You're doing what? Surprising the DM

I'm not even entirely sure what you mean by that. What does 'use of a story element' mean here?
I believe that I picked the phrase up from one of the WotC designers. A "story element" is a particular entity/being that exists in the fiction - a god, a person, a trap, a room or buiding of a generic type, etc. The PCs are also story elements, although not ones whose deployment the GM typically controls.

Explain now what you mean by 'use a story element'.
To "use a story element" is to introduce some sort of event or situation into the shared fiction - say, an NPC trying to do something to another NPC, or to the PCs.

Burning Wheel illustrates very clearly the difference between stipulating that a particular story element will be part of the game, and actually using that story element in the context of framing a scene. Players have authority to do the first thing - for instance, by paying for Relationships at PC build, and by making successful Circles rolls during play. But the GM is the one who actually frames the scenes in which the NPCs in question occur.

The same distinction is at work in the siege/city case, though as the example is being discussed the division of authorial labour is less formally established: [MENTION=22779]Hussar[/MENTION], in virtue of being invested in the city but not the desert, is stipulating that the city shall be the focus of play; the GM, though, is the one with the authority to determine the dramatic context in which it presents itself (say, as under siege rather than open for easy ingress).

It is the existence of this distinction that permits player co-authorship (whether formally or informally established) to coexist with surprise and non-pre-determined story.

The fact that [MENTION=6681948]N'raac[/MENTION], above, has repeatedly equated a GM's inclination to include a certain story element in the game (Kas, for instance) with the idea that some or other encounter is predetermined to be part of the game, suggests to me that the distinction I am making here is not being drawn.

Who here has suggested player agency is different from no player agency?
That's not the wording that I used.

But everytime it is suggested that encountering refugees in the desert is no different from encountering the city under siege, an implicit assumption being made is that there is no difference between describing a situation which the players can't leverage for their known goals without first obtaining more backstory from the GM, and describing a situation in which the players can do so.

'fictional positioning'? [sarcasm]Could you perhaps use a broader and more generic concept?[/sarcasm]. I know what 'fictional posititioning' is, I just have no idea what it has to do with what you are trying to say, or how the examples you are citing actually change the players idea of their fictional positioning.
The difference is key, for instance, to classic D&D treatment of treasure and equipment. A player who spends character money to buy a sword at startup, for instance, is subsequently entitled to declar that his/her PC is making an attack with the sword. Whereas, notoriously, a player who is told by the GM that his/her PC has "discovered a carved stick among the rubbish in the ogre's lair" is required to obtain more backstory from the GM (eg by casting an Identify spell) before s/he can declare an attack with the wand.

The siege is a sword. The players know what it is, the PCs are fictionally positioned in respect of it, steps can be taken.

The refugees and/or nomads are a carved stick. The players can reasonably infer the GM expects them to be able to do something worthwhile with them, but until they extract more information from the GM (eg by making Insight checks, or History checks, or declaring PC actions of going up and talking to the refugees) they don't know how their PCs are fictionally postioned in respect to this potential resource, and hence can't take active steps to leverage it.

That neither [MENTION=6681948]N'raac[/MENTION] nor [MENTION=6668292]JamesonCourage[/MENTION] appears to recognise this distinction, despite multiple attempts by others to articulate it upthread, beginning way upthread with Hussar's contrast between "following the GM's breadcrumbs" and a more player-driven approach, suggests to me that they approach RPGing quite differently from me.

Is 'wondering how it is going to change the dynamics of interacting with the city' really all that different than 'wondering what is going on'?
Yes. The first is wondering what to do - the players resolve this via their own deliberations. The second is seeking more backstory information from the GM - the players can't resolve this via their own deliberations.

the players now must deal with your complication, gain information about the scene you've framed, and figure out how to resolve it.
In the case of the siege, the players don't have to figure out "how to resolve the scene". They have to decide what to do with the siege - ignore it, exploit it, try to break it, whatever - and only then do we have some stakes set, and can we begin the process of action resolution.

In the case of the nomad/refugee encounter, the players don't have to figure out "how to resolve the scene" either. They have to first obtain more backstory from the GM, and then have to decide what to do with the NPCs - ignore them, exploit them, attack them, whatever - and only then do we have some stakes set such that the process of action resolution can begin.

The presence of an initial step in one case but not the other - the need to obtain more backstory information from the GM - marks the difference between the two episodes.

I don't know how significant I should regard it that in your description you cut straight from the GM describing a certain element within the fiction, to the players dealing with the information and figuring out how to resolve it - but the absence of any discussion of the bit where the players decide what to do, and hence set stakes, stands out to me.

I certainly agree that if the GM doesn't have sole control over backstory and introduction of story elements, he can still be surprised. Those elements could be and often are surprising. On the other hand, I don't see a lot of evidence of anyone in this thread giving players more control over backstory and story elements than is generally common in my experience.
In my experience all it takes for the GM to be surprised is for the players to be free to decide what it is that their PCs want out of a situation, and as a result to choose how they engage it and thereby to set their own stakes.

For instance, I was surprised that my players had their PCs swear (limited) allegiance to Kas. In an earlier episode of play, I was surprised that my players contracted with duergar slave traders to ransom the slaves for an agreed sum to be handed over in a neutral city in a month's time. And in the episode I described on the paladin thread, I was surprised that the two paladin players decided to spare a prisoner whom each was convinced deserved death for her crimes, because - through a somewhat convoluted process - one has promised on behalf of another, without that other's knowledge - that the prisoner would be so spared.

In none of these cases of surprise did the players have to have control over backstory or introduction of story elements. All that was required is that they be free to decide what they want out of the situation, and hence free to set their own stakes.

My assumption here is you keep thumping this hammer about 'GM having sole control over backstory and introduction of story elements' and throwing around terms like 'scene framing' but you don't even know what you are talking about. It's just a good thumping point for hitting people with if they disagree with you, that is suitably 'big picture' that it evades any specific criticism and suitably 'trendy' that it makes one feel good about themselves to say it. It really isn't the central issue in this thread or any of the examples therein.
It's good to see that you don't believe in defaming other posters.
 
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Of course they are. Larger groups are able to decide how to run huge organizations. They do not, in my experience, incorporate the premise that everyone has a veto power.
But all the examples I mentioned - movies together, cooking and dining together, carpeting the loungeroom - do incorporate such a premise. Yet they happen.

I'm curious how/why you interpret "deter" as "attack on sight".
The phrase I was interpreting was "deter, harass or kill".

if I move the geographical location of the siege from "immediately outside the city" to "in the desert", it is no longer acceptable.
I don't understand this. How can you lay siege to a city other than by being immediately outside it?
 

I assume by "local market", you mean Planet Earth, or something similar.

I would have thought so, but I was recently informed on this board that some cities enjoy much more diverse playgroups than mine does. The idea that finding a FATE or other "indie" playgroup was difficult was regarded as ridiculous. ::shrug:: Grass is always greener, I guess...

I think 5e (and a lot of other games) could do a much better job of explicitly stating the design objectives. Different games seek to achieve different results, and much of the Edition Wars (or System Wars) boil down to the mesh of the system with the group's play objectives. The game system may well deliver exactly what it set out to deliver, efectively and elegantly. I'd classify that as a well designed game. But, if what it set out to deliver is a poor match to the game experience I, or my group, wants, it is a very well designed system that I don't want to play as it does not deliver, or set out to deliver, what I want in a game.

Very much so.

If 5e tries to be all things to all people, I expect it will, at best, deliver marginal results across the board. It will do many things, likely passably and maybe some quite well, but it won't do any of them as well as a system focused on delivery of that type of gaming experience, and not trying (or pretending) to be all things to all gamers.

I tend to agree. Even 4e, much derided for it as it may be, isn't as good (IMO) at creating a narrative game the rules-light(er) systems that start with that idea. Whether 5e can start with an agnostic core and then bolt-on sufficient support for the various playstyles is an open question, AFAICT.

I think 3e and 4e (with limited experience regarding the latter) are both good, solid games. They are both, however, different games from their predecessor editions. I would classify 3.5 and Pathfinder as "edition" of the same game as 3.0, but I would classify 2e and 4e as different games, not different editions of the same game.

I think its rather difficult (as well as possibly inflammatory, nowadays) to classify such things with such distinction. I think it makes more sense to talk about how closely one game is related to another (like cladistics from biology.) In my head:
Code:
D&D
   O/BD&D
      Holmes
      Moldvay
      Mentzer
   AD&D
      1e
      1e + Wilderness Survival Guide/Unearthed Arcana
      Second
         2e + "Complete" books
         2e + "Options" books
   WotC D&D
      d20
         "Official"
            3e
            3.5
         PF
      4e

Although that's mostly on mechanical "DNA" not playstyle support, feel, or other subjective bits.
 

/snip
It appeared pretty coincidentally when Hussar tossed it between the centipede and the city gates too.

Sigh. You do realize that I did say that I would find the situation rather contrived when it first appeared. And, it wasn't me that would add this complication. As a player, I likely wouldn't have a large issue with it, but, it wasn't my idea.

I don't see anything wrong with some mystery. That seems to be a key difference - I don't need to see the links (but then I'm OK with there not always being a link).

And that, right there is the primary difference. I have no interest in a campaign that has events which are not tied to the group template. I'm just not. Which is generally why I don't mind AP play, since AP play tends to be pretty tight. Not always, but usually.

So nothing truly unexpected in your game. Got it. He must be connected, and immediately demonstrate that connection. Not so much when I play - we chose to hire a bunch of thugs and cutthroats, so maybe we get one who's not as discriminating. If half a dozen guys offer you, say [10 gp vs 2 sp = 50x a day's wage, so call a day's wage $300 - $15,000] they offer you $15,000, half up front and half when the jobs done, to come help them with a quick little job today, are you likely to take them up on it? I think my SpideySense would be tingling.

Would the adventurers (at L1) leap at the chance to earn a princely 25 gp for going out and helping kill something?

LOL, for someone who takes great pains in pointing out that his example isn't just about killing the PC's, suddenly we're hiring thugs and cutthroats? Why not caravan guards? We are in a city after all. Surely there are guards in need of hiring? But, no, again, we see how you immedietely choose the interpretation which is most punishing to the PC's.
 

/snip
I suspect it is at least equally likely that Hussar now has no buyin for either desert or toil in Genenna, and the GM is at fault for presenting multiple unacceptable approaches. In the initial posts, I thought it was pretty clear that his position was "city now - that is what we are invested in". Then he became accepting of "siege delays city", and now, it seems, of "choose between desert or Gehenna delaying city". I'm unclear what happens if we get a couple of players now invested in each of Gehenna and the Desert, with one invested only in the City.

Why would you assume that? I've repeatedly stated that it is character buy in which determines whether or not a scene could possibly be skipped. Granted, before I was using the word relevant, which is unfortunate because it has caused a lot of the misunderstanding.

But, getting buy in with the choice is pretty easy.

The demonic merchant (who is giving you the choice) says, "Ok, you can plane shift to the wasteland and make your way to the city on your own. The wasteland is filled with nasty, dangerous stuff that is going to try to stop and/or eat you. The toils in Gehenna will net you a direct ticket to the city, skipping the desert, but, you will have to do evil stuff in the time you are there."

Add in a time dependency on the goal and you've got buy in. Do the players choose the wasteland, thus preserving their morality, but risk failing to reach the goal in time, or do they sacrifice their morals for the greater good? Presuming that the goal, of course, is the "greater good".

Now you have instant buy in for whichever choice they make. Maybe they can keep their morals and still get through the desert in time. Maybe they can try the toils, but not really do anything evil. Play with fire sort of thing.

In either case, now the players are bought into whichever course of action and it would be very surprising to see anyone want to skip it. Particularly in light of a group which has very open group goals and agendas.

I'm curious how/why you interpret "deter" as "attack on sight". Howwever, I think all my example has done is back the thread up 50+ pages to "if it is in the desert, it is not possible for it to be relevant". So we're back to geography - if I move the geographical location of the siege from "immediately outside the city" to "in the desert", it is no longer acceptable.

The problem here is that you keep insisting that relevancy=buy in. That isn't true. The scene could be very relevant to the campaign, but still have zero player buy in. This is still my bad for insisting on using the word relevant about ten thousand times. :(

Im seeing a lot of "I want the one specific thing I am invested in right now", and not a lot of "jumble up the elements and surprise me", in much of the discussion. I don't think XYZ from the characters' past showing up for a Grell-killing position, for example, would have gone over that well.

But I suspect a lot of difference exists between the polar-appearing positions expressed early on and the actual play at the table - Hussar's recent comments on normally just going along with the GM's plot, even though he's not really invested in it, differ considerably from "any delay of Grellquest or City Arrival is wholly unacceptable". I'm starting to sense a bit of a linear focus - "once the specific plotline is embarked on, nothing extraneous should interfere until it is resolved" is kind of the vibe I am now sensing from Hussar. Whereas I'm still good with multiple plots intertwining - but there comes a point where the focus is on resolving one plot, and a player so focused logically may not appreciate any distractions from that shorter term goal.

Why would leveraging the PC's past not go over well in a group where that past is known and accepted by the group? That would be perfectly acceptable in my group. Not only would that NPC from one PC's past have buy in from that player, but at least two other players would automatically have buy in as well. At worst, the NPC would be two steps removed from any PC at the table.

But, bombing in that NPC from the PC's secret past that no one knows about? Yeah, I'm going to be eye rolling on that one. I'm not here to watch someone play their own lone wolf game with the GM.
 

/snip
D&D
O/BD&D
Holmes
Moldvay
Mentzer
AD&D
1e
1e + Wilderness Survival Guide/Unearthed Arcana
Second
2e + "Complete" books
2e + "Options" books
WotC D&D
d20
"Official"
3e
3.5
PF
4e
[/CODE]

Although that's mostly on mechanical "DNA" not playstyle support, feel, or other subjective bits.

To me, if you are going purely by mechanics, I'd definitely group 4e under 3e/3.5. Mechanically, there aren't that many differences between 4e and 3.5. To the point where you can plop a 3.5 player down at a 4e table and he could read the character sheet in a couple of minutes and understand what he's reading. Particularly if he'd ever used things like Bo9S.

OTOH, you cannot do that with a 2e to 3e player. Everything on that sheet has a different meaning. Numerous basic mechanical elements (bend bars lift gates under strength, resurrection survival under Con) don't exist at all.

Very, very few strictly mechanical elements appear on a 4e character sheet that weren't on a 3e one in some form.
 

To me, if you are going purely by mechanics, I'd definitely group 4e under 3e/3.5. Mechanically, there aren't that many differences between 4e and 3.5. To the point where you can plop a 3.5 player down at a 4e table and he could read the character sheet in a couple of minutes and understand what he's reading.

Ah. And, you see, I'd stick 3e in the same basic branch as 2e, but 4e in it's own branch. 4e's power structures are rather removed from how the 1e/2e/3e branch designs classes, and those are fairly central to the game. I find it far easier to convert 2e material to 3e, than 3e to 4e, for that reason.

Which is only to say, cladistics aren't as simple as one might think
 

The problem here is that you keep insisting that relevancy=buy in. That isn't true. The scene could be very relevant to the campaign, but still have zero player buy in. This is still my bad for insisting on using the word relevant about ten thousand times. :(

You were using it correctly and so was he. You were just using it as relevant to different aspects. I got what you meant without any need for clarification and others did as well. You don't need to take any blame for that, any more than anyone else using the word to apply to a different aspect of the game, whether that's player goals, character goals, DM goals, campaign goals, or soccer goals.

Cheers
 

To me, if you are going purely by mechanics, I'd definitely group 4e under 3e/3.5. Mechanically, there aren't that many differences between 4e and 3.5. To the point where you can plop a 3.5 player down at a 4e table and he could read the character sheet in a couple of minutes and understand what he's reading. Particularly if he'd ever used things like Bo9S.

OTOH, you cannot do that with a 2e to 3e player. Everything on that sheet has a different meaning. Numerous basic mechanical elements (bend bars lift gates under strength, resurrection survival under Con) don't exist at all.

Very, very few strictly mechanical elements appear on a 4e character sheet that weren't on a 3e one in some form.

That's why there's a "WotC D&D" clade;), also see below.

Ah. And, you see, I'd stick 3e in the same basic branch as 2e, but 4e in it's own branch. 4e's power structures are rather removed from how the 1e/2e/3e branch designs classes, and those are fairly central to the game. I find it far easier to convert 2e material to 3e, than 3e to 4e, for that reason.

Which is only to say, cladistics aren't as simple as one might think

I don't think "ease of conversion" or "understand what he's reading" equates to "mechanical closeness" very well. In the extreme case, plenty of D&D campaigns have been converted directly to other systems without skipping much of a beat. I've personally done it with Fudge & FATE, I've seen it done with GURPS and Champions, and I know that others have done it with a "hacked" version of Marvel/Cortex+. Additionally, it will depend to some degree on the familiarity of the convertor with the relevant material. In the other direction, two games could easily be created with very similar mechanical structures yet be extremely incompatible (radically different numerical scales, for instance).

Technically, as I understand cladogram building, we'd have to make a list of "characters" (mechanical features, not PCs) for each game and then compare what each edition shared. My memories of some of the older editions are too foggy to create a very reliable chart on that end of the family tree. However, traits like "Ascending ACs", "Skills with ascending DCs", put 3 & 4 in the WotC clade, while traits like "Fort, Ref, Will are defenses" instead of "saves", put 4e outside the 3e clade. At least as I see it. Trying to do it with subjective criteria makes the cladistics process go all wahoonie-shaped. (A problem that sometimes occurs in biology/paleontology as well, as I understand it.)
 

But everytime it is suggested that encountering refugees in the desert is no different from encountering the city under siege, an implicit assumption being made is that there is no difference between describing a situation which the players can't leverage for their known goals without first obtaining more backstory from the GM, and describing a situation in which the players can do so

Again, I don't think this is the binary switch you imply. "There is a small army surrounding the city" does not flow to "immediate leveraging". Do we recognize whose livery are they wearing? Can we identify the person(s) we might best negotiate with? Or do we need to interact (or take some other actions - spy, scry, whatever) in order to learn more and apply the desired leveraging? I agree we are closer with "there is a large army encamped about the city" then with "it's a desert, all right", if that's any consolation.

The refugees and/or nomads are a carved stick. The players can reasonably infer the GM expects them to be able to do something worthwhile with them, but until they extract more information from the GM (eg by making Insight checks, or History checks, or declaring PC actions of going up and talking to the refugees) they don't know how their PCs are fictionally postioned in respect to this potential resource, and hence can't take active steps to leverage it.

Those sound similar to the actions I would take regarding the siege. Go figure!

But all the examples I mentioned - movies together, cooking and dining together, carpeting the loungeroom - do incorporate such a premise. Yet they happen.

They often happen with some of the group opting out. I find it rare a group wants to go see a movie, one member says "Nah" and the rest decide they will never see that movie.

The phrase I was interpreting was "deter, harass or kill".

Three options, rising in severity. What do you expect the besiegers do?

I don't understand this. How can you lay siege to a city other than by being immediately outside it?

A blockade can, as I said, accomplish much the same results as a siege, denying resources to the location to weaken it for later conquest.

Sigh. You do realize that I did say that I would find the situation rather contrived when it first appeared. And, it wasn't me that would add this complication. As a player, I likely wouldn't have a large issue with it, but, it wasn't my idea.

I do recognize all of those things. That siege was OK, another was not.

LOL, for someone who takes great pains in pointing out that his example isn't just about killing the PC's, suddenly we're hiring thugs and cutthroats? Why not caravan guards? We are in a city after all. Surely there are guards in need of hiring? But, no, again, we see how you immedietely choose the interpretation which is most punishing to the PC's.

Because you are not hiring guards. You are hiring people to assist you to go forth and kill a sentient creature. Guards defend. That is not what you are hiring.

The demonic merchant (who is giving you the choice) says, "Ok, you can plane shift to the wasteland and make your way to the city on your own. The wasteland is filled with nasty, dangerous stuff that is going to try to stop and/or eat you. The toils in Gehenna will net you a direct ticket to the city, skipping the desert, but, you will have to do evil stuff in the time you are there."

Add in a time dependency on the goal and you've got buy in. Do the players choose the wasteland, thus preserving their morality, but risk failing to reach the goal in time, or do they sacrifice their morals for the greater good? Presuming that the goal, of course, is the "greater good".

You place a lot of stock in the forthrightness of demonic merchants engaging in full disclosure as a selling strategy.

Now you have instant buy in for whichever choice they make.

Or you have the complaint that the GM is just providing two choices, neither of which have player buy-in.

Nothing to add to the rest, really - same logic that everyone I know would already know everyone I have ever met, same disagreement.
 

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