You're doing what? Surprising the DM

On "railroading", for me at least the key is not the role of GM force in framing, but GM force in resolution. In [MENTION=6696971]Manbearcat[/MENTION]'s example, the GM has framed the idol chase sequence, but the situation is open as far as player engagement is concerned, and it's player choice in combination with the action resolution mechanics (and I'm guessing in Manbearcat's game that all dice are rolled out on the table) that will play a key role in determining where things end up.

Of course GM adjudication matters too (as per the notorious gorge!), but that is modulated in response to, and riffing on, player choices and a degree of shared narration of colour.

The gorge wouldn't have turned up, for instance, except (i) the player is narrating the PC's escape on horseback, brining to bear all relevant player resources for that, and (ii) the dice come up unluckily for the player. And the whole thing is within a scene resolution framework (the skill challenge, in this case) which means that after N successes the PC has got what the player was hoping for. It's pretty much the opposite approach from the "Use Rope" skill check approach to centipede-riding that [MENTION=22779]Hussar[/MENTION] has objected to upthread.
 

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@pemerton Well, that saves me some time. You articulated it better than I likely would have so let us just pretend that was my pre-emptive response channeled through you! "Railroading" as GM force in co-opting resolution mechanics to preserve the GM's pre-contrived narrative. Yes, all dice out on the table. The appearance of even potentially co-opting resolution mechanics is toxic for my playstyle.

I'll be curious to read the response to the MHRP GMing advice on scene framing and your follow-on post. I'm going to bed!
 

I think you and I are might be using "genre" differently here. Are you putting forth the premise that that D&D 1e, 2e and 3e (with punitive spell effects such as "off-kilter" travel spells, haste-aging effects, Machiavellian "Wish" interpretation, and brutal SoD/SoS spell effects and traps) is genre unto itself? D&D as D&D? I consider most of that system, playstyle and technique; operational, serial world exploration, coupled with causal logic task resolution/process-sim, coupled with rulings instead of rules (with competing, contemporaneous sub-systems that may lead to DM force as required in the stead of murky, inconsistent mechanical resolution) and sometimes assumed, gamist, adversarial DMing. Again, playstyle rather than genre. I consider D&D to be a mashup of several pulp elements/sub-genres:

1 - GoT type Grim and Gritty "Realism"
2 - Murderhobos/Sword and Sorcery/Black Company Dark Fantasy
3 - Action Adventure Wild West meets Star Wars meets Indiana Jones
4 - High Fantasy Lord of the Rings
5 - Gonzo Final Fantasy and Comic Bookey type stuff

Maybe you're not talking "D&D as D&D" but rather you're queuing up 2 there as "genre-relevant macro-pressure" in this case?

Sword and Sorcery is a genre. High fantasy is a genre. Fantasy action adventure is a genre. D&D is a game system that can cover these genres reasonably effectively, as well as others at least moderately. The protagonists appearing in a desert in the Abyss hundreds of miles away from their eventual destination would be appropriate to any of the mentioned genres and its environment, inhabitants, and features would be genre-appropriate macro-pressure to keep the narrative in motion.

What wouldn't generally be appropriate would be a transition scene to such an unusual and inhospitable environment followed by the declaration "and 2 days later, having ridden across its length but having had no encounters nor seen anything that attracted their attention, they make it to their destination".
 

Sword and Sorcery is a genre. High fantasy is a genre. Fantasy action adventure is a genre. D&D is a game system that can cover these genres reasonably effectively, as well as others at least moderately. The protagonists appearing in a desert in the Abyss hundreds of miles away from their eventual destination would be appropriate to any of the mentioned genres and its environment, inhabitants, and features would be genre-appropriate macro-pressure to keep the narrative in motion.

What wouldn't generally be appropriate would be a transition scene to such an unusual and inhospitable environment followed by the declaration "and 2 days later, having ridden across its length but having had no encounters nor seen anything that attracted their attention, they make it to their destination".

Yup. I agree. We are on the same page then.

However, the conceit/trope you describe (and the way the system supports it) is generally necessary for 2 (Sword and Sorcery/Dark Fantasy) but I wouldn't say its necessary for High Fantasy. In fact, I would say the preeminent source of High Fantasy (LotR) is most widely mocked for the incoherence of its pacing and seemingly arbitrary resource deployment to "skip content" and fast forward what would have otherwise been a month-long leg of their trek into a transition scene.
 

Hussar is requesting that the GM use his/her scene framing authority to frame interesting scenes. As per my quote upthread from Ron Edwards, he is asking the GM to take suggestions. I don't see how that is a controversial thing to do!

I would not consider asking the GM to take suggestions controversial. But Hussar is not asking, nor suggesting. He has indicated the only acceptable action on the part of the GM is to provide him with six ready for combat mercenaries at the price list he considers appropriate (I assume there was a price established somewhere) who will carry out his wishes, engage in deadly combat, then walk away, never to be seen again. No other action is acceptable, and no distraction between this immediate hiring and the combat with the Grell is tolerable. If the GM were imposing similar restrictions on Hussar as a player, how do you think would that be received?

This is a curious argument against the GM framing scenes in response to player priorities rather than the GM's preconception of how things should go!

Hussar wanted to hire mercenaries and the GM framed a “hiring mercenaries” scene. Hussar wants this, and the centipede, scenes to play out exactly in accordance of his preconception of how things should go. How is it any more acceptable for a player to demand absolute control over the scene than for a GM to demand absolute control over the scene?

No I'm not. Rather, I'm taking Hussar at his word that his GM did not do this, and that the players in that scenario were not interested in it being done either.

I have yet to read any statement by Hussar regarding the other players in the scene, other than (I believe) a comment that, when he offered to “give up the spotlight” to cut the scene, their indication that there was no need to do so. That doesn’t strike me as the other players having a similar desire to skip the scene.

Why would the GM be rolling?

Well, why would the GM have any say over the actions of NPC’s? I suppose under the model presented, there’s no reason he should. Let’s just turn it over to Hussar to run the scene, since he clearly is the only one who should have any say on how it plays out.

My typical bias would be to hand the players some combat short notes and have them run the mercenaries. However, I do know some players who prefer (to lesser and greater extents) to focus exclusively on running their own character, so this would be a situation they would wish to either avoid or cut scene.

I can think of dozens, maybe hundreds, of scenarios I would rather play through or GM than what you describe here. And none of them involves "grinding through a dungeon crawl" - and I don't know on what basis you are describing Hussar's play in that way.

Are you describing your preferences here? Fine. Are you telling me that I should share them? Well sorry, I don't.

My statement was “I don’t think the game is nearly as interesting if the PC’s live in a vacuum with a tattered backdrop, rather than a living world, in which to adventure.” I think that’s pretty clearly a statement this is my preference. However, if you do not share that view, then how was

the time-teleportation GM I described upthread engaged in bad GMing.

by removing the living world in which the PC’s were adventuring, and replacing it with a new one? You claim you are not interested in engaging with the rest of the world, but clearly you were invested enough in it, in that one specific game, that its alteration utterly destroyed that game for yourself and, if I read you correctly, many or all of the other players.

For me, that @Hussarthought it was an irrelevant distraction is good evidence that it was.

I am still waiting for Hussar to tell us how he knew the wasteland was an irrelevant distraction before the characters even set foot in it. To recap, he decided he did not want to be bothered with crossing the desert. He proposed the “summon centipede” solution to avoid encountering that scene at all. So how does he know the scene would have been an irrelevant distraction? The GM didn’t force him to play it out, but accepted the centipede solution, so maybe that indicates the GM agreed it was an irrelevant distraction best resolved quickly, and was happy for the ability to do so. However, if the GM were to describe a frenetic trip on centipedeback through part of the wasteland, interrupted with an encounter the centipede did not permit be readily avoided, I don’t see how Hussar would immediately know this encounter is irrelevant, not to mention whether it was a pre-existing planned encounter or was modified or cut from whole cloth simply to frustrate the success of his brilliant plan, to allow him to dismiss the scene, sight unseen, as “bad Gming”.

Like him, you seem to have had some bad experiences with GM styles you disliked, and you project this on every real or hypothetical scenario presented.

Oddly enough, this advice was often given in the context of games that have no serious action resolution mechanics other than for combat. But that also leads to a connection between (1) and (2): the absence of non-combat action resolution means that moving away from combat is also moving into terrain in which GM narration and, to a significant extent, GM fiat is the sole determinant of action resolution and hence of plot development.

I’m not in favour of GM fiat being the sole determinant. Neither, however, am I in favour of one player’s fiat being the sole determinant, and that is what I perceive when any suggestion that the results of any player’s plan should be perfectly as he envisions them, with no possibility of complications that prevent the scene he has in his mind playing out as he has scripted it.
 

Yup. I agree. We are on the same page then.

However, the conceit/trope you describe (and the way the system supports it) is generally necessary for 2 (Sword and Sorcery/Dark Fantasy) but I wouldn't say its necessary for High Fantasy. In fact, I would say the preeminent source of High Fantasy (LotR) is most widely mocked for the incoherence of its pacing and seemingly arbitrary resource deployment to "skip content" and fast forward what would have otherwise been a month-long leg of their trek into a transition scene.

I think High Fantasy covers more than LotR. But, let's stick to that for an illustration.

Find any locale any protagonist went through only as a transition->in/transition->out scene. It's tough.

If a protagonist was somewhere, it was somewhere he interacted with -- somewhere important. In a High Fantasy genre, I'd expect the locale to become more important not less. Every transition that involves the protagonists entering the locale (such as driving off across the desert on centipede) should involve an engagement of some type -- be it environmental, NPC, or internal.

In a High Fantasy genre emulation, if the desert was unimportant, Plane Shift wouldn't have been used.
 
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I've lost track of the quotes, however it struck my this morning that it seems a bit ironic to hear Hussar's distaste for any possible negative consequence arising from activity where he was not permitted to influence the results and avoid those negative consequences. An example would be the possibility that one or more of his hired thugs might be less than 100% loyal to their brief employers.

Yet the only reason Hussar wanted to hire these thugs, and the reason it was so important to him that this hiring be resolved so quickly, was to get back to a specific scene he had invested with such importance that any distraction or delay had become unconsionable, being Vengeance Against the Grell.

And why did Hussar place such importance in Vengeance Against the Grell? Because it had defeated his PC's, and killed one of them. I'd say the death of a PC ranks pretty high up there on the "negative consequences" chart, yet it lead to one of only two scenes Hussar seems to really remember from the campaign in question, and the only one he seems to rememer positively.

Is it possible that a negative result arising from less than ideal mercenary suggestions, far from being a negative to the campaign, could have lead to further scenes in which the players were emotionally invested and engaged? I don't like the idea of one of them cutting throats in the night (we already have a recent scene inspired by a PC death), but one of those mercenaries deciding to lift some previous item, or cause other problems for the PC's? Sure. Why, that might lead to a similarly great investment in "Vengeance Against the Disloyal Hireling", rather than "we go back to what we were doing", which obviously wasn't engaging enough to stir any real memories, since requests for specifics of "what we were doing" have been ignored consistently.

It seems to me that a game focused on compartmentalized scenes (nothing is permitted to intrude on our GrellQuest until we have wreaked our vengeance; we want to get to City B, so no scene short of arrival at City B should be considered) would be very episodic in nature, more so than even the previously noted "play from one published module to the next" campaigns many gamers have experienced. Is that episodic structure more consistent with what you're looking for, [MENTION=22779]Hussar[/MENTION]? It strikes me as having the potential to be viewed as a series of smaller campaigns with recurring characters, such that the completion of each scenario could be viewed as "closure", avoiding that "it just trailed off and never got the payoff" feeling you have expressed disappointment with.
 

I have a lot to say about your position on "railroading", "meaningful decisions", and likely "agency" issues at the heart of your theories. I think before I try to respond though, I'll try to get your take on the below Cortex Plus's MHRP advice on Framing Action Scenes and Presenting the Challenge. I'd like to see where you come out on this. This system is as close to my table agenda and the way I run games as possible so I think its very helpful for clarity.

I don't have huge issue with the section you quoted. I think I'm going to have even bigger issues with MHRP's take on resolution. But I do have one particular issue, and it is probably where you expect it to be.

...the Watcher asks you, "How did you agree to this position?"

One of the obvious answers is, "I didn't. You assumed agreement for me." It seems to me that prior to asking how I got into this position, it might be worth it to ask whether the player does agree to be in this position. Generally speaking, with a railroad technique like 'the handwave', it's IMO incumbant not just on the player to obtain permission from the rest of the table, but on the DM to obtain permission from the rest of the table. "Would you allow me to handwave all the events between your current scene and the next scene where something dramatic happens?" And if that presumed sequence of events involves a direction of player action, then you need either agreement or stated intention. If a player states the intention, "I begin climbing the mountain.", then the DM must say, "For someone of your skills, the mountain is a mere ordinary challenge. Do you intend to climb to the top?", because the DM needs permission to jump to the summit. Of course, often the intention to engage in continious action is explicitly stated, "I climb to the top of the mountain." This too though needs to be handled carefully, jumping to the first bit of 'unforeseen' difficulty, "About 2/3rds up the way becomes treacherous, you'll need to make a difficult climb check to continue. Higher up the fall becomes increasingly exposed." The player then gets the oppurtunity to ask questions and make a decision. In general, I don't feel that a GM should ever be making assumptions about player activity that can have any bearing on the game.

The biggest problem with these sorts of scene frames is if they become reutine, the players will just sit back in the train car and enjoy the ride until they get to the next stop. There is a tendency to replace player proactive choices with DM proactive choices and put the players entirely in a reactive role. Your entire narrative of play felt to me entirely of DM proactivity (making choices for the players to get them what they wanted or what you thought they wanted), and player reactivity (responding to scenes as they were presented to them).

But I have possibly an even bigger problem with your description of play that doesn't have to do with how you frame scenes but how you resolve action. The players had no way of prediciting what the results of their actions would be, whether success or failure. There are almost comicly large and unpredictable consequences to success or failure. A failed ride check leads to a ravine appearing in the universe. A failed spot check led to the ground opening them up and swallowing them. So far as I can tell, you didn't let the players set the stakes. The players didn't express what would happen on success or failure, only their proposition. You ran this as a skill challenge, but 'on failure' neither you nor the players knew what would happen until you improvised it. Indeed, since the universe is morphic, 'on success' wouldn't have necessarily led to anything predictable either. So these desicions aren't really meaningful. It might be a fun ride on a roller coaster, but the players are on rails.

I feel you are applying narrative techniques in a situation where the players aren't narratively empowered. The result is that the players are almost entirely powerless.

Not surprisingly, I disagree with pemerton at least a little. He's right that GM force in resolution - the fact you hold and set all the stakes - leads to a railroad, but I think he's entirely wrong that GM force in framing isn't railroading. Indeed, GM force in framing is most of the technique, and the more powerful bit of the technique because its the easiest to get away with. The players are eventually going to realize GM force in resolution, and decide whether to rebel or go along for the ride. But with GM force in framing, you can railroad your players just about anywhere if you are subtle about it and they'll never know. This is especially true if you do what I call 'stage magic' where you lift the curtain occasionally to prove you are playing fair and build up trust that you are always playing fair, "See these handcuffs are solid. Test them. And look no wires.", and then when the curtain goes back down you are free to play your trick deftly. That being said, just because I know how to railroad well doesn't mean that I believe it artful DMing to do so often.

pemerton asserts you aren't using GM force in resolution, but again I disagree. Making your fortune roll in the open is hardly the be all end all of proving you aren't using GM force in resolution. Indeed, it's a form of 'stage magic'. I often theaterically roll in the open on major events, even telling the player what the stakes are: "If the d4 comes up a four, you die. Otherwise you live." But suppose I rolled in the open but didn't tell the player the stakes? Well, then it really wouldn't matter what I rolled because the roll itself was meaningless. The player could attach no particular outcome to the fortune. The contest was meaningless. The die could come up whatever and the player would still need to go, "Ok, what does that mean?" You are in that situation. The players may roll however many skill checks that they like, but its all meaningless because they never really know what is going to happen anyway. They only know that things are going to turn up in some abstract way 'good' or 'bad', although since both 'good' and 'bad' just lead to more DM framed scenes its questionable whether that has any real meaning. The dressing of the open world rooms might have changed a bit, but the basic action of play would have remained unchanged.

pemerton IMO continues to use a bunch of terms from narrative art to describe loose simulationist play. For example, he calls it shared "narration of color" that a gorge appeared as a result of unlucky dice while the PC's escape on horseback. "Escaping on horseback" isn't narration of color, but of player proposition. The appearance of the gorge would have only been shared narration of color if you had allowed the players to decide what the consequences of their skill failure had been and they had described the gorge appearing in their path and trapping them. He also inadventently brings up another problem I have with the resolution, and that's that it's pretty much entirely luck. Player decisions aren't just meaningless because they don't know and can't control the stakes, but they are meaningless because creative decisions don't determine how quickly or well the challenge is overcome since they are locked into the "skill challenge" format that forces them to overcome a certain number of arbitrary tests. And, there is probably liberal application of GM force in resolution in both your games to mitigate that problem.

It occurs to me that on some level the sort of 'surprise' we've mostly focused on in this thread might not be possible in games like this. Can the players ever 'mechanically' surprise a DM using these techniques? I can see that they might narratively surprise the DM, going in an an unexpected direction. But it doesn't seem to me like they have reliable packets of narrative force as in traditional D&D.

It's pretty much the opposite approach from the "Use Rope" skill check approach to centipede-riding that @Hussar has objected to upthread.

I'm leary of the word 'opposite' here, but it is definately different. The player knows the stakes - either I will or won't be tied to the Centipede - he knows the risk, the difficulty and the time involved in resolving the proposition. He knows that he's isn't acruing failures or succcesses leading to some surprising and unpredictable result. He can see his environment and plan for it. He knows that he is in control of his character and that the scene isn't going to evolve except as a logical consequence of something preexisting in the environment and reasonable for the environment.
 
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It occurs to me that I keep using my own personal language to describe things and it might not always be clear what I mean, in particular I've used for about the third time the term 'open world' so I better define what I mean by that.

I intend the term to refer to a style of campaign that has particular features that stand in contrast to the 'Dungeon World' of Gygaxian play. It's not a judgment. It's not an agenda. It's not GNS. Rather, it refers to features of preparation and resolution that tend to produce a consistant experience between tables regardless of agenda. I've enjoyed 'Open World' campaigns, and IME probably everyone does open world scene framing from time to time.

In open world play, there is a tendency to do low physical preperation and run the game without tactical level maps or prior physical description of place.

1) The most salient feature is that most encounters occur outdoors and there are few dungeons. Often the campaign is urban focused, with most battles seeming to occur in the streets but quite often they experience a lot of planar travel, teleportation, and so forth as well (arguably forcing low physical preperation). Very rarely are open worlds actually wilderness focused, although I guess they could be and I just haven't been in that campaign.

The reason I started thinking of these things as 'open' is that most of the time there are no walls that actually effect tactical play. All the walls are far enough away, all the battlefields large enough, that there aren't constraints on movement and to the extent that there could be constraints on movement, they aren't tracked. Terrain that battles tend to take place on tend to be flat and effectively featureless. If tactical distance is tracked at all, it's loosely. If terrain is tracked at all it's bound to the location of an NPC. Travel is almost always hand waved. Even dungeons when they appear tend to behave according to these rules, and there is no real way of knowing or interest in what may be adjacent to the field of play. In other words, for the most part there aren't 'rooms' or 'corridors'. At a metalevel you can think of all the activity occuring on a single stage where the director changes the backdrops between scenes or acts in the play. If the players indicate their intention to move, they just engage in the fiction of leaving stage right and entering stage left while the backdrops and props are shuffled.

2) Exploration in the normal sense isn't part of the agenda of play. Players can still discover new things, but they don't usually do so by engaging in activities that correspond to a physical process of exploration. For example, most travel might be initiated by recieving clues or permission from NPCs who reveal to the players the existence of another 'scene' they can participate in. The details of getting there are rarely important. Keep in mind that this lack of focus on travel though doesn't imply that the game isn't simulationist or any other sort of game. Scenes themselves may be resolved in very simulationist ways or the over all experience of play might be a series of tactical mini-games, it's just that tactics will tend to focus on the 'weapons' (player abilities) side of the equation rather than on 'terrain' (the environment). You just won't see a lot of using choke points to hold off large numbers of enemies, or tactical withdraws to improve your fighting position or attempting to take the high ground or putting difficult terrain between yourself and a foe, or whatever. Contrast with Gygaxian where (aside from spells) player abilities are very limited and generic and so tactics focus heavily on the environment side of the equation (if at all).

3) Play tends to be high drama. Open world games tend to focus on political intrigue, the agendas of powerful factions, and saving the world (or at least your rather large corner of it). Not having to worry about details, indeed not being able to worry about details, tends to push play in the direction of big awe inspiring backdrops (even if they are seldom interacted with) and big stakes.

Occasionally I've seen campaigns that bounce back and forth between open and dungeon play. The DL campaign as written is intended do this especially early in its trajectory, interspacing the big high drama of the narrative with classical dungeon crawls.
 
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Hussar wanted to hire mercenaries and the GM framed a “hiring mercenaries” scene.
I don't think that's an adequate characterisation of what happened. Hussar didn't want a "hiring mercenaries" scene. He wanted a "vengeance on grell" scene.

Hussar wants this, and the centipede, scenes to play out exactly in accordance of his preconception of how things should go.
No. He doesn't want a centipede scene. He is not suggesting how that scene should resolve. He is suggesting that there should be no such scene. Likewise the mercenaries.

by removing the living world in which the PC’s were adventuring
I've repeatedly indicated that this was not the problem.

You claim you are not interested in engaging with the rest of the world
No. I said I am not interested in world exploration as a focus of play.

I am still waiting for Hussar to tell us how he knew the wasteland was an irrelevant distraction before the characters even set foot in it.

<snip>

Like him, you seem to have had some bad experiences with GM styles you disliked, and you project this on every real or hypothetical scenario presented.
I am not projecting. I'm reporting. Hussar is not projecting. He's reporting.

How did he know? Because the desert was not City B, which is where the action was!
 

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