But there are a range of ways of giving the player control over that destiny. There are also a range of techniques for introducing complications. [MENTION=6696971]Manbearcat[/MENTION] had a much-discussed example on a thread last year - a failed Ride check results in the GM narrating the presence of a gorge blocking the PC's path. Similarly, a failed check might result in narrating a thrown shoe, or lameness, or something similar.If we simply say "He buys a horse" with no chance of any issue - alll horses are identical - then that takes no time. If we say that the player gets a roll to see whether he avoids a nag or picks a winner, that's a roll, so we add some time at the table. If there is a chance of something going wrong, or a prospect of something going right, I suspect the players want some control over that destiny.
In those sorts of cases, the players' control over their destiny isn't determined by making them roleplay through the purchase of the horse - it's determined by the chioces they make, and the rolls they make, in the course of resolving a conflict.
NPC loyalty can be done soemwhat similarly. You don't play through the interviews - rather, you work out whether or not the NPCs are reliable via their morale checks at crunch-time (if you can find a way to make Sense Motive enhance those morale checks - not straightforward with D&D's "aid another" rules, but not hopeless either - then so much the better).
Generalising from the examples, there is a viable approach to play in which complications are narrated which presuppose prior events in the fiction with the PCs might have, but in fact didn't, interfere with. And that is legitimate GMing even though the players didn't play through that prior bit of ingame time. It requires judicious GMing, and (I think ) ample use of "fail forward", but it's far from impossible.
This makes no sense to me. In classic D&D a 9th level fighter gets 100+ mercenary followers. These followers may play important roles in battle, but there is no assumption that the player will roleplay through the recruitment of any of them.If you want to tell me they are unimportant, fine, but they will have no significant role in a battle if they are unimportant, will they?
Hussar's hireling are hugely important to victory against the grell. But the details of their personalities, their backstories, the hiring process itself - those things are of no interest. They're almost certainly just colour - something the GM can use to enliven a bit of otherwise boring narration. The dwarf PC in my game had some NPC followers for a while, and while several got killed by hogboblins and their pet behemoth one of them - Gutboy Barrelhouse - became his herald. There was a bit of fun colour around Gutboy and his various predelictions and pretensions, but there was no illusion that it was serious stuff - but that the PC had a herald was serious stuff, and on multiple occasions game him a bonus to Diplomacy checks.
And again, if the GM wants to put the hirelings' loyalty into play there are many more interseting ways to do that than via job interviews. Maybe as the group approaches the grell's lair the PCs get a Sense Motive check to notice that one of their mercenaries is shaking with fear, thus creating an opportunity for a St Crispin's Day-style speech, or some corporal discipline, or whatever else the PCs want to do to shore up morale. There's certainly no need to take up 90 minutes of play before anything interesting happens!
There are probably dozens of ways to handle this particular isue without requiring playing out the minutiae. BW Instincts are one way. Random "luck" die rolls are another that I often use at my table. In this particular scenario, a variant on a luck roll would be a Riding check - roll well and you're loosely on its back, roll poorly and your friends tied you down to stop you being a liability!If there are encounters where this will be relevant, then let's get the details up front - don't tell me when you need to make a Ride check that "Oh, I was tied to the centipede - how can I fall off" but be riding loosely on its back if a creature attacks. Just as Hussar assumes the GM will twist the circumstances, why should the GM assume the players will not try to retcon their actions to their advantage?
In what way then are you disagreeing with me or Hussar - playing it out is pointless.while I see a lot of potential for the characters to fall off the centipede, what will the consequences be? If they are limited to "get up, brush off dust, maybe summon new centipede, get back on and carry on", I see no point playing it out.
I think you more-or-less answer your own question here.If you wanted to entirely ignore the desert, that was definitely not the best choice because there are rules attached that everyone is obligated to play through regardless of whether they fail or succeed. He wasn't doing it because he wanted you to fail. He was doing it because the game demanded those checks based on the situation.
Or did it? I agree that the checks could have been handwaved by simply asking what everyone's Ride modifiers were then saying "Despite falling off the centipede several times and even having to tie someone to the centipede to keep them on, you make it to the city without much problem. You can roleplay the falls if you want." You had complete control of the centipede so it's not like falling off would have been a serious thing to worry about much less enough to keep wasting time on the checks.
The question of whether or not we are obliged to play those checks regardless of their interest to anyone at the table is itself a playstyle thing, and also a system thing. A system like Rolemaster, with rules for special successes and for critical failures, puts pressure on the group to use the resolution rules even when somewhat tedious, because otherwise you're not getting the full simulation experience that is one of the main points of using that system. Or to put it another way, Rolemaster as a system assumes that those who are using it enjoy engaging with the system itself, independent of the actual stakes of that engagement.
A system like BW is quite different - it is overtly "Say yes or roll the dice", so contemplates that much non-contentious stuff will be resolved by free rolepalying, but exactly the same sort of stuff might be resolved via dice rolls when something important to the players is at stake.
4e is a bit unsure in this respect - the PHB rules for skills tend to lean the Rolemaster way, but the DMG treatment and the Essentials treatment of skills, plus the frequent invocations of "say yes" in the DMG and DMG2, lean the BW way. The system certainly lends itself to the BW approach, because there are no mechancial features that push in favour of simulation via engaging the system as an end in itself.
I don't have enought experience with or knowledge of 3E to know which way it inclines on this matter.
Because it matters whether City B is Baghdad or Salisbury? Because I want to know whether I'm more likely to meet genies or pixies? Because I care about the diffrence between broadsowrds and scimitars, and between longbowmen on foot and mounted archers?If all you are interested is the action in City B, what difference does it make whether there is a desert or a pastoral setting to pass through, with no difficulties, challenges or time devoted, to get there?
The colour of the backdrop is pretty fundamental to any RPGing, and perhaps especially so for fantasy RPGing. I'm really surprised that you even feel the need to ask this question.
Why? My PC being a man or a woman is, at least in my experience, almost never gong to affect play, at least mechanically. Does that make it irrelevant? Whether my PC is black or white, or (say) an elf of Rivendell or an elf of Lindon is almost never gonig to afffect play, at least mechanically. Does that make it irrelevant?If there is a difference between the two, then that difference should impact play. Otherwise, it's not a setting - it's just a backdrop with no substance at all, and it may as well be blank white space with a line every 10 feet.
Upthread I (and Hussar) exaplained in some detail, particularly in reply to [MENTION=6668292]JamesonCourage[/MENTION], what we meant by saying that we are not particularly interested in setting as a focus of play. And you response to that seems to be to say, therefore you may as well not have any colour either! The gulf between colour - which is huge in fantasy RPGing - and setting as a focus of play in itself, is vast, and it's completely coherent to want one but not th other.
What was lost in the game I described was a whole network of fictional relationships to that setting by and among the PCs, established by the players through play. If you want to call that "setting" be my guest, but you're still goint go have to recognise that that network of player-authored relationships is nothing like Hussar's desert as a setting, in which the players have no investment or stake at all.That the players interacted with the setting does not change it into something other than a setting. You seem to perceive "setting" as "useless flavour text".
Both. What he did I've now described three times (once originally, once in reply to Celebrim, once in reply to you). Why he did it I've also described, and that is very important. It tells me that, in his game, there is no point building up player-authored plot and story elements, because when they get to a certain point of actually mattering to and driving the game the GM will pull the plug on them. Hence there is no point in me playing his game.What is important - what he did or why he did it?
I don't know where the NPC thing came from - I emphasised in my description intra-party RP.Would it be all better if he did it because one of the players said "This whole Prophecy thing is getting stale, and I'm tired of wasting time interacting with all these NPC's - can't we cut scene to something else?" I hope a 100 year fast forward would meet the criteria of "once in a campaign, at most".
But would it make it better if a player had said "I'm sick of this player driven game - can we go back to some goo old-fashioned railroading?" No, it wouldn't, because I'm not interested in playing a railroad.
I know you're trying to draw an anaology to Hussar's case here, but I'm missing what it is. I don't see how fast-forarding through the GM''s desert at all resembles nuking the player-created elements of the story.
I've explained above my view of the GM's role, plus linked to a blog by Eero Tuovinen that explains it better than I can:Out of curiosity, however, is it your view that the GM should have no control over the game/authority over the fiction, or that it should be equal to that of any other player, or the combined weight of all the players, or what? The GM is also there for leisure, and if it's no fun for the GM, there's no reason for him to stick around either, is there?
One of the players is a gamemaster whose job it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments (defined in narrativistic theory as moments of in-character action that carry weight as commentary on the game’s premise) by introducing complications. . .
[The GM] needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences). . .
The most important common trait these games share is the GM authority over backstory and dramatic coordination . . . which powers the GM uses to put the player characters into pertinent choice situations.
[The GM] needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences). . .
The most important common trait these games share is the GM authority over backstory and dramatic coordination . . . which powers the GM uses to put the player characters into pertinent choice situations.
So yes, the GM has some - in fact, extensive - authority over the fiction. The GM also has an obligation to follow the players' leads in framing scenes according to dramatic needs, to have regard to player cues in introducing complications. If the GM wants to run a desert exploration, then, the GM shold frame it by reference to dramatic needs.
And if the GM's judgeent of the dramatic needs, and reading of the players' cues, misfires, then that is bad GMing, a mistake. Do it often and reliably enough and perhaps you're a bad GM.
In this thread at The Forge in 2006, a poster expressed worries about the relationship between GM authority over the fiction, players' desires to avoid or reframe scenes, and railroading. After a bit of to and fro, Ron Edwards reached this conclusion:
I think it has nothing at all to do with distributed authority, but rather with the group members' shared trust that situational authority is going to get exerted for maximal enjoyment among everyone. If, for example, we are playing a game in which I, alone, have full situational authority, and if everyone is confident that I will use that authority to get to stuff they want (for example, taking suggestions), then all is well. Or if we are playing a game in which we do "next person to the left frames each scene," and if that confidence is just as shared, around the table, that each of us will get to the stuff that others want (again, suggestions are accepted), then all is well.
It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared] I[maginary] S[pace] are worth anyone's time. Bluntly, you guys ought to work on that.
It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared] I[maginary] S[pace] are worth anyone's time. Bluntly, you guys ought to work on that.
Hussar's complaint, as I read it and reframed in Edwards' terms, is that his GMs were not framing scenes that were worth anyone's time. And when efforts (like out-of-character suggestions, in character veneers of verismilitude, etc) were made to let the GM know where the good stuff was, the GM disregarded them. Hence, lacking trust in that respect, Hussar (perfectly reasonably in my view) left the game.
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