• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Fighters vs. Spellcasters (a case for fighters.)

When you say "equally common in everyone else's D&D games" are you therefore denying that I (and others) are playing D&D? Or that we're misdescribing our own games?
Refer to the post I made well above about how certain aspects of your DMing style would be considered extremely "forceful" by a group that was not used to your style. I think you're misrepresenting your game if you describe yourself as being a DM who doesn't use this "force".
 

log in or register to remove this ad

Are you intending to suggest there is a significant difference between:

(a) “No, you cannot use diplomacy”
(b) “No sense rolling – your diplomacy cannot succeed”
(c) “OK, roll. That makes what? OK, let’s see…muttermuttercarry the onemutter nope, you failed”?
I wasn't - I was suggesting that there is a difference between telling a player when s/he builds a PC "You know that I don't use the PHB Diplomacy rules in my game", and vetoing or overriding a Diplomacy check in the course of actual play.

But there is also a difference between (a), (b) and (c) above, yes. The first is a veto. The second - at least as I would utter it at my table - is a statement of the game mechanical possibilities (and it encourages the player to look for a bonus, eg by offering the chamberlain a bribe). The third strikes me as deceit, and I tend not to prefer that in GMing.

sometimes the right answer to “it should have worked” is “sure looks like it – I wonder why it didn’t.”
This relates to what [MENTION=386]LostSoul[/MENTION] said upthread - if you are playing without GM force, then deceiving or tricking the playes is tricky. I would generally avoid the sort of answer you suggest here.

If I declare my character will shoot the fly off a pig’s back from 500 yards, the GM can, in my view, tell me it fails.
That's not an instance of GM force, though - that's just applying the action resolution rules. (If the PC's weapon has a 500 yard range, of course, then it's a different matter. I don't know how 3E handles maximum ranges, but in 4e, B/X and AD&D I don't think there is any non-magical ranged weapon with this sort of range.)

Let’s take an extreme example: Player A is making a new character for the medieval fantasy game in progress. He tells the GM his concept is a laser rifle wielding cyborg. I suspect the other players, as well as the GM, will not appreciate this deviation from the campaign norm, and the GM says “make a character that fits”. I suppose that is GM force, but I suggest it is GM force applied in accordance with the group social contract. Do we really need to get all the players together and pitch the concept?
This is not GM force in action resolution, which is the principal topic of discussion in this thread. Nor, in your example, is it even GM force at all. It is group consensus.

The game also features True Blue Heroes, and Player A decides to bring in an Evil Necromancer. Should the GM allow the character, as it is allowed under the mechanics?
This also strikes me as an issue of group consensus. I don't see why it's a unilateral matter for the GM.

(a) He’s in and the PC’s must accept him because he has PC Halo?
(b) He’s in but the PC’s can decide whether or not to adventure with him
(c) He’s in and when his true colours are revealed, and he is challenged, he drops a point blank high damage spell, killing most or all of the PC’s, but the GM retcons their survival?
These examples don't really fit into my own experiences of running games. By my lights, they already suggest a high degree of group dysfunctionality. With respect to (c), in particular, we seem to have an issue that cannot be resolved by GM force. The last time in my game that one of the PCs sacrificed another on the altar of an evil god, the issue had been discussed out of game in advance by the two players.

In my game, I have two PCs who wholeheartedly serve the heavens, two are devotees of the Raven Queen, and one who is a chaos drow with an uncertain relationship to the Primordials. The tension between them is increasing. Its resolution, one way or another, is likely to be the climax of the campaign. It's not my job as GM to unilaterally step in and pick a side or veto one group of players.

I also suggest Anhehnois’ players have delegated him the authority to use GM force because it makes the game better for them.
Who is disagreeing with this. You may have forgotten, but I was the one who introduced the issue of playstyles into this discussion, in order to explain to [MENTION=29841]cyclone[/MENTION]_Jester why you and other posters may not have trouble with wizards in your games. I've never said that GM force is a bad thing that should be expunged, nor that it does not play an important and valuable role in your games

It is you and [MENTION=17106]Ahnehnois[/MENTION] and [MENTION=221]Wicht[/MENTION] who seem to be trying to persuade me, however, that it is a significant feature of my game also; and hence that I am wrong to look for different sorts of solutions to issues about caster/fighter balance.

Maybe Teleport is making the game less fun. Then we ban or restrict Teleport.
That is not GM force, at least as you describe it. "We" is table consensus. Also, you seem to be talking about something that happens outside the context of a particular moment of action resolution. That is very different from the assertion, upthread (from memory, by Ahnehnois) that the GM has final authority over all events in game.

What I don’t get is the same antagonism suggested on some of these posts. These strike me as competitive game play
You are the one who introduced the example of a GM vetoing a players declaration of a Diplomacy check by saying - without regard to the Diplomacy check result - that the Chamberlain sticks his fingers in his ears and says "I can't hear you! I can't hear you!" I am 100% with [MENTION=22779]Hussar[/MENTION] that I woul leave a game in which that happened. In my view that is antagonistic GMing of the worst sort.

In general, my dislike of GM force is not connected to antagonism, however. It is because - a bit like [MENTION=6695799]ImperatorK[/MENTION] - I am at the table to play a game, in which my choices have a significant influence on the fiction. I am not there simply to emote my character and learn what the GM thinks is a fun story.

Making the Paladin’s mentor actually a disguised Demon Prince? Not so much.
For me, that depends a lot on who introduced the mentor, to what end. I could imagine situations in which that could be quite fun, but others in which it would be a dick move. I don't think there is a right answer abstrated away from questions of who introduced what bits of backstory in what context, using what resources, and for what end.

Is this not you, the GM, exerting GM force to override the consequences of the mechanical action resolution system?
No. The 4e rules leave it open to narration what happens at 0 hp - death or unconsciousness.

Same emphasis you have made the determination when and whether they can be raised.
No. The player has determined whether or not the PC will come back to life. I have adjudicated the relevant fiction. For instance, the first time the wizard died I asked the player whether or not he wanted to keep playing the PC. He said that he did want to, and that he thought there was something at the place where he had died (a ruined Nerathi watchpost) that he would be sent back by the gods to reclaim. I decided what exactly that thing was - a sceptre which, a little later in the campaign, I decided was a shard of the Rod of 7 Parts.

This was the beginning of a continuing development of that PC's relationship to the gods. At the start of the campaign we thought he was a lapsed human devotee of the Raven Queen. It now turns out that he is a multiply reincarnated Deva who has long been serving Erathis and Ioun, with the Raven Queen's role being mostly the oversight of his fate and incarnations. As well as these elements of backstory worked out in the course of play, there have also been character developments that have themselves occurred in the course of play, so that he now also serves Vecna, Bane, Levistus and Pelor.

This is a typical example, at least in my gaming experience, of shared authority over backstory, and shared authority with the players in determining what events occur within the game's fiction. I was not the "final arbiter" of this shared fiction.

WHOA THERE – didn’t you just extoll the virtues of 4e encounter math? Why, if it works so well, did you need to introduce additional forces and complications at all?
Because it's fun? As I've already indicated in posts upthread, I'm not running a Gygaxian game, or really a wargame-y game at all.
[MENTION=6701124]Cadence[/MENTION] raised the issue of TPK. I said that I avoid TPK's, on the whole, because 4e encounter building guidelines are reliable. But there can be any number of reasons why it is fun to pile on the pressure as an encounter unfolds. Here is an example I posted about 18 months ago.

And yes, your choice to introduce more adversaries is GM force, no different from changing the opponents’ hit points in the course of the battle.
Of course it's force - it's GM authority over scene-framing. It's also very different from changing hit points in the course of a battle - it's not interference with action resolution (and thereby with the players' attempt to make it true in the fiction that a certain foe is defeated).

Do the players get to decide things are going poorly, so therefore the cavalry shows up? If not, how is it equitable that you can decide things go too well and add obstacles?
It's not a question of equality. It's a question of resources. What resources do the playes have to make the cavalry turn up? In 4e the answer to that question is "Not very many" - that's just the way the game is built. Instead they have resources - healing surges, daily powers, action points - that allow the PCs to draw on their inner reserves. And if things are going poorly, the players are entitled to deploy those resources without need my permission first.

Contrast Burning Wheel, which has fewer of those sorts of resources for players, but does have a mechanic whereby the NPCs the PCs need to help the can turn up - the Circles mechanic. And if playing BW, then the players absolutely would be entitled to make a Circles role, and I as GM would be obliged to adjudicate that within the confines of the rules.

I can’t think of an RPG I’ve played for any length of time that lacks a statement, somewhere, that advises that the rules be changed if they are not contributing to the fun.
From memory, neither Marvel Heroic RP nor HeroWars/Quest talks about changing the rules. Both The Dying Earth and Burning Wheel strongly suggest doing it the way they say, because it will help the game deliver the experience it is promising.

So, if the fighter said “I want to see the King now, and you are in my way”, then proceeded to exercise his melee skills on the Chamberlain, should that get him an audience with the King as desired, or is this a problem his skills cannot solve?
That depends a lot on other features of the situation, and the resolution mechanics. If the PC is Conan, though, the answer should be "absolutely!" - assuming that the player really does succeed on his/her skill checks. It's a weakness of 4e - to give one salient example - that it has only mediocre rules for integrating these sorts of combat actions into what is essentially a skill chalenge situation.
 

Refer to the post I made well above about how certain aspects of your DMing style would be considered extremely "forceful" by a group that was not used to your style.
Which bits?

I think my approach to framing confict would be considered forceful by a group used to sandbox play. I can't really see how my approach to action resolution could be considered forceful by anyone.
 

It would be really interesting to see if something equivalent is stated in 4e, though I don't know and don't have ready access to it.

Not sure what the original context was...but the 4e DMG has some very well written sections to it and I consider it the best DMG since Gygax's 1e DMG.
 

Not sure what the original context was...but the 4e DMG has some very well written sections to it and I consider it the best DMG since Gygax's 1e DMG.

Are there any quotes in the 4e guide which tell the DM that sometimes, in the interest of everyone's enjoyment, or the flow of the game, he is going to have to change or ignore the game rules, but that he should do so judiciously?

We have read Gygax's words in the 1e DMG to this effect, though some deny that he meant what he said, we have read it in the 3e DMG, and its in the Pathfinder Core rules. So is the same thing in the 4e DMG?
 

So, it has been stated repeatedly that the Basic Moldvay edition did not have any nods to so called "DM Force." However, on page 60 of my copy, I find several examples of the concept, telling the DM to be flexible, to be willing to ad-lib story and to not be surprised if something crops up that's not in the rules. And then there is this paragraph...

Moldvay Basic said:
"The DM is the Boss" The DM decides how these rules will be used in the game. A good DM talks about problem areas with the players and considers reasonable requests by them. The players should realize, however, that the final decision is the DM's: not theirs, and not this booklet's! If a disagreement holds up play, the DM may make a temporary deision and talk it over with the players when the adventure is over. If a player disagrees strongly enough, he or she may quite the game. It is up to the DM to create an adventure the players can enjoy.

So there you have it. The idea seems to be presented verbatim in every edition, young and old alike (though still waiting on someone with a 4e DMG to see if its anywhere in there).
 

I wasn't - I was suggesting that there is a difference between telling a player when s/he builds a PC "You know that I don't use the PHB Diplomacy rules in my game", and vetoing or overriding a Diplomacy check in the course of actual play.

Strawman. Nobody suggested a game in which Diplomacy never worked. What we have suggested are 1) situations where diplomacy will not work, and 2) the fact that the rules are pretty clear (especially in PF) that Diplomacy is subject to DM discretion from beginning to end.


You are the one who introduced the example of a GM vetoing a players declaration of a Diplomacy check by saying - without regard to the Diplomacy check result - that the Chamberlain sticks his fingers in his ears and says "I can't hear you! I can't hear you!" I am 100% with [MENTION=22779]Hussar[/MENTION] that I woul leave a game in which that happened. In my view that is antagonistic GMing of the worst sort.

It seems to me that you are begging the question that it is a GM being antagonistic. Perhaps the Chamberlain is crazy. Perhaps he is possessed. Perhaps he has such a seething hatred of the PCs because of their arrogance that he is beyond being reasoned with. Perhaps there is some valid, in game reason for the behavior, all according to the rules, which make this occur and the person that throws a temper tantrum and storms out will not have the pleasure of finding out what the reason is.

Likewise, the example given of a moat that pushes swimmers out seems to me a perfectly reasonable thing to have, especially if its explicitly part of the adventure. I could easily, using the rules as written, design a moat where swimming was deadly, impossible, or the moat simply repelled all comers. That is, using the rules (no need for DM highhandedness), it is easy to create encounters that challenge the players normal thinking and calls for a different resolution mechanic than that which the players might expect. This has been part and parcel of the game since the beginning and it strikes me as passing odd that someone would object to it.

In general, my dislike of GM force is not connected to antagonism, however. It is because - a bit like [MENTION=6695799]ImperatorK[/MENTION] - I am at the table to play a game, in which my choices have a significant influence on the fiction. I am not there simply to emote my character and learn what the GM thinks is a fun story.

One of the things that is annoying me about this whole "DM Force" debate are the constant assumptions being made about other people's games. It seems like, to suggest that the DM is the final arbiter of the game, must mean to some that the DM makes sure everything turns out exactly as he desires. Which to me, is going from point a to point b and then jumping way-over to point Z without touching any of the points in between.

I like to think that I am a good enough DM, that if I want an event to go a certain way, I can manipulate the players into making the choices I want without ever changing the rules, and, full confession, I have done that at times. I have never, ever, that I can remember, changed a rule, or some in-game event because I did not like it. I have at times, done short retcons of a situation if the players point out that I forgot something major to their advantage. But the idea of changing things to tell some sort of story I want to tell is faintly repugnant to me and is not at all what I would suggest as good DMing. If I can't set up the situation before hand to go the way I want, then it turns out like it turns out. Now, caveat, I have at times, increased monster difficulty (at the start of the combat, using the PF templates, which is what they are for) because the party was larger, overpowered, or what have you. But that's not to make the game go my way, that is to keep it from being boring and is, I think, an example of good DMing.

But this is to say that all these examples some of you keep giving as to what constitutes "DM Force," are foreign to me. At the same time, I do think the DM is the final authority, and if he thinks something, in the game, should not work, because of this rule, that consideration, or what have you, his ability to do so, if he does it well, helps keep the game world running smoothly and maintains a higher degree of consistency and plausibility for events within the game world.
 

Which bits?
Forcing a player to use a skill for example. A player in my game expects to be told when their actions require a skill check, and often to have actions suggested to them based on the mechanical implications. If I never tell them that, I'm effectively making their skills worthless unless they explicitly declare they're using them. It's a significant problem for someone who is shy, doesn't know the rules, or simply is so into the game that they're not thinking along those lines.

Another example would be forcing a player to create a character within the rules as written, which I can't say I've done in a long time. I'm not 100% clear what you'd do if a player showed up to a table with a class he wrote himself, but I'm guessing it wouldn't be what I do (read it, and generally revise it with the player and try to agree on a workable version). Though in that (common, IME) situation, the "forcefulness" of any response is clear. You can either rewrite the rules, or tell the player no. There's no passive answer.

And, of course, as you admit, the challenges you set up are an enormous exertion of force.
 

The PHB (p 8) says "When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story." The Essentials Rules Compendium (p 9) says "The DM decides how to apply the game rules and guides the story. If the rules don't cover a situation, the DM determines what to do. At times, the DM might alter or even ignore the result of a die roll if doing so benefits the story."

I regard the PHB account of the GM's role as consistent with a range of GMing approaches, incuding both "wargaming" and "indie" play as well as "storyteller" play. I regard the Essentials account as a major change - fitting with certain retro aspects of Essentials - and consistent only with "storyteller" play, given that it empowers the GM to use force to suspend or override the action resolution mechanics. (This can also be related to @Hussar 's post upthread: the Essentials rulebooks don't explain what to do if the GM and the players have different ideas about what would benefit the story.)

I think an important aspect of "indie" style is that the rules aren't seen as modelling a shared fantasy, at least in the first instance. Their primary function is telling us who has authority, on any given occasion, to conribute content to that shared fantasy. Sometimes the GM has that authority; sometimes the players do.

I think these are good analyses, and I've got a lot out of reading your message here and in other threads, a lot of stuff I'd honestly never consider before. For argument's sake, I'll say that I think that this indie style is not absolutely trumped by anything written in a third edition if it was used by a skillfull and receptive DM. Applying arbitrary obstacles to player goals to frustrate a player for the purpose of maintining the DMs story isn't the only way to read the situation. What if the DM is applying realistic obstacles to player goals with the objective of both adding to the shared story and accurately arbitrating reality? The sequence would be exactly the same.

Just thinking out aloud.
 

Huh.

See, me, I would try to figure out in game a way around the situation using the tools available to me.

What you are in effect saying is that some obstacles, say a rude NPC, are simply unacceptable and that your character must always succeed in the exact manner you want them to succeed, to which I would ask, "Where is the fun in that."

But to each their own.

Actually, no. What I am in effect saying is that when the DM decides to arbitrarily change the rules, simply to protect his precious scenario and force the players into prescribed paths, I have no interest in playing.

We sat down, as a group, and agreed to play with these rules (whichever these rules happen to be) and the DM has basically stepped back and said, "Nope, these rules, that we all agreed to, don't apply to me".

I have no interest in playing with that DM anymore. Play by the rules or don't play, AFAIC. An umpire who calls strikes under the knees is a bad umpire because he's not playing by the rules. A DM who simply manipulates the game world to negate player actions is a bad DM. Or, at the very least, a DM I have no interest in playing with anymore.
 

Into the Woods

Remove ads

Top