Fighters vs. Spellcasters (a case for fighters.)

If the answer is "have a tantrum because the GM has set a situation where we cannot instantly get whatever we want", then this is really not a game I want to be playing in or running.
That instant gratification is not essential to a good game, nor is it essential that the players be able to immediately access anything and everything they wish to access.
games with shared narrative control are more about wish fulfillment AFAICT.
Given that they can only "fail forward", still moving towards their objective, the only resolution appears to be PC success.
Both of you seem to be conflating the player and the PC, in a slightly odd way; but in any event I think have not picked out anything distinctive to "indie" play. N'raac, I also do not think you understand "fail forward" as a technique of adjudicating consequences of players' failures in action resolution.

To elaborate:

I assume that you both enjoy playing D&D. Furthermore, I assume that most of the time you are sitting at the table playing D&D with your friends you are having a good time. Therefore, you are getting just the same amout of instant gratification from playing D&D as I am. Your wish - to have a fun time with your friends - is being fulfilled to the same extent as mine. (Contrast Mike Mearls playing bits and pieces of D&Dnext for playtest, quality control and similar purposes - I assume he doesn't enjoy all of this, and is not getting instant gratification from it - it is something he does because he gets gratification from both his professional labours and his paycheck.)

As for the PC: my goal as a GM, and my expectation as a player, is the framing of scene where the players can make a difference to the fiction within those scenes in a way that will (i) serve their goals as expressed through their PCs, and (ii) will involve drawing upon their resources given the fictional positioning of their PCs. This is what I mean by "protagonism" or "player-driven".

Now playing in a protagonistic game fulfills my wishes. But by both of your own accounts, playing in a game in which the GM frames scenes whose purpose is colour and backstory rather than protagonism fulfills your wishes. So there is no difference in wish-fulfillment here either.

Now let's look at the situation of the PCs.

In "indie" play, if the GM is doing his/her job, the PCs have a real chance of realising their goals within each scene. But they are not guaranteed to do so. So the PCs don't experience instant gratification or wish fulfillment.

An actual play example from one of my old RM games: all the PCs were wizards, and most had been built with decent meditation skills to facilitate the quick recovery of spell points. (RM is a spell points system, where points are recovered via rest and meditation can enhance rest). But one PC had been built by the player so as to sacrifice meditation skill for social and perception skills. Which meant he was having trouble recovering his spell points quickly enough to keep up. So the player had his PC go out into the shady part of town and purchase a spell-recovery drug. Which worked, but to which the PC (via the game's disease mechanics) became addicted. (Another comment: the player knew of the chance of addiction - it was not secret backstory. This is part of the idea of "overt", upfront stakes that is characteristic of indie play.)

Because the drug was expensive - something the player knew when his PC started using it - the PC quickly spent all his money on it. Which meant that he missed the annual rental payment on his house. And so ended up homeless.

Around the same time, he had another series of misadventures out in the field - in particular, being pushed off a floating disc by a demon that another PC had bound, but then lost control of in an dispel magic zone. On that particular occasion the PC was rescued by an NPC elven wizard, the agent of a rival power, who found him, invisible in the bushes at the base of the castle warded by the anti-magic. (This is an example of "fail forward". The PC has failed in his endeavour to navigate into the warded castle on a floating disc, but that results in a new complication rather than a narrative dead end.)

Despite initial suspicions, the two wizards - PC and NPC - became friends (the PC wizard, as I mentioned, was strong in social skills), then romantic partners, and this inspired the PC (as played by his player) to kick his addiction. Then the elven wizard NPC - who had abandoned her ties to the rival power in order to be with the PC wizard - got cut in two by another out-of-control demon summoned by the same other PC; and the PC (as played by his player) relapsed back into addiction.

The demon-summoning PC got sick of his companion's ineffectiveness due to the consequences of addiction, and so (i) paid an NPC cleric to cast the appropriate healing spells, and (ii) did a deal with the unhappy PC: if the unhappy PC would help the summoner PC and his allies conquer the hometown of the two, then as a tradeoff the unhappy PC would get his house back, and also a magistracy in the city (something he had long sought). The deal was agreed to, they helped in the conquest (which was adjudicated by "saying yes"), and the invaders kept their side of the bargain. So the unhappy got his house back and got his magistracy. All he had to do was betray his city at the behest of someone whose demons had nearly killed him, and had cut his only true friend in half.

I don't think that counts as wish fulfillment or instant gratification for the PC. But it was the outcome of indie-style play. (Before I'd even visited the Forge, I might add - this is back in the mid-90s.)

It was a lot of fun for all the participants at the table, of course; but like I already said, I assume that everyone posting here gets pleasure from playing D&D.

We seem to concur that it is OK that first level characters cannot slay an Ancient Red Dragon, but not that it is OK for it to be beyond them to persuade the Chamberlain of any given kingdom to grant them immediate access to the King. You now chose to back this up with various D&D edition rules, rather than the theory behind the playstyle.

<snip>

So we cannot deviate from anything statted up in the game previously
I thought I discussed this in detail.

If by "Ancient Red Dragon" you mean the mechanically defined game element, and by "1st level PC" you mean the mechanically defined game element, then in no edition of D&D can you frame a confrontation between these two elements and expect the players to be able to impose their will on the fiction via combining resources + fictional positioning. (Short of something bizarre like using a Push spell to shove the dragon through a one-way gate to the Negative Material Plane.)

If by "Ancient Red Dragon" you mean the thematically-defined story element, and by "1st level PC" you mean the mechanically defined game element, then I can put one up against the other simply by building a (say) 3rd level monster and labelling it "Ancient Red Dragon". As I already posted, the 4e Neverwinter Campaign Setting takes a (less extreme) version of this approach in order to compress a heroic + paragon scope of play from the story point of view into the mechanical framework of heroic tier only.

If by "Ancient Red Dragon" you mean the thematically-defined story element, and by "1st level PC" you mean the thematically defined story element (a group of lads just off the farm, or out of the academy, or whatever it might be), then I don't think any version of D&D supports this meeting of elements. As a genre matter, in default D&D, lads jut off the farm have no chance against Ancient Red Dragons. They get eaten by them.

Of course if someone wants to play a Jack the Dragon Killer game good luck to them, but a game which presents, as the game-mechanical realisation of an Ancient Red Dragon, a 1 HD monster with AC 5 and 12 hp (which is about what you are going to need for Jack to be able to lay out the dragon with a single good swing), is not going to answer to most people's descriptions of D&D. Personally I'd be looking for a different system (HeroWars/Quest could do it, and I think mabye Burning Wheel too provided the right sort of dragon-slaying magic item was put into play); but good luck to you if you want to play D&D this way.

The chamberlain is different because, as I said as [MENTION=205]TwoSix[/MENTION] has reiterated, D&D traditionally does not lock down social opponents via defined mechanical definitions. So it does not particularly depart from any D&D assumptions to have the chamberlain be persuadable by 1st level PCs. (After all, we all know that Einstein and Gandalf were only 5th or 6th level!, and you don't have to be Einstein or Gandalf to deal with a chamberlain unless its the chamberlain of Hell.)

I suggest that, regardless of game, an Ancient Wyrm would be considered a force to be reckoned with, such that it is not a foe for novice characters, whatever the game. But then, I don't see "grant me an immediate audience with the King" as something characters who will be challenged by a half dozen goblins or orcs would realistically expect to be likely either.

<snip>
As I said upthread, if at a given table there is a shared conviction that 1st level PCs are not worthy of dealing with chamberlains and kings, then if that table was playing indie style the PCs wouldn't be meeting the Chamberlain. The players wouldn't try and take their PCs there, because they would know they can have no effect. And the GM wouldn't hard-frame them into meeting the Chamberlain, because s/he knows the players could have no effect with 1st level PCs. So your Chamberlain quandry would not arise.

Your quandry - either its chamberlain or its dragon variant - only arises if the players are not playing indie style, because they are deliberately asking to have their PCs framed into a scene that they know they cannot effect via their resources + fictional positioning. I agree that if you have players who don't want to play indie style then indie-style play will break down. But I think that generalises across other playstyles.

Some of us believe the rulebooks present a framework on which we must build with interpretations, extrapolations and rulings. They are not the be-all and end-all of the game. You, on the other hand, seem to be suggesting that, since there are no rules for how difficult social challenges might be, they should all be equally difficult across all levels.
I play a system in which all challenges are, in strict mechanical terms, equally difficult across all levels (roughly speaking, at least). As I posted upthread, that is the whole point of the much-vaunted 4e maths. The point is to ensure that every d20 roll - in combat, to throw off an adverse effect, to succeed at a skill check - has a roughly 60% chance of success; and that a level-appropriate challenge will be resolved in around 12-15 rolls (about 3 rounds for the default party of 5 PCs).

Of course in actual implementation there are all sorts of variations - but the nature of those variations is reasonably consistent across levels too, except at 1st level where it is inherent that no lower level creatures can be encountered (because 1 is as low as the system goes).

What changes in 4e, as levels are gained, is (i) the mechanical complexity - combat mechanics, in particular, become more intricate as levels are gained, but to a lesser extent so does non-combat resolution; and (ii) the fictional scope and significance of the PCs' actions. This is the point of the heroic/paragon/epic tier system. Roughly speaking, and appealing to very generic D&D trops, heroic PC saves villages from goblins; paragon PCs save kingdoms from giants and drow; epic PCs save the whole world, and perhaps the heavens as well, from demon lords.

As I've already noted, you can change that if you want - Neverwinter Campaign Setting compresses the scope of heroic and paragon tiers into what is, in mechanical terms, the heroic tier alone, and it does this by restatting a whole lot of creatures to make the mechanically weaker and hence suitable antagonists for PCs of 10th or lower level.

Now, suppose you ask "But what if those 22nd level PCs want to go and save a village from goblins, what happens? Are the goblins all miraculously tougher?" There are two answers. First, this could be "saving the village from a goblin army", and you could run a skill challenge for general management of the strategic dimensions of warfare plus combat encounters with goblin swarms (although in my game, given that hobgoblin phalanxes are only mid-heroic swarms, I can't personally envisage a goblin horde that would challenge 22nd level PCs). Second, and more likely for my game, it won't come up. The game is designed so that, for players playing 22nd level PCs, goblins are not a salient story element. Those PCs, if they want to oppose goblins, should be working out how to deal with Bane, the patron god of goblins.

Just the same as indie play breaks down if players of 1st level PCs want to go hunting Ancient Red Dragons - unless you radically change the default relationship in D&D between PC level and thematic scope of story - so it also breaks down at the other end if players of 22nd level PCs want to putz around picking of individual goblins 1 by 1. I mean, you could "say yes" for a little bit of this if it was ancillary to something meaningful, but it has no inherent interest. The scope of the game has moved on.

I don't see that 4e is radically different from 3E in some of this. For instance, I think it's pretty hard to run a 3E game in which an Ancient Red Dragon is a meaningful encounter for 1st level PCs, or in which a 1 HD goblin is a meaningful encounter for 18th level PCs.

But 4e is much more precise than 3E in its maths, as best I understand matters. And I think this makes it more suitable for indie play, because it makes it easier as GM to know exactly what you are doing, in mechanical terms, when you frame a particular scene.

What I dislike about this approach is the rolling stats of the Chamberlain. If he can be persuaded readily at L1, then how much easier should it be for those L22 characters returning from slaying the Ancient Wyrm?
If the PC's encountered him at level 1 as a relevant challenge, than he wouldn't even be framed as a challenge by level 22. He'd just let the PCs go by, because they're intergalactic heroes at that point, and if they need to see the king, they will. If a Chamberlain is a serious social challenge at level 22, he better be the freakin' Dos Equus man of Chamberlains, or we're well past the point of keeping any sort of genre cohesiveness.
What [MENTION=205]TwoSix[/MENTION] said. At 22nd level you deal with Asmodeus's chamberlain, or with Pelor's.

So you should have a more or less equal chance to persuade a tavern barkeep to sell you a beer as you do to persuade the King name you Crown Prince, and everything in between.
If they are framed as scenes, yes. If not, why are they being framed. For example, if you think it is silly that a 1st level PC would be named Crown Prince; and if your players agree; then why is anyone in the game framing or taking part in such a scene? I think this is part of what [MENTION=205]TwoSix[/MENTION] was getting at, upthread, in saying that some of your examples seem to presuppose absurdity on the part of at least some of the participants.

Is it superior if we don't play out the scene with the Chamberlain, and instead simply make that a "transition scene"? "Well, you talk your way past the guards, and are ushered in to see the Chamberlain. Unsympathetic to your pleas, the Chamberlain has the Palace Guard escort you back out of the Palace, indicating that the King is far to busy to visit with passersby just dropping in. What do you do next?"
That's not the most epic 5 minutes of D&D I could ever envisage, but better that than spending half-an-hour putzing around to achieve the same outcome! Even better would be making it clear upfront that, say, 1st level PCs trying to persuade the chamberlain doesn't pass the basic genre credibility test - much like trying to jump to the moon at 1st level - and therefore the players might want to come up with something else.

Personally I don't agree with that credibility ruling - I think that provided the fictional positioning is right (eg the PCs are wearing proper court dress) there is nothing absurd about the PCs meeting the chamberlain and seeking an audience with the king (Pippin met the Steward of Gondor, after all, and Merry the King of Rohan) - but if a different table has a different view then run with it!

Am I an "Indie GM" because I don't make players roll to have their characters put one foot in front of the other, avoid cutting themselves shaving, successfully transport food from bowl to mouth using a spoon, and successfully use the bathroom facilities? I doubt any of us are playing out an extended encounter entering the city, buying provisions or securing a room at the inn unless there is some reason such activities are unusual, and relevant to the action in-game. IOW, it does not seem revolutionary to me that we don't spend an hour exchanging pleasantries at the City Gates unless there is something more to the activity than a mundane and unsurprising city entry procedure.
On its own, no. The key element of indie play, as I have mentioned several times already, is framing the PCs into scenes which the players - given their resources + fictional positioning of their PCs - can meaningfully change. Meaningful here pertains both to mechanical feasibility - which is the focus of the chamberlain discussion - but also thematic meaningfulness - ie the changes the players can make should have some sort of bearing on their thematic concerns for the game.

There are numerous actions the player can declare when meeting with the Chamberlain, as well. If the Chamberlain will not listen to them for the time required for an unpenalized diplomacy check, then that option is off the table - it is not credible within the fictional positioning.
Can you give an example?

Upthread the option of attacking the chamberlain was canvassed, but you suggested that ultimately that would fail because guards would protect the chamberlain or at least oppose the PCs.

The option of fireballing the chamberlain was similarly poo-pooed by you as an ineffective way for the players to get what they want from the scene. And the suggestion that a Charm spell might help was met with the response that the king's diviners would notice it and respond adversely. (And that the chamberlain might also do likewise.)

So what are these numerous actions that you have in mind?


***********************************

And which you noted required that the player justify in terms in character which, as I read that, you had to adjudicate.
I didn't think it was controversial that, in order to make a d20 roll, a player has to establish the requisite fictional positioning. For the sake of clarity, yes, if a player wants to declare an attack with a sword than his/her PC must be in melee striking distance and equipped with a sword; and if a player wants to declare an Intimidate check than his/her PC must be in a position to speak to the person to be intimidated, and must say something to them that might intimidate them.

But that is orthogonal to the question of GM authority, because in most cases the PC is either already fictionally positioned, or the player has the requisite authority: "On my move action I move here next to this guy so I can stab him"; or "I call out [to the advisor who is about 20 feet away and about to leave the hall] 'Golthar, have you fixed that tear in your robe yet?'".

This is not an instance of the GM exercising authority over outcomes.

Just as you had to decide whether the "torn robe" comment justified a bonus, or a re-roll, and whether this automatically converted their prior failure to a success.
I didn't have to decide this. The rules say that the player can spend an action point to make a secondary skill check as an immediate interrupt to grant a player whose check failed a +2. The player of the wizard spent the AP. He made the secondary skill check (Intimidate) and thereby granted the +2. The "torn robe" comment is not a precursor to making the check. It is part of making the check.

If the player had not spent the AP, then whether or not his PC made the torn robe comment the skill challenge would have failed and the advisor would have left without being goaded into attacking.

Once the player has spent the AP, then he is entitled to make the skill check. If he could not think of anything intimidating for his PC to say (frankly, not a problem I generally find with my players) someone else at the table - another player, even me as a last resort - would help him out.

There was a further aspect of adjudication - if I "said yes" (which I may have done, but can't remember) then in dong so I decided that the skill check was not required and the player's intent - further goading the advisor to the point of attacking - took effect without the need for a check. (This is the "say yes" part of "say yes or roll the dice. The motivation for saying yes in this case would be an absence of good ideas on my part of how to resolve the scene in an interesting way if the advisor was not successfully goaded, given the point to which the verbal sparring had escalated.) That decision does not dictate the outcome, however - it simply guarantees that the player's desire is realised, rather than making that desire hostage to a die roll.

had the Wizard's player not taken this step, the advisor would have walked away without being goaded, correct? Would the game then have failed for want of an action point, or would it have moved forward in a different direction? It seems like you made the decision here that failure was not an option.
As you say, had the wizard's player not taken this step, the evil advisor would have walked away without being goaded. Would the game have then moved forward in a different direction? Of course it would have - probably the evil advisor would have marshalled his armies for an attack on the town.

I don't know what you mean by "failure is not an option". Do you mean that, if the wizard's player had decided to conserve his action point (for instance, because he knew there was a foretelling of a catoblepas harbinger visiting the Baron later that night), I wouldn't have just called a halt to the campaign? You're right that I wouldn't have. I think only a very odd GM would.

If this is an attempt to prove that I'm really ultimate arbiter of all events in the gameworld because when the players fail their checks then I narrate the consequences, that's bizarre. Yes, in those circumstances I narrate the consequences. If the players succeed then they narrate the consequences (in accordance with their declared intentions). Together, therefore, we drive the game forward.

Again, I see the GM making the unilateral decision whether the action resolution mechanics will be engaged, or whether they will not. That is GM control.

<snip>

by saying yes, you still overrode the action resolution mechanics.
You are missing the point - the GM decides whether the player gets his/her way automatically, or whether s/he has to roll for it. That is not the GM dictating the outcome. That is the GM deciding whether the player gets to dictate the outcome, or whether the chance to dictate the outcome is allocated to either player or GM via die roll.

This is not GM force. It is the exact opposite of GM force.

The GM has no power to veto their actions? Above, he had to establish the credibility of the actions declared. Where did that power go?
A credibility test is not a veto. Deciding whether or not you are old enough to vote is not a veto on your voting. Deciding whether or not your dress meets the standards to enter a black tie event is not a veto. (Contrast - the power of any of the P5 members of the UN Security Council to block any resolution by voting against it is a veto.)

There are indefinitely many genre credible actions that a player can have his or her PC attempt. If one of these is declared, and then succeeds, it is the player who was the final arbiter of that particular event in the gameworld.

Here again we see the GM being required to make interpretations and rulings.

<snip>

Yet we have seen above several examples of final arbitration by the GM.
Yes. If the player's check fails, the GM narrates the consequences. This is part and parcel of player's not having authority over their own adversity.

Sometimes the GM is the ultimate arbiter of events in the gameworld. Namely, if a player fails a check. But if the player succeeds at a check, then the GM is not the ultimate arbiter - the player is, because the player achieves whatever was his/her intent in declaring the check in the first place. Hence it is not true to say that, in general, let alone always, the GM is the final arbiter of events in the gameworld.

In this way, indie RPGing involves sharing authority over events in the gameworld between players and GM. The "story" - the actual unfolding sequence of events in the game, the plot, if you like - emerges out of the ongoing exercise of this shared authority via the various participants. It is emergent from play.

Yet previously, when we suggested the GM had to make judgment calls, you told us no, he doesn't.
Please cite me saying that. I utterly deny this.

You also took exception to the statement that the GM is the "ultimate arbiter" disclaiming that such a thing would never happen in Indie play.
I said that in indie play the GM is not the ultimate arbiter of events in the gameworld. That is quite consistent with the GM being ultimate arbiter of other things, such as backstory; or scene framing; or genre credibility, doubts around fictional positioning, and mechanical parameters (eg can a jump check let me jump to the moon?).

No doubt these things shape events in the gameworld. That is their point. But they do not determine them. That is determined by action resolution; and the outcomes of action resolution are sometimes settled by the players (if the GM says yes, or if the player succeeds on a check) and sometimes by the GM (if the player fails on a check).

Once you define the DM as being something less than all-powerful, it's a very slippery slope. If it's your choice as to when to roll Diplomacy, for example, is it also your choice when to throw in a +2 circumstance bonus? Do you determine whether a retry is viable? Where does the player's control end?
In accordance with the rules of the game. I've already posted some of the rules from my game that deal with retries (or a functional equivalent thereto - spending an AP to make a skill check to grant another player +2 to their skill check) that are under player control.

As for your +2 circumstances bonu, a PC in my game has the feat that grants +2 to skill checks made in the course of a ritual. The player of that PC decides whether or not a given skill check counts as a ritual if it is not occurring within the context of a ritual as formally defined in the game system but rather under the scope of p 42. To date I haven't had to intervene that I can recall; it's generally pretty clear in the fiction what counts as a ritual and what doesn't.

Perhaps use of 4e, with a commentary on how this is differentiated from the perceived "storyteller" and "wargame" styles might be the most potentially illuminating.
I provided a 7-step breakdown of the "indie" approach to scene-framing and action resolution above. And explained how it differs from "storyteller" and "wargame" style. It explained in more detail the procees I have just described in the paragraph above this one. You did not repond to that list, other than to dismiss it as "not revolutionary". In particular, you didn't respond to my point that in respect of steps (1), (5), (6), (7) and perhaps (4) it is different from your playstyle or [MENTION=17106]Ahnehnois[/MENTION]'s playstyle or [MENTION=221]Wicht[/MENTION]'s playstyle. So I am not sure if you agree with this or not.

Maybe, sometimes, they must be proactive and create their own opportunities, not follow a trail of bread crumbs as the GM continually sets new scenes where they can succeed after all if they just make that roll this time.
Can you give an example of what you mean? One example I can think of is spending an Action Point to exploit a known weakness of your nemesis - namely, his embarassment at the fact that he had to flee from gelatinous cubes that the PCs beat, tearing the hem of his robe in the process - in order to just succeed in goading him into attacking you and your fellow PCs in front of the Baron, so that you can thereby finish him off once and for all without being suspected of treachery or assassination.

But for some reason you don't count this sort of player-driven stuff as "proactively creating one's own opportunities". You count is as "following a trail of breacrumbs", although you haven't actually identified what would count as a breadcrumb here, or where the trail is to be found.


*************************************

To me, fiat would indicate he changed the rules.
I was using the word with its ordinary English meaning - ie making a decision without signifant prior constraints on that decision. "Strong discretion" is a phrase that is sometimes used in legal theory.

pemerton said:
From my point of view, one key test would be when the GM tells me that using a Wish from my Astral Luckblade costs me a real charge. If not until after, in game, my PC has used the Wish, I would regard that as highly adversarial GMing.
Have we ever used a charged item while Projected before?
I'm assuming not. But if we have, and I've forgotten the rule, then I would expect the GM to remind me - eg if I say "Cool, I can get a wish without costing a charge" and we've had a prior occasion where that trick was tried with a scroll and didn't work, I would expect the GM to point out that I will spend a real wish. For me, the point of play is not to get ensared in rules trickery. It's to use the rules to engage the fiction.

pemerton said:
Why not just make Charm a higher-level spell?
Once the player has the spell, the same scope remains. We've already demonstrated a 9h level spell has scope for GM/Player conflict, so what level shall we make it? If we pick 13th, that probably reduces the scope quite a bit, but it doesn't leave a useful spell, does it?
Do you mean a 7th level spell that a 13th level PC can use?

If your game can't handle a 13th level PC charming the Chamberlain, then I wonder why you have charm spells at all. What are they for, in your game? (That's not rhetorical, by the way. For the past 15 years I've run games with no charm spells of the classic D&D sort precisely because I find them bad for my game. When Essentials reintroduced a spell of that style back into 4e, I just ignored it and happily so have my players.

Why not interpret the spell by the actual wording, fully informed by its status as a 1st level spell, rather than skipping the parts that suggest it has limitations, and that the existence of the 5th level Dominate Person indicates Charm Person is much less powerful? That seems just as viable.
Sure, but making the Chamberlain friendly so he will let us in to see the king strikes me as pretty much a core use of Charm. I don't see that as remotely exploitative. What else is the spell for but resolving generally peaceful, but slightly irksome, social interactions?

By the way, since the challenge of Diplomacy on the Chamberlain should be about a 60% success rate, should the Sense Motive roll to notice the Chamberlain or King has been charmed be similarly adjusted? Should the others have a 60% chance of noticing that, or a 40% chance (which is a 60% chance for the player to succeed in being unnoticed)?
The latter, in 4e at least, which is based (out of combat) on a "players roll all the dice" model.

This strikes me as the "failure is not possible" model, as the PC's always have some new option for achieving their goals. No thanks - maybe they are dismissed by the Chamberlain and need to go about this some other way.
What is the difference between "the PCs always have some new option for achieving their goals" and "the PCs need to go about this some other way"? I can't see any. So I don't understand your point.

But if you mean something like "failure, overall, is not possible" that is an interesting question. How, in an indie game, do we tell when the campaign is over? The answer is, when there is no more conflict that can be framed within the parameters of the rules and fiction. This might occur if the PC has died. Or if the PC has settled down, content with his/her lot. In 4e, it happens when the PC becomes an immortal.

But while there is still conflict to be framed, then yes, the GM will frame new scenes and the game will keep going. What is the other alternative? The only one I can see is to start a new game with new PCs. But why would you do that if there were still conflicts that you wanted to explore in this game, with these PCs?

I don't really see any difference here between indie and other playstyles, to be honest, except that different playstyles might have different definitions of what counts as "there is still interesting stuff to do with these PCs".

I recall a scenario where entry to the city cost 1 sp, but anyone singing the city anthem was presumed a citizen and admitted free of charge - "just colour", to my mind, but entertaining enough when the one character noteworthy for his frugality, burst into song, the player mimicking his cracked falsetto. I hadn't realized until today that I remember that game 15 or 20 years later, not because it was entertaining, but because that scene was clearly bad DMing as there was nothing mechanical to resolve (this predates the "perform" skill, by the way).
Bully for you. I remember some CoC games I played 20 years or more ago, and they were utterly GM force driven.

But I don't see what this has to do (i) with bad GMing - you are the one who seems to have a chip on your shoulder, that anyone enjoying a style different from yours must therefore be judging you bad; or (ii) whether or not there is such a playstyle as indie style, which doesn't rely on GM force over the outcomes of action resolution.
 

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Really? Your players don't roll damage on attacks?

But, then again, you would be the first player I've ever seen who would accept a DM ruling by fiat that you may not attack something.

Really,...

I won't say it happens all the time but it happens..., especially with novice players. "I attack the orc with my longsword!" "You can't, its thirty feet away and up on a ledge. You could try and climb up there, or you could try and shoot it with an arrow..." "Oh, yeah, right... Um, I'll try to climb up there..."

It happens pretty often actually with players just learning to visualize the game and understand the mechanics.

And then there are times where an effect keeps the attack from happening... "I attack with my longsword!" "Roll a fortitude save first... No, sorry, your character is repulsed by the abomination before you and becomes violently sick.

Or, "I shoot the orc with an arrow!" "Really, I don't know, there are thirty people between you and it. I don't think your character can actually see it at the moment well enough for a ranged attack with a bow..."

I've never had a player quit in disgust over it either. Normally they accept the ruling and we move on...
 

The game has a lot of rules. Who says that that one is the most important? I think that Rule 0 is a means of resolving conflict between the DM and the players when interpretations differ. However, there is no difference of rules interpretation going on here. The DM has flat out over ruled the mechanics expressly in violation of those mechanics. That is not where Rule 0 is meant to be used, IMO.
Ah, IMO.
I, OTOH, think it's pretty clear what they meant.

A few quotes from the 3.5 DMG:
DMG p. 6 said:
When everyone gathers around the table to play the game, you're in charge. That doesn't mean you can tell people what to do outside the boundaries of the game, but it does mean that you're the final arbiter of rules within the game. Good players will always recognize that you have ultimate authority over the game mechanics, even superseding something in a rulebook. Good DMs know not to change or overturn a published rule without a good, logical justification so the players don't rebel[.]
DMG p. 13 said:
Good DM Management: A DM who carefully watches all portions of the game so that nothing gets out of his or her control helps keep the game balanced. No one character should become significantly greater than the others. If this does happen, the others should have an opportunity to catch up in short order.
...
When temporary imbalances do occur, it's easier to fix them by altering challenges than by altering anything about the PCs and their powers or equipment.
DMG p. 13 said:
Player-DM Trust: Players should trust the DM. Trust can be gained over time by consistent use of the rules, by not taking sides (that is, not favoring one player at another's expense), and by making it clear that you're not vindictive towards the players or the PCs.
...
If this degree of trust can be achieved, you will be much more free to add or change things in your game without worrying about the players protesting or scrutinizing every decision.
DMG p. 18 said:
Determining Outcomes
You're the final arbiter of everything that happens in the game. Period.
DMG p. 18 said:
DM Cheating and Player Perceptions
...
Do you cheat? The answer: the DM really can't cheat. You're the umpire, and what you say goes.
Regardless of what you do in your own game, or what some other game's approach is, is any of this particularly ambiguous? There's pages more stuff about balancing the game and adjudicating and changing rules, and plenty more 3e sources that address the issue the same way.

But, referees also don't get to fabricate entirely new rules. A referee is not allowed to tell the quarterback he may not make a forward pass because doing so would change the results that the referee deems most fun. Any ref doing so would find himself tossed out of the game pretty quickly.

This is precisely what you are doing as a DM though. The player is using the mechanics in a perfectly acceptable way, not abusive at all, and the DM has decided that the mechanics do not apply because the DM has decided which way the game will go.
Not true. The player is not using the rules in an acceptable way if he tells the DM what is happening. Under the rules, there's no Diplomacy check until the DM says there is one.

And yes, referees do make up rules, albeit in a subtle way. They make calls differently for star players, or depending on the amount of time left in the game, or for any number of reasons with varying degrees of validity.

Is it possible to have a bad referee, or DM? One who needs to be removed? Sure. That doesn't invalidate the role.

That's not what granularity means. Granularity refers to the amount of detail contained within resolution mechanics. Disparity of choices is not granularity.
And there is no disparity of choices. Every player has the same influence over the game: he creates his character and controls his character's decisions. The DMG also tells the DM not to mess with that.

Some of us would rather that the game was either all wristwatches or all sundials.
Yes, but if you try to mass market that game to people who like both, you're going to have some problems.

No, they really don't. Your real life actions can certainly fail. That's fine. But, at no point does the finger of some omnipotent being come down and tap you on the shoulder and tell you that you shall attempt such and such a thing.
Some people do see their failures that way. It's a question of attribution, in reality and in the game.

It is not bringing you closer to reality. It is bringing you closer to a single vision (the DM's) of reality. In my vision of reality, the charismatic character role plays his role and talks the angry fighter down and they go and have a conversation. But, in your game, that will not happen. You prefer a more restricted game with less freedom than I do.
No, I prefer an unrestricted DM.

There's nothing in the Diplomacy rules that says that a check is possible with every NPC, or that the NPC has to sit around and twiddle his thumbs while the Diplomacy check is being rolled, which does take time. There is nothing that says the DM can't just add an arbitrarily large modifier to the DC to the point where the roll is meaningless. There's nothing that says the skill elicits any specific behavioral change either; it's only attitudes.

Which is fine. But, wish fufillment? Not even close. Again, you're conflating the need for the chance to succeed with success itself. There's nothing wrong with failing. Failing is part of the shared story created by everyone at the table. But, in your game, I cannot fail. I cannot even try.
The line you draw between failure by dice roll and failure by DM choice is arbitrary and of your own making. In the world, it plays out the same either way.

You trying is not you rolling the check. You trying is you stating an intent to speak and be Diplomatic. Everything that happens after that is not the player's decision. If you say you're going to try something and the DM says no, all he's doing is effectively assigning a circumstance penalty large enough that you couldn't succeed, and/or adjudicating the passage of time in a way that precludes the action (such as having an NPC attack before enough time has passed to talk things over). Neither of those outcomes is meaningfully different from the player getting to roll the check and failing. The result is the same.
 
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I'm not so sure I like the idea of a DM stating straight up "this is my game" mostly because if it was truly just "his" game then he'd be the only player. Games are definitely a shared experience when the creator sits down to share his creation with the players. I'd prefer someone be able to say something along the lines of "I made this and would like to share it with you to see how you play it and make it yours." That's the kind of thinking that appeals to me since it acknowledges me, maybe not always as an equal, but at least as someone worthy of sharing that experience with and who it wouldn't be the same without. Would any of you long-time DMs not think of your players as comrades? I sure hope not.
I think of myself as a writer/producer/director/etc., and my players as actors. They're the stars, and they're very engaged in the game, but ultimately it is my game. So the dynamic is that it is unequivocally my game, but I'm sharing it with them; the two are not mutually exclusive.

Certainly never kept us from being friends. And, like many actor-director relationships, if the players want to change the script, I might listen. Even though I have the final say, they can have their non-final say before that.

As far as games with shared narrative control being "wish fulfillment," define "narrative." If it's the story/game as a whole then I would hope the players have some say in it at the very least through the actions of their characters and the rules mechanics. If "shared" means that everyone has an equal say in things then that's not how D&D is played out since it's clear the DM and players have different responsibilities and contributions. However, it should be said that I don't think anyone here, even [MENTION=22779]Hussar[/MENTION], is suggesting they want an equal share in making the game as the DM has. Rather, I believe they only want to contribute to the extent that the rules themselves say they can. Suddenly finding out that some of those rules have been taken away from them for little or no apparent reason by a forceful DM can thus be thought of as effectively saying "I am lessening (or even nullifying) your capability to contribute." That's worthy of walking away at times.
As I've covered extensively, and as have others, the rules clearly state the primacy of the DM's vision over the application of character abilities. They also advise discretion in adjudicating the rules to avoid pissing people off, which no one is arguing with.

Do keep in mind that some players want to escape "the reality of the situation" through a game. One of the things about fantasy is it's not bogged down by reality, and thus people can have great experiences through the gameplay that wouldn't actually be possible in reality, and I'm not talking strictly positive experiences either although one might certainly be able to spin the experience of grieving and even crying for a loved one or the sheer gravity of an evil king's actions as being positive experiences.
I get escapism, but I've never wanted to do that with my own fiction, D&D or otherwise.

I think there's also a lot to be gained from reduplicating the vicissitudes of the real world in a consequence-free environment. I think it's very relaxing to use games as venues for self-expression and exploration. I can portray an injustice or an atrocity in the game world and the players can see and process it, without having to deal with the consequences after the game is over. The same applies for any form of narrative entertainment: books, movies, etc.
 

Really,...

I won't say it happens all the time but it happens..., especially with novice players. "I attack the orc with my longsword!" "You can't, its thirty feet away and up on a ledge. You could try and climb up there, or you could try and shoot it with an arrow..." "Oh, yeah, right... Um, I'll try to climb up there..."

It happens pretty often actually with players just learning to visualize the game and understand the mechanics.

And then there are times where an effect keeps the attack from happening... "I attack with my longsword!" "Roll a fortitude save first... No, sorry, your character is repulsed by the abomination before you and becomes violently sick.

Or, "I shoot the orc with an arrow!" "Really, I don't know, there are thirty people between you and it. I don't think your character can actually see it at the moment well enough for a ranged attack with a bow..."

I've never had a player quit in disgust over it either. Normally they accept the ruling and we move on...

Oh please. If you're not even going to bother reading the context of a statement, why bother responding? The issue wasn't that the player was in error. That's pretty obvious. The issue is that the character standing in front of the opponent is told, "No, you may not attack".

But, hey, feel free to keep building straw men.
 

Ah, IMO.
I, OTOH, think it's pretty clear what they meant.

A few quotes from the 3.5 DMG:

Let's unpack your quotes for a second shall we?

Quote Originally Posted by DMG p. 6
When everyone gathers around the table to play the game, you're in charge. That doesn't mean you can tell people what to do outside the boundaries of the game, but it does mean that you're the final arbiter of rules within the game. Good players will always recognize that you have ultimate authority over the game mechanics, even superseding something in a rulebook. Good DMs know not to change or overturn a published rule without a good, logical justification so the players don't rebel[.]

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page118#ixzz2hnX2oSKt

So, what's the "good, logical" justification for disallowing your Diplomacy check to calm down the angry fighter?

Quote Originally Posted by DMG p. 13
Good DM Management: A DM who carefully watches all portions of the game so that nothing gets out of his or her control helps keep the game balanced. No one character should become significantly greater than the others. If this does happen, the others should have an opportunity to catch up in short order.
...
When temporary imbalances do occur, it's easier to fix them by altering challenges than by altering anything about the PCs and their powers or equipment.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page118#ixzz2hnXNW0jF

So, how is stripping your character of his skills following this bit of advice?

Regardless of what you do in your own game, or what some other game's approach is, is any of this particularly ambiguous? There's pages more stuff about balancing the game and adjudicating and changing rules, and plenty more 3e sources that address the issue the same way.

Not true. The player is not using the rules in an acceptable way if he tells the DM what is happening. Under the rules, there's no Diplomacy check until the DM says there is one.

Pardon? Really? Where does it say that? Show me a single quote in the 3.5 skills section where it states that DM's determine when diplomacy checks are made? When I read the rules, they are talking to the player, not the DM. That's why the rules are in the PHB after all and not in the DMG. They are for the player to decide. The DM can, and should, alter the chances of success based on the situation, but, no, you are flat out wrong if you think that the rules tell you that it's the DM's call for when skill checks are made.

And yes, referees do make up rules, albeit in a subtle way. They make calls differently for star players, or depending on the amount of time left in the game, or for any number of reasons with varying degrees of validity.

Is it possible to have a bad referee, or DM? One who needs to be removed? Sure. That doesn't invalidate the role.

And no one is claiming that DM's have no role. Of course the game of D&D needs a DM. However, it doesn't mean that the DM gets to arbitrarily rewrite the rules to suit himself.

And there is no disparity of choices. Every player has the same influence over the game: he creates his character and controls his character's decisions. The DMG also tells the DM not to mess with that.

Now you're contradicting yourself. The DM flat out disallowed you from influencing the game using standard mechanics. He flat out said that you may not do something specifically allowed for. He is violating the advice in the DMG in which you put so much stock.

Yes, but if you try to mass market that game to people who like both, you're going to have some problems.

Who's talking about marketing? I want the game that's best for me, same as you want the best for you. The only difference is, you keep telling me that I'm playing the game wrong.

Some people do see their failures that way. It's a question of attribution, in reality and in the game.

No, I prefer an unrestricted DM.

There's nothing in the Diplomacy rules that says that a check is possible with every NPC, or that the NPC has to sit around and twiddle his thumbs while the Diplomacy check is being rolled, which does take time. There is nothing that says the DM can't just add an arbitrarily large modifier to the DC to the point where the roll is meaningless. There's nothing that says the skill elicits any specific behavioral change either; it's only attitudes.

And, thus, we're back to the issue of DM force. Which is perfectly fine. You prefer an unrestricted DM. Fair enough. You have no problems with the DM invalidating player choice. Again, fair enough. But, again, I have to come back to the idea that if this is the solution to fixing caster imbalance, then the cure is worse than the disease. This sort of 2e inspired play is not the way I want to play D&D.

The line you draw between failure by dice roll and failure by DM choice is arbitrary and of your own making. In the world, it plays out the same either way.

You trying is not you rolling the check. You trying is you stating an intent to speak and be Diplomatic. Everything that happens after that is not the player's decision. If you say you're going to try something and the DM says no, all he's doing is effectively assigning a circumstance penalty large enough that you couldn't succeed, and/or adjudicating the passage of time in a way that precludes the action (such as having an NPC attack before enough time has passed to talk things over). Neither of those outcomes is meaningfully different from the player getting to roll the check and failing. The result is the same.

I agree that the result is the same. But, as we've seen many times, how we get there is important. Because, you're right, if I try and fail, there is effectively no difference. But, since I cannot EVER succeed, that's the difference. The DM has arbitrarily decided that I will not succeed, no matter what. That's far, far different than the player attempting and failing.
 

I won't say it happens all the time but it happens..., especially with novice players. "I attack the orc with my longsword!" "You can't, its thirty feet away and up on a ledge. You could try and climb up there, or you could try and shoot it with an arrow..." "Oh, yeah, right... Um, I'll try to climb up there..."
But that's not rule by DM fiat. That's negotiation of fictional positioning by the player and the DM. That happens in pretty much every RPG ever. Some players over the years have found the constant negotiation tedious, thus the rise of battle grids and miniatures to replace Theater of the Mind combats.

Just as a generalization, you might see pretty much every difference in RPG playstyle rising from either a desire for either more or less player-DM negotiation in different phases of the game.
 

I think of myself as a writer/producer/director/etc., and my players as actors. They're the stars, and they're very engaged in the game, but ultimately it is my game. So the dynamic is that it is unequivocally my game, but I'm sharing it with them; the two are not mutually exclusive.

Certainly never kept us from being friends. And, like many actor-director relationships, if the players want to change the script, I might listen. Even though I have the final say, they can have their non-final say before that.

You play with like minded gamers. So?

As I've covered extensively, and as have others, the rules clearly state the primacy of the DM's vision over the application of character abilities. They also advise discretion in adjudicating the rules to avoid pissing people off, which no one is arguing with.

Actually, the quotes you provided don't state that. They state that the DM should not change the application of character abilities, but, instead, should change the nature of the challenges faced.

I get escapism, but I've never wanted to do that with my own fiction, D&D or otherwise.

I think there's also a lot to be gained from reduplicating the vicissitudes of the real world in a consequence-free environment. I think it's very relaxing to use games as venues for self-expression and exploration. I can portray an injustice or an atrocity in the game world and the players can see and process it, without having to deal with the consequences after the game is over. The same applies for any form of narrative entertainment: books, movies, etc.

But, that's not what you're doing though. All you are doing is duplicating the vicissitudes of the real world as you see them. Everything, from front to back, is just your vision. There is no room for anyone else's vision since you insist on your vision taking front seat. You might through a player a bone from time to time and allow his vision to come in, but, it's always from the position of authority.

I humbly suggest that relaxing just a little bit and trusting the vision of your players will result in a more enjoyable game for everyone.
 

Regardless of what you do in your own game, or what some other game's approach is, is any of this particularly ambiguous? There's pages more stuff about balancing the game and adjudicating and changing rules, and plenty more 3e sources that address the issue the same way.
I have to agree with [MENTION=17106]Ahnehnois[/MENTION]. 3.5 is pretty explicitly built around the assumption of "DM in charge" play, with players relegated to purely actor stance considerations.

That's why I like 4e better! I have no desire to control the game, and more importantly, do all the work to make that happen. I run a PF game right now, and it's being driven by pure illusionism, where I pretend to have stats for stuff, but I just make it up during the fight. I spend maybe a half-hour a week thinking of stuff that might happen during the game, and that's about it. All the rest, I just let the players tell me what's happening.
 

The line you draw between failure by dice roll and failure by DM choice is arbitrary
Arbitrary means "not supported by reasons".
[MENTION=22779]Hussar[/MENTION] has a reason - he wants to engage the game via his PC, by declaring actions for his PC and then finding out what happens via the action resolution mechanics. Failure by GM choice does not satisfy this desire

That you do not share the desire in question doesn't make having it, and then drawing a distinction on the basis of it, arbitrary.

If you say you're going to try something and the DM says no, all he's doing is effectively assigning a circumstance penalty large enough that you couldn't succeed
Is there anyone who doubts that Hussar would be critical of this approach to GMing?
 

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