That seems to me somewhat evasive, as we seem to have established that what is genera credible depends on what is possible mechanically within the system by the character. Or in other words, "can this person do this" seems to be rather the same as "is it genera credible".
It's not evasive, or not intended to be. But there is no general rule for answering the question, particularly when we get into territory which is only lightly governed by the action resolution mechanics (which in most versions of D&D would include most non-combat pursuits).
In my 4e game, when the dwarven artificers were having trouble taking hold of a dwarven thrower artefact in their forge due to the thrumming arcane energies, the 15th level cleric/fighter of Moradin made an Endurance check against a hard DC, with a bonus to the check from using a PC toughness/shrug-it-off style buff, to shove his hands into the forge and hold the hammer still so that the artificers could grab it with their tongs. Is this genre credible or not? The system leaves that up to the table. In my own table's case, the player put the possibility forward, I pondered for a moment and approved it, no one queried it; but nor did they query my ruling that he needed a Remove Afflication ritual to heal the hurt to his hands.
On another occasion, the ranger made an Acrobatics check to ride his flying carpet into the mouth of a purple worm so he could rescue one of his comrades trapped within. Is this genre credible or not? I thought so - the player was debating what to do, and whether to have his PC try and fly into the worm to undertake the rescue, or rather to take other actions, assume that the worm would swallow him anyway, and take the extra damage from the worm's attack but get an advantage in the action economy. I (as GM) was egging him on to fly in, because I liked the image of it! (On one of the earliest 4e threads on this board someone was complaining about his PC being swallowed and dissolved by a purple worm, and [MENTION=386]LostSoul[/MENTION] posted asking why the rogue didn't use Acrobatics to dive in and perform a rescue. When I framed a purple worm encounter I was hoping for something like that to happen, and it did!)
I'm sure that some other tables would find these episodes too gonzo. Even though [MENTION=99817]chaochou[/MENTION] take slightly different approaches to the distribution of authority, I think we're in agreement that it's ultimately a table's call.
In my view, also, I want to think about the real-life, game-play stakes. 4e has very robust and reliable scaling rules for DCs, damage, treasure etc, and a tight action economy (either in combat, or the different economy of a skill challenge). So I can tell that allowing the dwarf to try and hold the artefact, or allowing the ranger to try and fly inside the worm, is not going to mechanically break anything. There won't be "something for nothing" Monty Haul issues, nor ongoing consequences of broken-ness.
So the trade off is between too much gonzo, or dampening the players' enthusiasm and generally being a killjoy GM. Every time I'm going to err on the side of too much gonzo (at least, that's what I hope I'll do). This is what the 4e DMG generally means by "saying yes", which isn't the same thing as what BW means - it's not "say yes or roll the dice", it's more like "if in doubt, say yes to the players' judgements of what is genre credible". But I think the two notions are reasonably closely related.
And this informs my response to Hussar's centipede strategem. I can't see that any issue of balance or Monty Hauling is at stake. So I'm strongly inclined towards saying yes. 3E throws up some mechanical challenges - it has nothing quite analogous to the skill challenge, and so it's hard to say yes in the 4e sense without also saying yes in the BW sense. But given that the latter likely won't do any harm - there's no evidence of a telepor without error mage in the party whose toes are being trodden on, for instance (to allude to [MENTION=6696971]Manbearcat[/MENTION]'s point from upthread) - that is the way that I would go.
So, would you say that BW requires all scenes to be the result of player initiative and GM reaction, or is it assumed that at time the GM will intiate scenes that the players must react to?
I quoted some posts of chaochou's from the BW thread upthread in this thread, which address this issue.
Chaochou, as best I can tell from his posts, plays in the "always player initiated approach". I think the texts leave the matter open, but certainly lean towards player initiative as the default and the general tendency.
In the Adventure Burner's discussion of handling resting and recovery time, for instances (which in BW can be extensive as far as ingame time is concerned) there are clear suggestions that the GM will be proactive in advancing the goals of nemeses so as to put pressure on the players. But whether that is to take the form of actively framing antagonistic situations, or rather just narrating to the players changes in circumstances that will motivate them to act, is not specified.
You seem to fall into the habit of using 'belief' and 'goal' interchangably. Are you suggesting in this scene that the players beliefs are, "I will defeat the lich king" and "I will recover my families heirloom", or are they something like, "I will redeem the honor of my family" and "I will free the land from the grip of evil" with the actions undertaken being the "therefore" of the beliefs?
I was thinking of Beliefs along the lines of "I will defeat the lich king", "The lich king will pay for ruining my life", etc, and similarly for the heirloom. The more generic Beliefs I think are perhaps not focused enough for the purposes I'm using them for.
In the Adventure Burner Luke Crane suggests, of the three Beliefs, having at least one be goal-oriented, so you can get the Persona points for achieving a goal and so the GM can frame conflicts around it, but having one Belief be a bit more generic or open-ended. The latter sort of Belief is labelled a "Fate mine" because you never realise a goal, but you can frequently invoke it in play to earn Fate points (eg if it's "I will redeem the honour of my family" then in an interaction with an NPC you appeal to your family name and honour, and thereby earn your Fate Point). And of course of your three Beliefs you want at least two of them to be well-suited for coming into conflict, so you can earn Mouldbreaker Persona points!
I mentioned upthread the idea of synergising, coordinating etc on Beliefs. These are some of the considerations that come into play in doing that. Clear signals to the GM is a highly relevant consideration, but not the only thing.
This gets to the real heart of my investigation. You say that this is true. I'm just not seeing it (yet) from your explanation. To me it sounds almost like you are saying, "If the book is in the genera I like, and is about the things I like, then I will like the book."
What I'm saying, or at least trying to say, is that the players have a device - Beliefs - for sending clear flags. So the GM has no excuse for disregarding those flags. So if no player has a Belief pertaining to the desert, or to wilderness treks, or the like, then don't run the desert crossing!
Conversely, if the GM is very keen to run the desert crossing, then this should all have been sorted out at the pre-play stage, when backstory was set up, the basic parameters of the game and hence of salient Beliefs established, etc.
There's nothing magical here, obviously, and so things can of course go wrong in practice. But the game, in its ethos but also in its mechanics, is set up to push in favour of equilibrium rather than disequilibrium. First, there are the overt Beliefs themselves, which playes are consciously pushing into the spotlight so as to earn Fate and Persona points. Then there are the backstory-creation mechanics, which give players the power to introduce the story elements that will support their pro-activity in initiating action, and thereby keep play focused.
In Hussar's situation, using 3E, the system elements aren't as robust in this respect. Flags are informal. Collaborative backstory formation is informal, and (depending on table) perhaps not practised at all. So it's to be expected that a few more collisions might occur, and a bit more evasive action be required. My response to the situation is based on an impression that the GM, rather than taking evasive action using the lifeline that Hussar's centipede-summoning established, tended to compound matters.
Ok, now here for the first time I'm seeing something like player having authorial power. The player is asserting power over the setting - not only is he asserting a fact about the NPC, but he's asserting the existance of the secret passage - neither of which exist prior to his assertion. Can you give me examples from the text of this authorial power being affirmed by the rules, and also quote any relevant discussion of how this authorial power is to be managed?
I'm not going to quote - there are pages of rules in the core rulebook, plus further pages of commentary in the Adventure Burner. The rules themselves are found in the discussion of Circles in the core rulebook (this pertains to NPCs being known and ready to hand) and in the discussion of Wises in (from memory) both the core rulebook and the Character Burner (this pertains to all other backstory elements) and in the discussion of Relationships in the Character Burner (how to buy them) and the core rulebook (how the GM and players are expected to use them).
Wises are interesting because they are expressly dual-function - they can be used both to discover GM-authored backstory (like a knowledge skill in 3E) and to establish backstory.
For example, how is the obstacle to a PC initiated authorial statement to be set, since the question here isn't "Can I find the secret passage" but "Does the secret passage exist in the first place?"
The DC for a Wises check is to reflect the obscurity of the knowledge relative to the skill. So it's the same whether (at the metagame level) the Wise is being used to learn or to stipulate.
For Circles the DC is set by comparable "simulationist" concerns - how likely is this PC to be able to find this NPC in these circumstances.
In both cases, therefore, the DC is set following the general BW methodology of "objective" DCs reflecting ingame difficulty.
If the player has the belief "I am the True King", and this belief is false then either he is a figure of tragic comedy or else he is a dangerous lunatic.
<snip>
I believe a player which creates a peasant with the false belief "I am the rightful king", is wasting everyone's time if thinks that the resulting game is going to be inherently about affirming the truth of his false belief.
Or he is an ambitious politician. Or a religious visionary. It's a basic presupposition of BW play that neither the players nor the GM prejudge the truth of the Belief. It's to be proven, or refuted, in and by play. (As a maxim for the GM, this could be compared to the obligation on a Gygaxian GM to be neutral or impartial in the right sort of way.)
With nothing to hand but that Belief, of course, it's a bit obscure what exactly the player will be doing, and what complications the GM is going to be throwing in the PC's path. But the other aspects of both pre-play prep and play (Circles, Wises etc) will generate much more context than we have here. And part of the rationale for that context, besides just providing fun fantasy colour, is to give the GM the guidance necessary to test this Belief and see what the player does with it, and in pursuit of it.