You're doing what? Surprising the DM

[MENTION=6696971]Manbearcat[/MENTION]: I guess my basic problem with your definitions is that they are filled with weasel words and qualifiers that render them fairly meaningless. In particular I feel you've taken some fairly straight foward definitions, liberally sprinkled them with nearly meaningless phrases like 'meaningful' and 'thematically-significant' and turned them into such limp, pliant, and unrigorous things that anything can or can't meet those definitions depending on your own subjective understanding of 'meaningful' and 'thematically-signfiicant'. So forget the weasel words:

Agency - Authority or control over characters' content, decisions and the mechanical resolution of those decisions.

There, that's a meaningful definition. And once you remove the weasel wording, then it no longer is subjective about whether you are removing player agency. And once it is no longer subjective, the question becomes, "Why do you want to remove player agency?"

Force - The Technique of assuming control over characters' decisions and the mechanical resolution of those decisions by anyone who is not the character's player. Significant application of this by a GM will lead to Railroading (below).

Again, this is a much clearer and meaningful definition. Now we can talk about Force without arguing over whether something is or isn't force. We can instead look at light versus heavy force techniques, and why heavy application of force might obviously be considered railroading.

Railroading - A technique of scene, setting, and/or story design/preparation in which the GM determines that character activity inexorably leads to this scenario.

Again, let's not talk about motive. There can be lots of motives good or bad for applying GM force. Let's have a clean definition, and then we can argue over something more interesting than what is railroading.

Now, the other two are more interesting. It would take an essay for me to describe what I think is wrong with the hidden assumptions in them, but again, let's just say that I think that the Forge people have been mistaken on several concepts write from the start.

One thing to note is that my table does not hold "Agency" as an all or nothing premise. 100 % agency in 9 out of 10 framed circumstances (90 % of the time) does not translate to 0 % agency.

Strawman. I never argued that the math on agency meant that if players lost a bit of agency, then they had none. The big problem with trying to quantify agency is that there isn't a clear way of measuring how much agency a person has. I can say though that if we are going to measure things your characters never had at any time in the outline of your narrative more than about 25% agency. I believe you outline a game with minimal agency as an accepted aspect of play. Now, there is nothing wrong with that, but don't pretend that what you are doing in the broad arc and within the scenes isn't "GM has prepared a rising conflict/climax and maneuvers or otherwise determines that character activity inexorably leads to this scenario"

The GM liberty to frame a scenario (as in the MHRP advice I quoted upthread) that does not impinge upon a player's thematic content (eg don't frame a master infiltrator as a caught amateur) to begin a scene is not "Agency-adverse".

So, who is doing funny math now? By your argument, so long as I don't impinge on the very narrow thing you call thematic content - which the player is mechanically limited in defining - whatever you do amounts to leaving the player with 100% agency? You've give a player a very narrow defendable peice of turf, and forced the player by social contract to agree he has little or no agency over everything else. Instead of having a social contract that says, "Your character is your own.", you are forcing the character to define very small aspects of his character as his own and to give up control of everything else.

Now, anything resembling regular application of GM force to (i) misrepresent a player's thematic content while framing, or encroach upon a player's autonomy in their thematically-significant decisions and mechanical resolution of those decisions is VERY "Agency-adverse". I've consulted with my 3 players and they all stridently agree on this interpretation; and it doesn't happen at my table.

Yes, I see that. But let's remove the weasel words. Anything resembling regular application of GM force on the player character while framing, or which encroaches on the player's automony in their decisions and mechanical resolution of those decisions is very agency adverse. As a player I stridently agree with this interpretation, and as a DM I try to avoid it as much as possible at my table. As with my discussion of railroading, as a player I might be someone understanding of a need to frame the games kickoff in a way that impinges on player agency, but after that? Not so much. Heavy GM force applied to player agency is not necesary to kick off conflict resolution or thematicly relevant storylines. You've got plenty of power as it is to control the setting and the backstory of the setting in such ways that it leads toward heightening the conflict in a natural manner. It's not like the real world avoids heavy conflict despite at least superficially appearing to contain free-willed beings with a rather high degree of agency.

As for your unorthodox technique, it's desirability is a matter of opinion, but given the constraints on your game as you've presented them that narrative authority that in your own words you are "allowing" them is IMO about the only real player agency that they have.

Last thing of note; a few rambling issues that I have with ardent process-simulation and adherence to methodical task resolution:... No matter how good the "simulator" (the GM interpreting the task resolution and the system mechanically resolving it), it is limited in its introduction of one of the (if not the) most potent forces of everyday life and of Action Adventure genre specifically; Entropy or Murphy's Law.

That is patently ridiculous. Whether or not the DM introduces an unlikely or coincidental event to the setting has nothing to do with process-simulation and adherence to methodical task resolution. Those things are about you respond to events in the setting whether coincidental or not. If the GM decides, "A major earthquake is going to occur on the 14th of August", he hasn't invalidated the approach. He's excercising his rights as a DM over setting (and setting backstory). That decision is no more a violation of process-simulation than saying that there exists in a certain mountain an abandoned dwarven mine that is overrun with goblins, or that there is a certain unlooted tomb containing fabulous treasures. The presence of the earthquake may even be said to be naturalistic, if the area is known to be prone to earthquakes. (For example, a modern game set in LA or Toyko). It's ridiculous to claim that the simulation must go down to the molecular level before determining whether something will happen, but even if it did it wouldn't prevent such things from happening because GM is perfectly within his rights to encode this event occuring back into the structure of the universe to any degree. It's just a waste to provide more than a first order degree of reasonableness to it.

This is because the "causal logic" behind many phenomenon is so intensely steeped in 2nd and 3rd order (borderline unknowable and undetectable) functions. Strict process simulation cannot produce a man jogging on the beach and getting hit by prop plane. It does not bring about a man in Bradenton, Florida, laying his head down to sleep and the floor under his bedroom opening up and swallowing him causing him to never be heard/seen from again.

It's worth noting that neither of these make particularly good stories from the perspective of those within them.

Neither the "jogging" nor the “laying down to sleep” task resolution functionality cause the prop plan loss of control and "perfect" trajectory with the runner nor the sinkhole manifestation.

So you are trying to use this as a justification for introducing 'You are hit by a low flying airplane' or 'swallowed up by the earth and never seen again' to your failure table for mundane tasks? Could you just step back a second and view that perspective from the outside, and then tell me again about how much player agency you are willing to allow your players?

It doesn't reliably reproduce the genre stories/tropes and thus provide consistent content to address the premises that my groups' collective creative agenda seeks to engage with.

Which is just false. You have to use more subtle techniques than simply forcing things to happen, and it involves actually building a solid hook, but it can be done. Typically DMs get frustrated though by player agency, because they offer weak hooks and the players find an easier solution to the problem. Take your example of 'The player indicated a desire for a chase scene.' I believe we've so far managed at least 8 chase scenes in 50 games without me really trying hard in more than about 2 cases. If by 'reliably' you mean, it doesn't always produce chase scenes when the GM wants them, I fully agree. I can't force a chase scene to happen without taking away player agency, but I can create situations where chase scenes are likely to occur and then often do occur. You just set up situations like, "They are getting away with the dingus!", "We are in big trouble now!", "We can't fight them, they're just innocent victims!", or "Don't let him get away!" and you use mechanical resolution processes that support chases. These situations can be naturalistic, sometimes these situations just evolve naturally, and conversely players can usually initiate a chase scene when they want one simply by deciding to chase something that doesn't want to be caught. No GM force is really required. I never really have a preferred resolution, just a resolution I think is more likely than others. Chases are resolved mechanicly using 'Hot Pursuit' style rules when it makes sense, or using standard process resolution when that makes more sense.

Examples:

a) DM initiated (in as much as I'd expected running away): "There is a tsunami!" Players: "We run!" I should note that I had plans for handling 6 other player courses of action other than running through.
b) DM initiated: "The townsfolk have been mindcontrolled. They are all coming for you!" Players: "We run, using non-lethal force when necessary!"
c) Player initiated (in as much as I hadn't planned for it, but was prepared for it): "We can't let them get away with the dingus! Let's head them off at the pass!"
d) DM initiated: "We can't let her get away!" (this was a chase of a sorcerer with signficant movement related ability through a multistory foundry complex. She didn't get away.)
e) DM initiated: "We can't let him get away!" (adapted from the harbor chase in "Mad God's Key")
f) Player initiated: We're in big trouble now! (split party, got in over there head and tried to shake pursuit by fleeing over the roof tops)
g) Player initiated: We're in big trouble now! (split party, again)

There might have been a couple of minor ones that only lasted a few rounds that I forget about. Plus there was a 'chase' in sailing vessels, but that was more like 'tailing' rather than chasing in that the goal was less to catch the target than find out where it was going without alerting them that they were being followed. (The player's were pretending to be simple fishermen out for a pleasure cruise in eel infested waters, as it were.)
 

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This is true, but a more GM-centred approach...

LOL.

Seriously, you are claiming that a high GM force approach is less GM centered than a low GM force approach? Yeah, yeah, I've heard how its all playing to the player's 'thematically relevant elements', but that's not a unique feature of improv or high GM force, or really anything.

There is a lot of having your cake and eating it too going on here. I mean by the same token, isn't the solution to the problems you are raising here not to play with boring, insipid DMs, that are always power-tripping?
 

In Simulationist play, morality cannot be imposed by the player or, except as the representative of the imagined world, by the GM. Theme is already part of the cosmos; it's not produced by metagame decisions. Morality, when it's involved, is "how it is" in the game-world, and even its shifts occur along defined, engine-driven parameters. The GM and players buy into this framework in order to play at all. . .

Sometimes the only valid response to something is "Hooey".

[A] character in Narrativist play is by definition a thematic time-bomb . . . when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim.

Poof, I'm out of Sim. Poof, I'm back in again. Now I'm out. Now I'm in. In. Out. In. Out. In. Out again.

If "get proactive about an emotional thematic issue" is sufficient to change the style of game you are playing, then I suggest you don't have a very good or coherent definition (especially given typical GNS theory that G N and S are seperate agendas that can't be fulfilled simultaneously). People have been proactive about emotional thematic issues, since the first guy played a half-elf at decided to play up the angst of alienation. People have been proactive about emotional thematic issues, since the time the first backstory was invented.

Getting "proactive about an emotional thematic issue" doesn't prove you are narrativist (or at least 'not sim') any more than rolling in the open proves you aren't applying GM force to task resolution. The definition of Narrative play isn't "improvised" or even "improvised in response to player backstory and propositions". You can have heavy prep Narrative play, as something like Dogs in the Vineyard with its need to build out a structure for the town, giving motives for the townsfolk and describing the various details of the spiritual/moral conflict to be resolved proves. Of course, you could do without that prep and still be playing DitV. Whether or not that would work for you probably depends on your talents as a GM, but DitV depends explicitly on that sort of prep to properly (as you put it) "turn on the firehouse of conflict" and you'd have to be really good at improv to run a good session without it.

But really, this is all tangental to the thread at best. You keep throwing terms like "failing foward" and so forth around (there is a whole laundry list), but I'm not at all convinced they have any useful meaning in the very broad ways you keep using them. Given the incoherence, all they seem to mean is, "What I do", and ergo since I disagree with you must mean "What you don't do". You've linked to that Eero Tuovinen essay about 4 times now, but it's still no more relevant IMO than it was the first time, and is increasingly just argument from authority. If I wanted to go around a few times with Tuovinen, I would. My basic problem with his description of the standard narrative model is that it's so broad and qualified that just about any 'standard' sort of play fits it. But whether I'm right on that or not has no real bearing on the issue of "surprising the DM" and how it should be handled.
 
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Me
One thing to note is that my table does not hold "Agency" as an all or nothing premise. 100 % agency in 9 out of 10 framed circumstances (90 % of the time) does not translate to 0 % agency.

Strawman. I never argued that the math on agency meant that if players lost a bit of agency, then they had none.

Mate, you can save your outrage, snark, and logical fallacy witch-hunt. Nothing in that post was addressed to you or attributed to you or expressed specifically as a rejoinder to something you have written. If it was, I would have quoted you and then posted a rejoinder or mentioned you to call your specific attention to my disagreement (as I'm doing now and have done in the past). As I thought I had outlined, it was my attempt to clarify my general thoughts on a few things as a pre-cursor to writing up my play example (which I didn't have the time for last evening and I may not this evening) which people can critique as they see fit. Accordingly, there is no attribution to you in the above section. Because what you have quoted is my own thoughts on the subject and thresholds for "agency" and for that of my group...as I posted below that that they were in agreement with those thoughts.

As to the rest of your post, unsurprisingly, I'm in disagreement with just about everything...especially with the attribution of weasel words (again) and the inability to extrapolate what thematic content means in a game and specifically with respect to what it means when referencing PC build (Beliefs, Instincts a la BW or Distinctions a la MHRP or Aspects a la FATE) and the interplay with the concept of "Agency." If I'm inclined I might break out a rejoinder to your post but I don't think it will do either of us any good since we're back to arguing about weasel words and the utility of definitions. I'll likely cut to the chase and post my play example and folks can critique it or ignore it as they see fit. We will probably both be better for it.
 

I'm not sure what this thread is about anymore, but it seems to have been regulated to two view points that are probably much more similar than different at the table.

It sounds like to me Hussars DM had a grumpy game session as a result of having his plot hijacked by changing player goals and rather than improvise interesting scenes (which he may not have had the tools to do or the inclination to do so) decided to drag out non-combat encounters as a way of dragging his feet until he was able to see how to reconnect the party to the original goal. Simply sounds like a bad day but not necessarily a bad DM. Haven't we all had bad days? If this sort of thing continued over multiple game session (which it sounds like it may have), then it leans more toward bad DMing.

I know I've had my moments as a player when I've hijacked a game, usually because the game hasn't met my particular needs or because the DM followed the module instead of the player's goals. As a DM I've had my moments of revenge on hijacking players by burying them in tedious tasks because they've taken me in directions I wasn't prepared to go and hadn't necessary wanted to go yet, and was having a grumpy day. Usually this type of thing results in next game corrections that bring the table back together again with shared goals and objectives. I'm not sure that's happened in Hussar's game, especially if the tediousness continued over several game sessions. One is a bad day, several is a bad DM. But I wasn't there to judge it.

I find great enjoyment as a DM in free-form narration and often run games that focus on those aspects, rather than goal/plot driven games. Depending on the group of players that can be hit or miss, but it's not a reflection of good or bad DMing. It's simply the wrong mix of people. But neither the individual players nor the DM should alter their preferred style of gaming for an individual. If you can't have fun playing the way you like, then why play at all?

When I'm playing I much prefer to get to the action, if I don't have complete control over the plot (which as a single player I should not), I'd rather not invest in it at all, probably because I care more about the story than a single character. Since I'm not invested in it, just take me to the action and leave the mundane, non action aspects out of the game, or if they have to be included, have other players dead with it (I've learned to not mind sitting out as long as it isn't for prolonged periods of time). This is usually why I run for one group of people and play with another group. Two different goals for gaming and I don't find either one better or more satisfactory than the other. They're both fun and interesting.
 

Nothing in that post was addressed to you...

You guys can then pick it apart as you see fit.

My mistake. I kinda thought it was a continuation of your investigation in to how I saw your game differently than you did.

As to the rest of your post, unsurprisingly, I'm in disagreement with just about everything...especially with the attribution of weasel words (again)...

Fine. Let's call them 'vague qualifiers' then.

and the inability to extrapolate what thematic content means in a game...

I'm not sure I said exactly that. I think what I said quite firmly is that GM force is GM force even if it isn't applied to 'thematically relevant content', and that players have agency over every aspect of their character and not just the flagged 'thematically relevant content'. To the extent that I do agree that it is hard to extrapolate what the thematic content of the game is, I basically feel that it is something that exists continiously and is changable. If you play the same character or game for a year or two years or three years, it's very different than playing say 'My Life with Master' for a 4 hour session. It's a lot easier to narrow define the thematic content of that, than it is to define the thematic content of a larger work. It's like asking what the thematic content of 'The Lord of the Rings' is. A short answer would be 'mercy' or 'divine providence versus free will', but that is hidden within all the larger action that it isn't even necessarily picked up on by casual readers who are more likely to focus on the themes of Aragorn and Sam's passage from being objects of scorn to objects of respect and reverence or simply just on the displays of courage and heroic prowess by such figures as Legolas and Gimli.

I'm inclined I might break out a rejoinder to your post but I don't think it will do either of us any good since we're back to arguing about weasel words and the utility of definitions. I'll likely cut to the chase and post my play example and folks can critique it or ignore it as they see fit. We will probably both be better for it.

kk

I'm feeling about done myself. Any snark you were hearing was completely my Aspberger's talking, and any witch-hunt you percieve is more directed at Ron Edwards than you.
 

But we have already noted that you have options. “Screw this – those six are hired.” There is a basic disconnect in that you do not want this particular aspect of the world to have any depth.
As I've noted, there's another way to do it too - to have the PCs do it in depth but the table resolve it quickly.

Also, the fact that the table resolves it quickly doesn't mean it has no depth. Just that that depth isn't explored at this time.

Again, I come back to the dual possibilities that something not directly relevant can still add to the game, and that it may not be immediately obvious when something has relevance.

<snip>

So is the besieging force. The difference is that you assume you can easily go around the nomads, but not the besieging force.
Do you accept that neither of these statements is true for Hussar (or me)? That we prefer relevant things that are connected to the immediate situation (incuding the siege rather than the nomads).

If my critical fail on a Ride puts a ravine in the way of my fellow PC’s, who made their checks, I’m seeing a morphic universe.
You are running together the ingame and the metagame.

The plane of Limbo in AD&D is a morphic world - it changes over time and in response to its inhabitants whims.

But what [MENTION=6696971]Manbearcat[/MENTION] is describing is not a morphic universe. It's a mechanical process for determining the content of the gameworld. It's no different from my description upthread of the session where, in response to player interest in a bit of parchment, I ad libbed in some secret writing (and oddly enough [MENTION=4937]Celebrim[/MENTION] called that bog standard GMing rather than "morphic universe"); or from rolling the dice in Classic Traveller to see how big a newly-discovered planet is.

Maybe my PC has KS: Geography and should have had some idea there was a ravine in that direction – if I make my check, will the ravine close up again?
The game in question is 4e. The skill being tested, I'm pretty sure [MENTION=6696971]Manbearcat[/MENTION] can correct if he wants) is Nature. So geographic knowledge is already wrapped up into the check.

So what happens if a player instead says “I want the final confrontation with our nemesis – that is my one and only goal. I don’t want to play out the dinner party – skip over it”? Why do I “have to” play out dining with our nemesis?
You don't. No one said you do. But unlike Hussar's GM, I don't have posters on these boards complaining that my game is boring and that I'm a bad GM. And I take that as a modest piece of evience that I'm not a bad GM - I'm capable of framing scenes in which my players are interested and ready to engage.

We did not know the dinner invitation was relevant. Is this “bad GMing”?
Sounds like it might be to me. In my game the players knew exactly why the invitation was relevant, because they knew who the Baron was, they had plans about ingratiating themselves with him, and they knew that their nemesis was his trusted astrologer and advisor.

He believe that City B was where the action is, without setting foot in the desert. Unless he has read the entire scenario (the AP in this case, plus any modifications the GM may have made), he has no way of knowing where the action is.
This seems to me a pretty big point of difference between us. At least for my part, what you're describing here is a railroad - the scenario and sites of action determined by the GM without regard to the players.

Acceptance that a GM centred approach has risks does not make a player centred approach with equal risks superior.
Who said that it does?

Sure – but this thread seems to indicate we don’t all agree on who those are.
Yes. You seem to think that Hussar and I are whiners because, both as players and GMs, we play differently from you.
 

The plane of Limbo in AD&D is a morphic world - it changes over time and in response to its inhabitants whims.

You are the one that first brought the term 'morphic' into play. I never made assertions about how 'morphic' the world was. You world may not be morphic, but you are the one that brought that red herring into this. Don't complain about luring people into an argument of definition over an irrelevant term of art that you introduced purely to lure people into an argument of definition over an irrelevant term of art. Arguing about whether or not something is 'morphic' completely evades the point that was being made.

It's a mechanical process for determining the content of the gameworld. It's no different from my description upthread of the session where, in response to player interest in a bit of parchment, I ad libbed in some secret writing (and oddly enough [MENTION=4937]Celebrim[/MENTION] called that bog standard GMing rather than "morphic universe"); or from rolling the dice in Classic Traveller to see how big a newly-discovered planet is.

Yes, and that is completely standard DMing as your many examples prove. But proving that it is bog standard GMing rather than a "morphic universe" demonstrates nothing about my opinions because you are the one that introduced 'morphic' to the discussion.

The objection I raised was that the outcome at stake was not predictable from the player's chosen mechanical resolution. It doesn't have to be a 'morphic universe' - something no one really cares about but you - to be unpredictable. It just requires heavy GM force justified by 'conflict resolution' overriding the logical results of task resolution.

And once again, you fail to notice just how radically different your approach is compared to Manbearcat on this issue, conflating the introduction of the previously unknown invisible ink as result of a perception check (improvisation of task resolution) with the introduction of a previously unknown chasm as a result of a failed ride check (improvisation of conflict resolution). The two things aren't remotely similar.

If you must label this, I suggest it's a 'schrodinger's universe' continually being discovered by all participants as we lift the box up. One we lift up the box, the cat is really dead. But noone observed the cat before the box was openned. Thus, not 'morphic' as you are defining it, but then again only you see to care about that.

This seems to me a pretty big point of difference between us. At least for my part, what you're describing here is a railroad - the scenario and sites of action determined by the GM without regard to the players.

Giving no regard to the players isn't really a good thing, but it isn't the definition of a railroad. It's quite possible to railroad the players while giving full regard to the players desires for the game. Note for example that Manbearcat's definition of 'railroad' could be seen as giving DMs that do railroad the benefit of the doubt that they are trying to deliver to the players what they want. It doesn't in fact say that the players object to this or that it is bad, merely that the goal is obtained by heavy handed use of GM force. Whereas, we both seem to agree that regardless of the merits of railroads, ignoring your player's interests isn't a good idea regardless of what you are playing and your theories about how to deliver the fun.
 

If a new player, in his first session, insists that his “creative tactic” should override the game, and follows up by stating that he has no interest in playing out the scenes set, then gets shirty when his desires are not implemented over the desires of the res of the group, should he be invited for a second session.

Depends on the DM's style. Some might outright kick said player. Others would pull the player aside to have a chat and if it could be resolved then things can hopefully continue on. If the players had been told ahead of time that getting tetchy and going nuclear would not be accepted at the game table, then the new player definitely broke that.

If you're referring to the way [MENTION=22779]Hussar[/MENTION] handled things though, as best I can tell he was a decently established player at that table and was having a bit of a bad day anyway. I would certainly hope that the DM had put forth rules akin to "don't bring your bad day to the game" but it's not exactly an easy thing to do for everyone or all circumstances that created the bad day.
 

You don't. No one said you do. But unlike Hussar's GM, I don't have posters on these boards complaining that my game is boring and that I'm a bad GM. And I take that as a modest piece of evience that I'm not a bad GM - I'm capable of framing scenes in which my players are interested and ready to engage.
Do you have any posters on this board? Just curious...


Yes. You seem to think that Hussar and I are whiners because, both as players and GMs, we play differently from you.
You seem to be saying others are bad GMs because they play differently from you.
 

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