Recapping the definition...
The notion of "GM force" was introduced into this discussion by me, @
Manbearcat , @Twosix and @Campbell . By "GM force" we mean what @
Manbearcat has described about half-a-dozen posts upthread, namely, the imposition of the GM's will onto the fiction in disregard of the outcome of the action resolution mechanics.
A few pages back I asked:
So, (i) is it inconceivable that you would ever write a bad combat encounter, or (ii) would you let half the party die, or (iii) do you reserve the right to alter your pre-written encounter but have never needed to?
That generated...
I always pick (ii), because I let the players choose the combat encounters, which is nice because I don't have this massive responsibility to make sure everything runs smoothly. What I can screw up is the amount of information the players have - either through poor setting design on my part (whoops, that dragon should have left some signs of its presence/I forgot to mention the acid-melted trees & ogre bones) or miscommunication.
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Normally, before presenting the dragon, I'd say something like "Hang on guys, I forgot to mention: [blah blah blah]. Do you still want to go through with your action?" If I really screwed up I'd ret-con things, though that's a last resort. Still, you do what you gotta do to maintain player agency.
On (ii) and (iii) together. (i) plays into this. I want the math/encounter budgeting to be tight so (ii/iii) never sees the light of day. In terms of real play, as you can see above, I let the party die even if its due to my incompetence (which it has been before as above). I couldn't fudge things if I wanted to (which I don't and I won't). My table has a very severe "gamist" bent to it. My players want to overcome challenges and they want the legitimacy of their strategy/tactics/deployed resources/synergy to be actualized for better or for ill. The numbers and dice are out in the open.
My game is not as focused on the playes overcoming challenges as LostSoul's is, so I'd be less likely to implement (ii) as you've written it. The ony time my 4e game had a "TPK", I gave the players the option of choosing whether or not their PC died. One chose that - he wanted to bring in a different character - but the others wanted to keep playing the same characters, so in the next session they regained consciousness locked in a gobin prison cell (the TPK had been at the hands of supernatural forces summoned by the goblin hexer).
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When an encounter is actually taking place, I might introduce additional forces and complications, or not, depending on how things are unfolding both mechanics and story-wise. But that is not "being final aribter of events and outcomes". It's injecting more fictional material for the players to engage.
Thank's for the detailed replies!
Thinking about it, one of the first big campaigns I played in seemed to follow (ii) when needed like @
LostSoul; and @
Manbearcat; discuss... it also had a massive death rate (1/4 of the party every night?) that was part of its charm and must color my views to at least some extent. There are some I've run that didn't stretch things to save the party, and it became clear to them early on that player death was not being avoided when it came up naturally (and, given that we didn't have the tight 4e encounter building, it certainly did come up).
For some others I've played in, I'm not sure if the DM was using Forcing or not. In many of the games that involved detailed character creation that impacted the campaign design and/or those where the characters had survived quite a while, I think the death rates were certainly lower than would be expected for games (1e, 2e, 3/3.5) that don't have the tight encounter budgeting of 4e.
I need to think more about @
pemerton;'s response (quoted above), the additional points in #516 and #527, and read @
Manbearcat;'s encounter example from earlier in this thread.
I'm thinking that when I have more time to mull it over it might be easiest to start another thread to explore them in detail. In particular I'm interested in
thinking about a taxonomy of encounter running styles and just hearing what other people use and what divisions they think there are and what their implications are to players with various preferences (and not about what the rules allow or what the one-true-way is). GM forcing would be just one part of this.
For example, say we start making a Venn diagram beginning with a circle for those who write-up the encounter, and once it is written up run it through entirely according to the rules and obtained dice rolls with no modification and without resorting to any possibly-RAW-sanctioned-fudging. (This seems to be where @
LostSoul; and @
Manbearcat; are -- please correct me if I'm wrong).
@
pemerton;'s game seems like it would fall outside this circle - death might be adjudicated into something else in spite of how the dice came up (in consultation with the players) and additional forces and complications can be added to modify the in progress encounter.
Most of the games I run would certainly fall outside that circle to varying degrees - in some games I might have ad-hoc reinforcements come in, decide an enemy NPC has an extra spell slot or potion mid-combat, adjust the hit points of the foes on the fly (up or down), reduce the rolled damage caused to a PC near death, and/or fudge a die roll if luck is making it seem like it isn't working. I also certainly don't usually have a list of required skill-check values for most things set-up in advance.
It seems like some of these aren't that far out of @
pemerton;'s play style while others of them have crossed several lines (and certainly meet the definition of Forcing). I don't think I mind using most of these on rare occasions... but I'm afraid my lack of preparation time is giving me an excuse to use them far too often and that the players have an inkling once in awhile that I'm taking too much of their agency (although they haven't complained).
The setting of skill-roll-difficulties and determination of what skill rolls are possible feels to me like it falls into that somewhere. Also, the interaction of the chosen style with the general lethality/non-lethality of the game and amount of work sunk into character creation could be interesting as well.
In any case thinking about where the lines are and what the ramifications of crossing each one are seem's like something I should do more as a DM.
If someone else wants to culling out the relevant parts of the previous 564 posts and beat me to starting another thread... I certainly won't complain! 