable it may or may not be, wasn't the operative mode at this table, and its equally clear from the original post that Hussar failed to communicate his desire to 'scene frame' clearly. This is retroactive mental justification for what actually happened. It's also not at all clear that saying players should have the power to frame scenes or that GM's should frame scenes that are interesting to the players in any fashion readily addresses the issues that this particular surprise raised - or any issues from any other case of "surprising the DM" brought up in this thread. The problem with using that as a blanket panacea for all table conflicts is that it doesn't explain how to deal with conflicts over player priorities and goals, conflicts between GM and player priorities and goals, or really anything else.

"The GM gives in" or "the Player frames the scene he wants" don't even explain in general how to run a narrative centered game well, much less address how to run a game of D&D well. It's not even remotely clear that if Hussar had got his way completely that Hussar would have stayed with the game, much less dealth with the issue of conflicting player agendas. "Let's just skip this scene" in general solves nothing. Consider the case of "The Sword" example of play from BW. "I'm not into this, let's just skip this scene", resolves absolutely nothing. "Who gets the sword?" is unresolved. We still need the players to tell the GM who has the sword so he can frame the next scene, or whether contrary to their beliefs, they just abandon the sword and are implicitly or explicitly expressing the desire to forgo any story line with the sword. In which case, we must abandon both scenario and characters and ask the players to explain what the do want. The GM must then take this player input and begin narrating or at least judging a wholly new scanario. But even this misses the point, because if we do ask the players what they want there ends up being a space of negotiation or often lack of negotiation between the players over what the game should be. This can be every bit as fierce and problimatic as negotiation between a GM and player over the scene, because ultimately everyone is just playing the game together and everyone can't have exactly their way. In my experience, one of the main reasons that most RPGs have authoritative GM's is that this exists as a way to resolve conflicts about narrative scope. Players know instinctively that they want and need a GM precisely as a way to avoid conflict. Someone is deliberately invested with authority by the table - "the DM is God" - because having one person who can always decide minimizes the amount of time the table wastes arguing. The DM didn't take that authority by force like some sort of tyrant. The DM has that authority because most of the players at the table don't really care to hear about negotiations over what the story is or should be about. They'd rather spend as little time in that sort of metagame as possible because it wastes time at the table that could be otherwise used doing things they want to do. In other words, it's not at all clear to me that 'cutting to the scenes the players are interested in', means in practice anything different than what is going on at a table by default or that discussing what scenes we want to have above and beyond IC choices, "do you turn left and seek out the goblins, or go right and search for the druid" really leads to more content per session. It's also completely clear to me that disagreement over the GM's authority will disentigrate a campaign, and this disagreement over the GM's authority is not a simple 'GM vs. the Players' situation. Then again, it's not even clear to me that GM authority was the real issue in the Hussar example that's dominated discussion so far. Hussar's fundamental issues seems to be less a matter of who gets to frame scenes, than it is "Pick up the pace" regardless of who is framing scenes.
 
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On another note, if we are going to continue to discuss this, can we please get a different example? I'm tired of beating up on Hussar.

I've been wracking my brain for a good example so people can get out the rubber hoses on me, but as I said 90% of the time I'm the DM, so lots of cases of surprising the DM don't come to mind and most of the time when I think of surprising the DM or being surprised as the DM it isn't ever the sort of mechanical/rules surprises we've been discussing so far, but over something much more basic - unexpected RP direction.

For example, in a short lived campaign I was in once, I played a 1st level Dwarf thief named 'Ogden Mudstump'. In an early encounter, we were going down the road when we were attacked by goblins. I won initiative. I had 3 hit points. The goblins had javelins and short bows, either of which could one shot me. On my declaration I said, "I raise my hand in greeting and call out in Goblin, "Well met, friends. Have you come to trade? We have goods here, we'll trade with you for a good price, because we didn't pay for them." (Or something of the sort, I don't remember the exact words.) The DM's lower jaw hit the table. So did the jaw of every player at the table. There was a few seconds of stunned silence. No one had the slightest idea how to deal with me trying to RP with a goblin.

On about round three or four, one of the other players decided to ambush the goblins now that they were distracted by negotiating what bribe they'd accept to let us go on without being molested. I spent the battle trying to avoid getting killed by the outraged goblin leader after we had broke faith with him in the middle of a truce (all the time thinking in my head, "Well, I guess that clearly makes us the monsters.")

In my effort to avoid combat as a weak first level character, it was a pretty good bet that I'd broken an unspoken table rule - monsters exist to be killed and to take their stuff.
 

well thought and well analyzed. i'm glad to see the few points i declined to elaborate earlier embedded among the many.

i was looking for a clapping icon, but there does not seem to be one. ^^
 

That was a good, if lengthy, analysis, Celebrim. A few more paragraph breaks would have been appreciated by my poor eyeballs.

I did consider mentioning the impracticalities of summoned monsters as anything other than attack dogs previously, but it seemed too much like beating a dead horse.

On another note, if we are going to continue to discuss this, can we please get a different example? I'm tired of beating up on Hussar.

I do recall one example of a player surprising me and short-circuiting a major encounter. This was during a city siege scenario as part of the Red Hand of Doom campaign.

As part of the scenario, the PCs can call upon city supplies for additional items to aid in the defense of the city. I don't recall the exact parameters, but it was something along the lines of any mundane or normal DMG magic items, with a 5000 gp budget.

So one player blows most of the budget on a single item - a scroll of Prismatic Spray, which the party casters aren't close to being high enough level to cast normally - and he whips it out during the climactic boss encounter, makes his caster level check, and catches the entire enemy contingent in the spell while they're still flat-footed.

Of the big bad's six lieutenants, all of them big, tough bruisers, two vanish to other planes, one dies outright, one is turned to stone and another goes insane. Even the boss was hit hard with a damaging effect. The encounter went from super-tough to very easy simply because one player had the novel idea of spending the party's budget on a single expendable item instead of the bunch of equipment the module's designers expected.

At the time I was more relieved than anything else, as the campaign had been brutal on the players so far, but it did make for a bit of an anticlimax.
 

N'raac - The one key element that you are ignoring in all of this is that the group had a clear goal. It wasn't skipping the scene simply because this scene happens not to be all that interesting. It's skipping this scene because I am invested in the next one.

I know that I want to get to the next scene. That's where the goal is. That's what I want to do.

Which brings me around to the opening lines of Celebrim's wall of text where he mentions skipping 3-5 scenes. Sorry, that's never been something I said. I said I wanted to skip THIS bit of minutia where we have to detail how we rig up saddles, roll several skill checks (presumably use rope, ride, possibly Nature (depending on edition)) and, because the entire party has to make these checks, fail pretty much automatically.

That's what I wanted to skip.

Same goes with the recruitment scene. Again, there is a clear goal. It's not a secret. Spending an hour of table time making small talk with a number of NPC's who are never intended to be important - they should be around for one single encounter and then go away - is getting in the way of that goal.

SO, N'raac - it's not about skipping stuff that's boring. It's about skipping stuff that's boring when there are clear goals in sight. I mean, even if we found caves on the way to the city, we wouldn't stop. Why would we? We're not tourists. We're not interested in this location. We want to be at the city. The only reason we're not at the city is because of the way Plane Shift works. Given the choice, we would have gone straight to the city and never even entered the desert in the first place.

When your players have clear goals, do you routinely set up obstacle after obstacle to prevent them from reaching those goals?

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Celebrim, I'm sorry, I got through about the first three paragraphs of what you wrote, and my eyes glazed over. I have no idea what you wrote. Can someone give me the Coles Notes version?
 

Just a couple of rules points.

1. Summoned creatures gain the Pseudonatural template, which raises Int to at least 3, which means it's no longer mindless, and can be communicated with.

2. There are numerous vestiges which allow you to summon. IIRC, few of them have durations.

So, while it might have been a bit wonky to allow the summoned creature to not just be a combat monkey, there's nothing too terribly bad about what I did. Actually, I lie, and this is something I just looked up. The centipede only has a Str of 17. It wouldn't be strong enough to carry all of us. :( My bad.
 

[MENTION=4937]Celebrim[/MENTION] I didn't give as much time to that post as I probably should, but, I have to say that I largely agree with your conclusion. I don't really care who frames the scene so long as the scene is interesting and the pacing is kept high. Which is generally why I don't really want the DM framing every scene since that places virtually all control over pacing in the hands of the DM.
 

Consider the case of "The Sword" example of play from BW. "I'm not into this, let's just skip this scene", resolves absolutely nothing.
OK, celebrim has already said he sees no real motivation to your BW Sword scene. Cancel it - what's the next scene, and let's see if we find it any more engaging.
I don't fully understand these posts.

"The Sword" is an introductory scenario for BW. The players look at the pregen PCs and hear the GM's description of the situation, which is pretty straightforward ("Having made your way through the dangerous ruins, you finally see it sitting on an altar through the doorway before you - the Sword!"). If the players aren't interested in any of this, then the scenario's not going to be run, is it - I guess we'll be doing something else this afternoon! Most of the time, though, if the group has agreed to playtest BW, then I would assume they'd have a go at it to see how it plays.

A lot less scenes will engage the player if the player dismisses the scene at the outset rather than making some effort to interact with it and see what it has to offer.
This really isn't my experience. It's not that hard, at least in my experience, to set up situations so that the players buy in from the get-go.

[MENTION=22779]Hussar[/MENTION] has made it clear in his case how this could have been done - Get the action to City B, which is where we're all super-keen to get to! Let us hire our spearcarriers so we can get back to the grell already! When the player goals are as clear is that, I don't find it hard to frame scenes around them.

Can a GM make mistakes? Sure. No one's perfect. But when mistakes are made - when a scene is framed that turns out not to enage the players (whether some, or all, of them), why keep pushing it? For some playstyles there may be answers to that question - for instance, maybe we're all committed to serious setting exploration, and even if the setting turns out to be boring in parts, we're committed to sticking to it. But for some, perhaps many playstyles, there's no reason to keep pushing a scene that's losing the players. Let it go.

All this talk about 'scene framing' and 'narrative versus simulationist play' is IMO really irrevelant and its moving goal posts.
I think it's higly relevant in at least one respect - it's relevant to showing that there are viable methods of play which (i) don't rely on GM force over plot and don't rely on exclusive GM force over content, and (ii) treat the framing of a scene that fails to engage as a mark of GM failure (to frame a decent scene) rather than player failure (to pick up on the hook that the GM has offered).

It's also not at all clear that saying players should have the power to frame scenes or that GM's should frame scenes that are interesting to the players in any fashion readily addresses the issues that this particular surprise raised - or any issues from any other case of "surprising the DM" brought up in this thread. The problem with using that as a blanket panacea for all table conflicts is that it doesn't explain how to deal with conflicts over player priorities and goals, conflicts between GM and player priorities and goals, or really anything else.
It doesn't, no. But it does make the point that there are some posts on this thread that make assumptions about GM force which are, from other points of view, quite untenable.

For instance, the idea that a GM might allows a particular combo once, but then veto it - exercising some sort of ad hoc fiat over the action resolution rules - is something I personally can't fit into my conception of how to run an RPG. If the action resolution rules, or some particular rules elements, are broken then fix them (or if they're too marginal to bother fixing, then quarantine them via gentlemen's agreement). If you want variety in combos, then look for a system that will produce that variety.

An article by Roger Musson in an early White Dwarf, discussing dungeon design, emphasises the need as GM to anticipate player creativity in placing treasure: don't put it in the dungeon if you don't want them to have it, no matter how well trapped and/or hidden. My own view is that this same principle applies to mechanics - eg if you don't want certain mosnters SoDed, then don't play with a game with SoD - don't just rely on a really good save bonus and take the chance that you won't roll a 1 (or fudge it if you do).

In which case, we must <snippage> ask the players to explain what the do want. The GM must then take this player input and begin narrating or at least judging a wholly new scanario. But even this misses the point, because if we do ask the players what they want there ends up being a space of negotiation or often lack of negotiation between the players over what the game should be. This can be every bit as fierce and problimatic as negotiation between a GM and player over the scene, because ultimately everyone is just playing the game together and everyone can't have exactly their way. In my experience, one of the main reasons that most RPGs have authoritative GM's is that this exists as a way to resolve conflicts about narrative scope.

<snip>

The DM has that authority because most of the players at the table don't really care to hear about negotiations over what the story is or should be about. They'd rather spend as little time in that sort of metagame as possible because it wastes time at the table that could be otherwise used doing things they want to do. In other words, it's not at all clear to me that 'cutting to the scenes the players are interested in', means in practice anything different than what is going on at a table by default or that discussing what scenes we want to have above and beyond IC choices, "do you turn left and seek out the goblins, or go right and search for the druid" really leads to more content per session.
BW expressly assumes that at the start of a campaign the players and GM will discuss what the game is to be about - with the GM as the leader of that discussion, but not the sole voice. (This is set out in the OP of the current "Is BW useful for D&D" thread.)

Whether or not many players want to approach RPGing this way, it seems fairly clear that some do.

But that sort of discussion is not a constant recurrence in scene-framed play, at least the sort that I run. The way that you get scenes that the players are invested in is to follow their cues. In BW this is particularly straightforward because they are core to the PC build mechanics. In my 4e game it is a bit more informal, but still - in my experience - pretty straightforward.

I also think that framing things as in-character or out-of-character choices does not always shed light. For instance, in my 4e game one of the PCs is a member of a player-invented elvish secret society. When the PCs were hanging out with some elves during (what MHRP would call) a transition scene, the player mentioned to me (as GM) that his PC was making the secret sign of the "Order of the Bat" to the elvish captain, hoping to learn that the captain was also a member of the secret society. Now in one sense this is an in-character action. But it's also a clear request by the player to bring part of his backstory to the foreground. So responding as GM, for me at least, isn't just a matter of narrating the setting. It's deciding how to respond to a clearly signalled player desire.

Up to that point I'd given no thought to these elves' relationship with the Order of the Bat, but I knew that as well as the elvish captain there was one other interesting NPC with the elves, namely, their crafter, whom this PC had already asked to fashion a tooth taken from a slain dragon into a Wyrmtooth dagger. Now I didn't want the captain to be a member of the society, because for various reasons (pacing, plus my own sense of what sorts of scenarios I can and can't run well) I wanted to downplay rather than intensify links between the PCs and these elven NPCs. But I did want to give the player something for his efforts. And I also knew that I wanted the crafter to come back into play down the track, because I wanted the dagger, when finished, to be delivered to the PC in question. So I told the player "The captain doesn't respond to your secret signal. But the crafter notices it, and signals you back."

That's a pretty basic example, but I think it shows how in-character choices can be pretty clear vehicles for expressing player preferences, and also shows how a GM can use certain techniques to make decision that are responsive to those player preferences whilst still preserving desired control (however much that might be) over broader aspects of the scene. One of those techniques is "Yes, but . . ." (in this case, "Yes, but it's not who you were hoping for - it's this other person who will fit better into the GM's agenda). Another of those techiques, and I think perhaps the most important one, is No Myth, or at least a degree of No Myth - treating the world and the backtory as provisional and fluid until actually brought out into play.
 
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1. Summoned creatures gain the Pseudonatural template, which raises Int to at least 3, which means it's no longer mindless, and can be communicated with.

Only if you have a common language. Just because a creature is intelligent enough to learn a language doesn't mean it has one. There is nothing about the pseudonatural template that suggests that they gain any form of communication or understanding.

2. There are numerous vestiges which allow you to summon. IIRC, few of them have durations.

Ok, name one.

So, while it might have been a bit wonky to allow the summoned creature to not just be a combat monkey...

No, there is everything right about using summoned creatures for utility tasks. I applaud that. It's just you also have to follow the rules.

...there's nothing too terribly bad about what I did. Actually, I lie, and this is something I just looked up. The centipede only has a Str of 17. It wouldn't be strong enough to carry all of us. :( My bad.

I hadn't paid too much attention to that because I don't know how heavy the party is, but also I'm pretty positive it can carry you all. It may only have 17 Str, but it's also a Huge creature - it's light load is 1376 lbs, usually enough to carry a party of 4. And it's medium load is 2756 lbs, sufficient for a party of 8, albeit with some clumsiness and reduced speed.
 

Into the Woods

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