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Fighters vs. Spellcasters (a case for fighters.)

So you are actually a data point confirming my suspicions, that most of those unhappy with the 3.x dynamic have moved on to other systems.

I do believe there are a few playing PF though they might prefer something else, but I do not think PF is dominating the market because the majority of its players are unhappy with it. Just the opposite.
I agree. People mostly play the games they play because they like them. I don't think that's exactly news.

Though, I certainly did run and play 3.5e for about 2 years after I discovered I didn't like the dynamic simply because it was the best option at the time. I wasn't going to convince anyone to go back to 2e. There was no other version of D&D out(since it was before 4e came out). We instead played 3.5e as the best choice we had. I'm sure there were actually 10 or 20 RPGs that would have suited me better. However, there was no way our group would agree to play any of them unanimously. We thought it was more important to play with our friends than play the system that was perfect for our tastes.

Plus, you eventually develop house rules and "rules of thumb" to get around the things you don't like in a system.

I think peer pressure and momentum has a LOT to do with what games people play. A large number of players have only ever played one or two RPGs in their entire life. Quite a few players of 3.5e and PF got into the game because one of their friends said "I'm going to run a game, you want to play. Trust me, you'll love it!" When you've never experienced another option, it's easy to overlook issues with the game.

Plus, 3.5e and PF both work fairly well in a certain, narrow, subset of play. As long as you stay below 10th level, you likely don't experience too many issues.
 

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Ok, the PC's know that the king is not seeing anyone and meet the chamberlain who tells them the same. The PC's charm the chamberlain successfully. Do they get to see king?

To me, it brings to mind the scene in Return of the Jedi when Luke charms the chamberlain to see Jabba the Hutt. And, look at the results. The chamberlain is blamed ("Weak willed FOOL!") while Luke gets exactly what he wants. Well, not exactly since I don't think he wanted to be dropped in with a rancour, but, he DID get to see Jabba and make his demands.

He did. He made his offers to Jabba – and Jabba refused. Now we have to interpret what happens on screen in game mechanics terms. Did Luke’s Diplomacy skill fail, or was Jabba simply unwilling to agree to Luke’s terms, ignored his words and sent him to the Rancor.

So let’s assume that the PC in question was fully successful in several Diplomacy efforts to even be admitted to see the Chamberlain before he was presented with a situation where the target simply will not be converted to the PC’s way of thinking by a Diplomacy check – he will not listen for enough time for Diplomacy to be effected. I suggest this is not because he has been granted blanket “diplomacy immunity”, but because he simply will not listen long enough to get beyond that -10 penalty, and the DC at that penalty, with any and all other modifiers (known and unknown to the players) puts any success out of reach.

Where my problem is is that EVERY chamberlain will be "immune to mind effecting". Every time the players try something that isn't specifically, and clearly delineated by the mechanics (and even sometimes when it is) they will get stopped in order to protect some nebulous concept of "Genre atmosphere".

Will there be times when skills don't work? Sure, no worries. Swim checks don't work in the desert after all. But, I think it's far more telling that many here seems to be presuming bad faith on the part of the player. Using charm is abusing the game? He's going to make the "scene boring to remove conflict".

I’m sure you and I have had this discussion before. It is unclear to me how you can, in one breath, assume complete bad faith on the part of the GM (if one Chamberlain is immune to diplomacy then everyone will be immune to diplomacy), but in the next breath suggest that everyone is inappropriately assuming bad faith on the on the part of the player. Why do players (even players who say “if, even once, the GM refused to allow my Diplomacy skill to work, I would pack up my bags and walk out’) get the presumption of acting in good faith, but the DM is always presumed to act in bad faith (“let him get away with not letting me roll diplomacy just once and the entire world will be immune”).

Problem is some players are utterly incapable of maintaining this divide, particularly when things get dangerous in the game. Where possible, player knowledge should equal character knowledge.

The king thing is a good example. When they get to the palace (and has anyone said yet why they need to speak to the king?) player knowledge and character knowledge should be the same as to what response to expect - e.g. if it's known the king doesn't like visitors the characters and thus players will (or should) either already know this or be relatively easily able to learn it. But if it's unknown (or uncertain, or even random) how the king will treat any particular set of visitors, neither the players nor characters should know what to expect.

Also, the reason for the rejection may well be something hidden. Example: the party has in it a Dwarf, the king is deathly afraid of Dwarves, but for diplomatic reasons this has to be kept a deep secret. All the party knows in-character is they're getting rejected time and again for no obvious reason, and the players have no reason to be told anything more until-unless they somehow gain this information in character.


As a player, I definitely find such play more immersive. As a character, my PC sees that the Chamberlain has rejected our entreaties. Do I know why? No. So I’ll look to what resources I can use to obtain that information.

I don’t want to be told that “Normally, the King loves receiving visitors from far off lands, like yourselves. But the King has been acting erratically for weeks, and the Chamberlain is afraid he’ll be executed for treason if he allows anyone in to see him, or even comments on his unusual behaviour. This is similar for everyone close to the King, so no one really knows that the King’s behaviour has changed markedly. Unknown to anyone, an evil Enchanter is visiting his dreams every night, and has convinced him that soon, he will be visited by a group of demons disguised as an adventuring group who will kill him and swallow his soul, so he must admit no visitors. And that’s why your Diplomacy fails. But, of course, your characters know nothing of this.”

I want to use the characters’ skills and the players’ ingenuity to work out what the problem is, and develop an approach to solving it, in actual play. It seems like [MENTION=29398]Lanefan[/MENTION] and I are on the same page in that regard. Others, clearly, are not.

stuff about levels

No real disagreement here. I think part of the problem, again, is failure to actually read what the spells do and how they work, and recognize their limitations as well as their benefits. That is exacerbated by the fact that these spells don’t see nearly as much use as lower level spells do. That also means the group is less likely to have reached a consensus as to the interpretation of any ambiguities.

The point about charming the chamberlain isn't that the player wants an auto success. That's not the issue. The problem is, the non-caster has one option for getting past the chamberlain (at least one that has any chance of success, I suppose he could try to kill his way to the top
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) and that's diplomacy. The casters get everything the non-casters get, plus they get the option of spells.

I would rephrase that the non-caster has only one option (interaction skills) to be immediately admitted to see the King. However, I don’t believe it is necessary, or even beneficial, for the non-caster (or the caster) to be able to obtain immediate access to the King. Perhaps there is more to the adventure than immediate access to the King. I’m good with that, as a player. This is the kind of thing that happens in the source material as well – our expectations are not met, and we have to figure out what to do next.

Could they kill their way in? This is where I as GM may seriously consider packing up my books and walking. Probably as a player as well. “Well, I’m frustrated that I don’t get exactly what I want precisely when I want it, so I will stop playing my character as a rational, thinking being and take a stupid, violent action to disrupt the game”.

Could they sit on the steps of the palace and moan and whine because things didn’t work out as they expected? Sure. But that’s not exactly the actions of a protagonist to me.

So maybe they should take stock of what they know, what resources they have and what options they can take next. Did we believe the King typically receives motley adventuring crews like ours? If so, maybe we need to Gather Information around the town and find out what has changed. If not, then we weren’t too bright with that initial approach. That’s not to say many of my characters wouldn’t try it anyway because they DON’T KNOW the protocols, so getting dismissed by the Chamberlain is what it takes for them to discover the King doesn’t receive walk-in commoners. As a player, I don’t expect to see the king, but the character I designed might just think that way.

But the game is, to me at least, about challenges. The challenge just morphed from whatever I wanted to see the King about to figuring out how to see the King. Well and good – a new challenge has been added. Let’s address it.

Are you suggesting that my group is secretly riven by conflict that they do me the courtesy of concealing? In which case I'll ask that you refrain from making pejorative judgements about people you don't know and indeed have almost certainly never met.

I am asking precisely the question I asked – is your group always in consensus, or are there occasionally decisions which need to be made so we can move on? That doesn’t mean the GM dictates their every action, but it may certainly mean that he decides whether we first follow the Raven Queen followers on their activity, returning to the other two, then spending some time with the chaos follower, and decides when to jump between them.

If you want a more formally accurate wording, how about along these lines: "I asked the player whose PC had died if, in the next scene that I frame, he wanted me to frame his dead PC into it somehow, or would rather have me frame in his new PC (which would obviously require him telling me something about that new PC)."

Let me requote from p 30 of the 4e DMG: When a character does die, it’s usually up to the players as a group to decide what happens.

OK, so you and one player made the decision that, according to your quote, was up to the players as a group. You offered the one player a choice, not the group.

Again, I don’t find that a bad approach. But it is an override of the rules you have quoted, and you have stated repeatedly that you follow those rules, and do not override them.

I’m unclear if you are you asserting that the group has delegated that decision making power to you*, so you can then share it with the player of the deceased character? Well and good, but I submit that is quite similar to Ahnehnois’ group delegating him the authority to make decisions in other areas for the good of the game. If deviating from the words written in the rules is “GM Force”, then the GM deciding to provide a choice to the player which is not a choice given him by the rules as written is “GM Force”.

*Ultimately, no one in the group possesses any actual authority that is not conferred on them by the group as a whole, so whatever the rules say about decisionmaking power is valid only to the extent the group accepts it as valid.

I don't see any ambiguity there.

Nor do I.

The rules indicate that it is not a GM thing but a group thing.

Ok, then the group should make the choice. Still with you.

I offered my player a choice - do you want your old PC or a new PC to be framed into the next scene? That is not GM force - the player can't participate in the next scene unless some PC or other is framed into it for him to play.

You did not offer the group a choice. You offered it to one player. You assumed that the others would speak up if they did not agree (and I assume Ahnehnois’ players will similarly speak up if they disagree with a ruling he makes), but you specifically redirected the choice from the group (as provided by the rules) to the player (not what the rules say), and yourself in that you took it upon yourself, as GM, to extend the choice.


Second, having quoted you the rule that says "when a character dies, it's usually up to the players as a group to decide what happens" you are trying to tell me that the rule confers authority upon the GM.

In several comments before you provided the rules quote, I believed the choice rested with the GM (hence granting you the authority to delegate that choice to the player). You have since quoted the 4e rules that state it is a group decision, which you took out of the group’s hands and gave to the one player.

Because the player wants to play D&D, with his friends, and to do that needs a PC. Which one? In this case, the player prefers the dead one to a new one.

I’m not discussing “win/lose”, gamist theory or gygaxian play. I am saying the rules said the decision of what happens on a PC death is a group decision, and you transferred that decision making power from the group to the individual player. In other words, you deviated from the rules as written. I’m not suggesting such a deviation was a bad thing. I think it was a good approach, and I accept it is a good approach in your group, and accepted by them. That does not change the fact that it is not the approach provided by the rules, so there is a GM Force aspect. What the rules say and what the GM did are not the same.

Framing the scene would be something along the lines of "You enter the antechamber. You see the king's chamberlain standing there as you hoped, but he looks impatient, angry even."

OK. Player A says “no he doesn’t – he looks happy and cheerful. And there is no one else in the room besides the Chamberlain, so no one will know if we use Charm spells on him.” I submit the player lacks the authority to change the scene in this manner. The GM has the power to set the scene, including the mood and attitude of the Chamberlain and the presence or absence of others in the room.

I set out in some detail why I don't like a rule which requires me, as a GM who has framed that scene, to now decide whether or not the player makes a check at full bonus or a -10 penalty due to an absence of mechanics for deciding whether or not an NPC will listen for a minute.

What mechanics did you use to set the Chamberlain’s presence, the others who are in the room, or the Chamberlain’s mood? ANSWER: none. You already had to decide whether the Chamberlain was there or not; who, if anyone, is there with him; and what his mood was. Why is it such a stretch to extrapolate whether he is, or is not, willing to listen to the PC’s diplomacy attempt for the required minute?

It's sheer GM fiat

Which differs from the fiat of the Chamberlain’s mood, his age and race, his general outlook on life, and the people in the room with him how, exactly? Setting the scene is largely “GM fiat”.

- as in, it seems to me to go like this:
Player: I start talking to the Chamberlain, explaining why it is so important that we meet the king. I am putting on my most courteous manner so as not to upset him anymore than he already is. I make a Diplomacy check.

GM option 1: Before you can finish you entreaties, the chamberlain storms off. You can make a roll at -10 if you like, to try and persuade him to hear you out.

GM option 2: The chamberlain listens with barely-concealed impatience. Make your check.

The player had to choose whether to attempt diplomacy, intimidation or a bluff (or any of a number of other actions). Why is it such an imposition for you to extrapolate from the Chamberlain’s attitude whether he is, or is not, prepared to listen to their entreaties? Why is that such a magnitude of difficulty greater than the initial decision that he is in a poor mood and not wanting to receive the PC’s at all?

Depending on whether I, as GM, choose option 1 or option 2, the chances of success for the players can change pretty radically. It's in my view a bad mechanic.

You chose the initial attitude of the Chamberlain, which also has a huge impact on diplomacy’s success or failure, didn’t you? Does that make diplomacy, as a whole, a bad mechanic? If the entire world can be set by random mechanical die rolls, then let’s just play ChartMaster and dispense with a GM at all. The GM’s role is, in part, to make decisions outside random rolls, set scenes that will be interesting, and not random, and make decisions just like this one.

How are these not examples of GM preconception as to how the scene will play out?

How is not allowing the player to use the Swim skill to swim through a sandstorm not an example of GM preconception as to how the scene will play out? Perhaps he should be able to Swim through the bad mood of the chamberlain and past it to the King’s chamber. Should the Rogue be able to use his Listen skill to hear the exact words which would persuade the Chamberlain to let them in to see the king, then repeat them? Perhaps the Fighter’s Great Cleave feat might carve through the Chamberlain’s poor attitude, making him cheerful instead, so he happily admits us into the Royal Chambers.

These are all clearly ridiculous approaches, of course, but they are also approaches that we have a preconception against them being the manner in which the scene will play out. To the cut scene issue, is it better if we don’t describe the room at all, but rather say "You enter the antechamber. You see the king's chamberlain standing there as you hoped, but he looks impatient, angry even. He is clearly in no mood to listen to any entreaties, and any efforts you make are dismissed as he summons the Guards to remove you. You now find yourselves back on the street." Seems a perfectly legit cut scene if success is impossible, but as a player, I would rather play out the failure of our efforts. Call me crazy!

What limits have I set on the fireballing mage. If the fireballing mage wants to kill the king's guards and thereby make his way into the king's throneroom, go for it! That doesn't strike me as very different from when the PCs in my game killed all the goblin guards and then made their way into the goblin king's throneroom (where they killed him too).

Now the diplomat wants his normal chance to influence the King to name them as Heroes of the Realm – and get on with it – the smell of scorched flesh is making me nauseous. Have his chances of success been altered at all by their approach?

Yes. Perhaps you are not familar with "say yes or roll the dice" as a technique. It means that you only invoke the action resolution mechanics if there is a disagreement, among the participants at the table, as to whether or not a proposed element can actually be introduced into the fiction - ie someone is not saying yes.

In the scenario you are describing someone is not saying yes. Therefore the dice have to be rolled.

But no player is initially saying No. It is only a couple of rounds into the battle, as the Chamberlain lies, beaten and helpless, that Player 2 considers his character’s moral conflict. It is the description of the activity which leads him, only in mid-scene, to NOW say “NO”.

it is, in practical terms, impossible to have action resolution that both (i) proceeds according to ingame causal logic, and (ii) ensures that thematic concerns are always front and centre. This is because (ii) requires frequent disregard of the details of (i). For instance, it requires handwaving travel in many cases, shopping in many cases, the details of how a room is searched in many cases, the details of resting and recovery, etc. And thereby substituting genre logic for causal logic.

I disagree. The fact that weeks of travel, several shopping trips and extended R&R are not detailed does not remove them from causal logic. It merely means they were not played out. “You travel for several weeks, mostly down well maintained roads which become better and better patrolled as you get closer to the capital. You now find yourselves standing before the gates of the city.” is pretty common in the games I’ve played. If there is something relevant happening in the travel time, then it may get played out in more detail, but I don’t know many games where we check for wear and tear on the horseshoes every four hours.

"Realism" and "verisimilitude" are red herrings for this particular issue, because nearly anything is possible (especially in a fantasy game), and hence even the most contrived scene framing can often be made plausible within the fiction by the proper deployment of background and framing narration. (Example of genre logic trumping causal logic in fiction: the hobbits meet Aragorn at Bree at precisely the time they need him to help them avoid the Nazgul; example of genre logic trumping causal logic in D&D: the PCs arrive at the temple just as the sacrifice is about to take place.)

And these are no different in most games, “Indie” or otherwise. But since nearly anything is possible, please tell me how I use Swimming to get past the Chamberlain to see the King.

I find it utterly remarkable that you read @Hussar 's posts in this way. All he is aksing for is that the GM frame scenes which make it clear to the players how they can successfully leverage their resources, via the action resolution rules, to change the fiction.

Where I see no reason that the players, on first meeting the Chamberlain, know the precise reasons he is unwilling (or unable) to admit the PC’s to see the King, but might have to actually work that out in play – leveraging their resources via the action resolution rules to change the fiction, but not in the first manner that springs to their minds as the eacy and obvious approach.

"...the exercise of GM "force" (I'm hating this word) to arbitrate (not necessarily constrain) action resolution, as well as fairly apply the rules of the system ensure the problem never arises in the first place..." would be a more correct interpretation, in my opinion.

I prefer that as well.

Let’s say I find diplomacy overpowered. It’s pointed out to me that, first, it actually requires a minute or more to engage a diplomacy roll (no, I say, they can always make the roll whenever they see fit), that retries do not generally work and even a success cant generally be improved on with another check (no, they can just keep trying and roll any number of time to gradually move anyone to Helpful, I decide – it only says a retry may do more harm then good, after all). Oh, and I interpret “helpful” as “loyal unto death”, since he “will take risks to help you”

Then I whine and moan that my game is ruined because the players just solve everything through diplomacy – it’s overpowered and it’s all the game designers’ fault. It wasn’t the game designer who chose to interpret every word on the page in the manner most favourable to the user of diplomacy – it was me.

It is not “GM Force” (overriding the action resolution mechanics) to rule that not everyone will listen for the required minute, that some actions (like securing an audience with the King when walking in off the street) will require a greatly increased time, that you cannot build success on success by a series of rapid rolls, and that “helpful” does not equal “sock puppet”. It is reasonable interpretation of the rules that does not overpower the ability.

FWIW, I also see nothing that says Diplomacy cannot be used in combat – talking down a dangerous opponent is quite consistent with the source material, as is being able to defend oneself (normally through pure defense, not attacking) while working to calm the opponent down. Should there be a penalty for “diplomacy in combat”? Sure. It probably bumps the difficulty up an order, so that’s generally a 5 point increase in DC on the DC examples table, so it’s a 5 point penalty (also consistent with Charm Person to some extent – probably another 5 point issue if you attack while debating). Tack on another 10 for trying to use the skill in a single round, and the likeliness that the target is Hostile, and it’s pretty difficult – but maybe All Out Defense and backpedalling will allow you to get the required minute. And it certainly is dramatic!
 

But, according to you, they cannot make "whatever in-character decisions they want". Using the chamberlain example, the player states, "I want to see the king. I talk to the chamberlain and try to convince him to let us in." Not an unreasonable course of action IMO. But, unless you call for the diplomacy check, the player cannot go any further. The player actually can't talk to the chamberlain until you allow him to.
There are so many setting-specific variables it's hard to make any meaning out of this example. Of course the player can talk to him. But the king may or may not be receiving visitors and may or may not even be there. The outcome of this interaction is more dependent on the culture of the kingdom, the current status of the king, and his policies on visitors than it is on any tacfulness the PCs may or may not have.

By and large, I'd dispense with the Diplo and simply let them talk to the king. On some occasions, I might set it up as a challenge, and establish a social context and work the Diplo check based on that. Then again, if there was some story reason I wanted to avoid the interaction, or if I was unprepared and didn't want to deal with that request, or if I just felt like saying no, I'd say no. I may have an answer in mind or dictated by known variables, or I may improvise on the spot. I may just roll some dice, and read the results like tea leaves to determine how favorable the circumstances are. Full range of possibilities.

In none of those examples have the players been robbed of the chance to control their character. They are welcome to talk to a character that I have established and try to convince him of whatever they want, but whether they get it or not is basically determined by me, and possibly by a die roll and modifiers. The player's influence is exerted in making the decision to try and talk in the first place; clearly, if the player doesn't do that then nothing happens.
 

We didn't establish anything. It's your camp that insists that players have no say in playing their characters. That's called railroading.

I don't recall anyone on the "pro-forcing" side being against the players having a lot of say in how things are going, especially for their players in particular. Aren't we saying that once in a while it seems to work better for our games if RAW or the dice-rolls are over-ruled by the DM? (And that this is explicitly sanctioned by all the versions except maybe 4e and OD&D).

Swiping the context of post #700, is saying that the rare use of DM forcing removes all agency from the players like saying that employees lose all personal investment in projects if their manager steps in and over-rules something even once? On the other, just like regular micro-management seems like it would make the employees feel un-invested, I think most of the pro-forcers would agree that over-use of it is definitely taking away say from the players and isn't a good thing.

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Where my problem is is that EVERY chamberlain will be "immune to mind effecting". Every time the players try something that isn't specifically, and clearly delineated by the mechanics (and even sometimes when it is) they will get stopped in order to protect some nebulous concept of "Genre atmosphere".

Will there be times when skills don't work? Sure, no worries. Swim checks don't work in the desert after all. But, I think it's far more telling that many here seems to be presuming bad faith on the part of the player. Using charm is abusing the game? He's going to make the "scene boring to remove conflict".

Yes to the first paragraph and the first two sentences of the second.

For the "presuming bad faith" -- I don't think that the pro-forcing side is doing that any more than a manager or NCO (back in #700) who has powers to step in and take various actions automatically assumes that the employees or non-officers are working in bad faith. That a parent can discipline a child doesn't mean they go around with bated breath waiting for the child to misbehave. (The problem with all of these analogies is that the person in place of the DM has more power over the others than the DM does... but I can't think of one where that isn't the case.)

For example,

Anyway, keeping those principles in mind, this is how I'd run the "audience with the chamberlain" scenario:

First I'd need to know the disposition of the chamberlain - not to you, but to the king.
<snip>
What I'm trying to do here is "maintain the consistency of the game world" and "remain impartial" by playing the NPC as if he were a real character. I want the players to be able to expect a chamberlain to act like a chamberlain, so that they can make decisions based off those assumptions. I also want to make sure that I'm responding impartially to the player's actions - I don't have any specific "answer" to the "puzzle" here - so that the players can try all sorts of different approaches, based on playing the game instead of reading my mind.

seems like good DMing to me regardless of the forcing side one is on. Is the difference that the forcing side would judiciously use fudging or over-turning RAW to maintain the consistency of the game world and to account for the NPCs place in the world as if he were a real character in that role, while the non-forcing side would have the Chamberlain fully fledged out and if they missed something in the description that led to something un-Chamberlainy happening then so be it? (Is forcing needed if one doesn't fully stat up major NPCs?)


On a tangent, this is why I have trouble with putting together a campaign that goes to the really high levels. What would the world be like if there were lots of high level people/creatures around who could charm/bluff/diplomacy there way in to see the king (or do lots of other things)? Would any castle from a really old successful empire default to having magically hardened walls, anti-teleportation auras, spells to automatically detect the invisible and evil intented, and have its main guards be charm proofed? If not, how did they manage to survive so long?

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I'm curious as to what you think of my reading - that he is concerned primarily (not exclusively, given the comments on fudging in certain circumstances) with GM authority over backstory and scene-framing, and therefore with GM authority over the PCs default fictional positioning - and not primarily concerned with massaging action resolution (again, comments on fudging being an exception but a pretty heavily hedge one).

I liked all five paragraphs there (#719 from "What does Gygax..." to "... in his writings.").

I don't think that's what was intended, and when you read columns in old Dragon mags about Monty Haul and friends, it's not how their play comes across. But I do think this may have been the textual seed out of which 2nd ed era illusionism grew.

I had to go check that I had put "partly tongue-in-cheek" and a smiley face around the quote in question (bottom of #694). I was just disagreeing with primarily using the PhB to discuss the player-DM balance described in 1e.
 
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I’m unclear if you are you asserting that the group has delegated that decision making power to you*, so you can then share it with the player of the deceased character? Well and good, but I submit that is quite similar to Ahnehnois’ group delegating him the authority to make decisions in other areas for the good of the game. If deviating from the words written in the rules is “GM Force”, then the GM deciding to provide a choice to the player which is not a choice given him by the rules as written is “GM Force”.
I'm not going to get into point-by-point refutations of posts, because that way lies madness, but this is a nitpicky as hell point. If the social contract (explicitly or implicitly) gives the player the right to determine the fate of their character, that is in no way an exercise of DM force. After all, at any point the players could raise a disagreement about the proposed reframe of the character's return.

The rules do not have to be followed in an aggressively legalistic fashion to qualify as player protaganizing. After all, the bulk of narrative games are themselves rules-light or rules-medium (4e is a very odd exception), and in them the DM is given broad latitude to frames scenes as he deems fit, because that is his prescribed role within the game.

Also, I notice again and again that your refutations conjure a player doing something totally absurd within the fiction and then asserting that DM force is some kind of a requirement. And again, I will assert that player protaganizing games work very poorly with absurd players. And more importantly, the DM not having a preconception on how the scene will play out does not mean the DM lacks responsibility to negotiate the scene with the players. The expected response to a player attempting to use Swim to negotiate a sandstorm is to look at them cross-eyed, then make eye contact with the other players and give a "What the HELL?" shrug. As per usual, you're conflating granting the players authority with absolving the DM of all authority.

What we're arguing here from our play prespective is to not create scenes that have no resolution, merely because in-game logic or preplanned encounters say so. If you place a chamberlain in a room, either a) let the players talk to him or b) make the focal point of the scene why the chamberlain won't talk.
 

There are so many setting-specific variables it's hard to make any meaning out of this example. Of course the player can talk to him. But the king may or may not be receiving visitors and may or may not even be there. The outcome of this interaction is more dependent on the culture of the kingdom, the current status of the king, and his policies on visitors than it is on any tacfulness the PCs may or may not have.
And that's the difference in a nutshell. In a player-protaganizing game, any of that stuff is added as window dressing after the PCs attempt at tact and their success or failure. And yes, that means there's often Schrodinger's NPCs, and no, that doesn't matter (to me) in the slightest.
 

As a player, I definitely find such play more immersive. As a character, my PC sees that the Chamberlain has rejected our entreaties. Do I know why? No. So I’ll look to what resources I can use to obtain that information.

I don’t want to be told that “Normally, the King loves receiving visitors from far off lands, like yourselves. But the King has been acting erratically for weeks, and the Chamberlain is afraid he’ll be executed for treason if he allows anyone in to see him, or even comments on his unusual behaviour. This is similar for everyone close to the King, so no one really knows that the King’s behaviour has changed markedly. Unknown to anyone, an evil Enchanter is visiting his dreams every night, and has convinced him that soon, he will be visited by a group of demons disguised as an adventuring group who will kill him and swallow his soul, so he must admit no visitors. And that’s why your Diplomacy fails. But, of course, your characters know nothing of this.”

Was this in response to what I said over here?

I think that, if you came into a town where the king was holed up like this, I'd have the chamberlain/castellan say, "The king is not accepting any visitors, and will not be for the near future." Then I'd make it clear that this is strange, kings do need to see visitors, so there's something up (either through an NPC or just by telling you that your PCs know this is strange in this game world). Erm, I'd probably make a reaction roll first for the chamberlain, then do the above, and go through standard action resolution if warranted by your PC's actions.

I was thinking something more along the lines of this: "In this world, the king refusing the accept visitors is strange, since kings need to see visitors. So something strange is going on."

I think that information is helpful - to the game; I think there could be enough confusion over the idea of getting an audience with the king, and how it works, to warrant handing out this information. In my mind it's similar to saying, "Okay, you didn't address him as 'My Liege', which is a big deal in this world, since they're big on manners - it keeps them from killing each other over matters of honour. Do you want to add that in?" Or even, "Men aren't normally allowed to talk at court; their wives represent them. Unmarried men are generally forbidden from court." You know, setting stuff the PCs would know that the players might not. (A stranger from a strange land might not know this, though...)

Like you, I want the players to make decisions, I just want to make sure they have enough information to be able to do so. Since this is a strange situation that the PCs would pick up on, I don't want the players to confuse it with a run-of-the-mill elitist king who doesn't hold court.

How would you handle this situation if the players assumed it was typical behaviour for kings in this world?
 

And that's the difference in a nutshell. In a player-protaganizing game, any of that stuff is added as window dressing after the PCs attempt at tact and their success or failure. And yes, that means there's often Schrodinger's NPCs, and no, that doesn't matter (to me) in the slightest.
I don't see it as "window dressing" for example, if the king is an elf, the PCs are human, and he has a standing policy of refusing to see humans. Or if the king is at some important function elsewhere. Etc., etc.

I can see how a game would work if it had the kind of approach you're describing, but I wouldn't want to play it. Then all the transparency is gone. Instead of having a world that objectively exists and is entirely the DM's creation, you have a shared canvas where anyone could paint at any time, and it's often unclear who can or should do what. At that point, the players are no longer playing their characters (and I wouldn't see any reason to attach an individual to a character) and it's more of a shared storytelling game.
 

Ok, things got real busy in my life and when I come back, this thread has gotten so long I have no idea what's going on anymore...

However, seeing as a lot of people obviously have the time and energy for this sort of discussion, may I suggest that we set up an actual game to test things out?
 
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But I also don't recall anyone on the "pro-forcing" side being against the players having a lot of say in how things are going.
Actually that's exactly what is going on. Their opinion is that the DM has absolute control. My opinion (I'm not sure about the others) is that the DM controls his world, the player controls his PC. Not allowing for a Diplomacy check, when the player chooses to use Diplomacy, is infringing on that control. And I don't really care why he does it. It's not cool.

At that point, the players are no longer playing their characters (and I wouldn't see any reason to attach an individual to a character) and it's more of a shared storytelling game.
Funny, because I could say the same thing about your way to play, except the "shared" storytelling part (as in - it's just the DM's story and the players are just audience).
 

Into the Woods

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