Fighters vs. Spellcasters (a case for fighters.)

But, remember, you cannot contradict anything that has been established in play. That is the one absolute rule here. Anything that is established at the table cannot ever be contradicted. So, if your king is a diabolist, and that has been established then there is nothing the players could do to change that fact.

But, if that has not been established at the table, and that fact only exists in the DM's mind, then it's not true. It might be true, or it might not be. It remains to be established either way. It does require the DM to be a lot more flexible about what's going on in the campaign.

And this is one of the places I have an issue with this style... again going back to the whole... there really is nothing to actually explore and learn since you're rolling to decide it not discover it.

What exactly is "establishing" that the king is a diabolist? If I give hints, perhaps a demonic rune scrawled here or there on buildings throughout the kingdom, or a random demon or two is encountered within the kingdom... is that enough to establish it, or what if those same runes are scribbled and demons wandering freely about the castle? If not what if the PC's find demonic summoning books in the royal library... is that enough to establish it? Or what if they find the King making a bargain with a demon? Or do they need to be told straight out that he is a diabolist and summons demons? If so that seems a poor method for building tension and suspense... especially since it can easily be overridden (and fall into incoherency) by the actions of the players. I guess what I'm asking is without posting a big sign over the king's head that says "DIABOLIST IN THE HOUSE!!!" when has it been established enough that it can not be overridden?
 

log in or register to remove this ad

And this is one of the places I have an issue with this style... again going back to the whole... there really is nothing to actually explore and learn since you're rolling to decide it not discover it.

What exactly is "establishing" that the king is a diabolist? If I give hints, perhaps a demonic rune scrawled here or there on buildings throughout the kingdom, or a random demon or two is encountered within the kingdom... is that enough to establish it, or what if those same runes are scribbled and demons wandering freely about the castle? If not what if the PC's find demonic summoning books in the royal library... is that enough to establish it? Or what if they find the King making a bargain with a demon? Or do they need to be told straight out that he is a diabolist and summons demons? If so that seems a poor method for building tension and suspense... especially since it can easily be overridden (and fall into incoherency) by the actions of the players. I guess what I'm asking is without posting a big sign over the king's head that says "DIABOLIST IN THE HOUSE!!!" when has it been established enough that it can not be overridden?
When the players understand that the king is a diabolist. If you lay down signs and portents of what's going on, the players will probably pick up on and embrace it. Or they might come up with an idea that's totes better.

But yes, exploration isn't usually a hallmark of narrative play, especially if you're playing strict "No Myth". I don't actually do that in my own games, but I've had fun planning less and less of the game and letting improv, die rolls, and player speculation run the plot to a greater and greater degree.
 

It feels like you just make it up as you go along which I can admit may appeal to some, but I know would not appeal to my players. they want to figure things out, and they want a basis so that they can actually be right or wrong about assumptions, guesses, etc.... They don't want a Schrodinger's cat that will only form when the dice are rolled.

Good post.

I tend to feel the same way, depending on the specifics of the game. I think the issue is detailed well in this blog post: The pitfalls of narrative technique in rpg play. It's a good size, so I'll sum up my take on it: If you're trying to advocate for your PC - that is, have your PC achieve their goals - then certain narrative techniques can create conflicts of interest. You have to decide what's best for the narrative vs. advocating for your PC.

(This may touch on the "metagaming vs. playing your PC" posts in this thread. It sounds to me like that's describing a similar issue from a different angle.)

There are ways to mitigate this - in Burning Empires, you only get so many rolls during a given session, so if you want to spend one making up some backstory, the conflict of interest isn't that great (or even there, I'm not sure). I'm still getting used to playing BE again, so I don't know how exactly I would/am going to handle it.
 

When the players understand that the king is a diabolist. If you lay down signs and portents of what's going on, the players will probably pick up on and embrace it. Or they might come up with an idea that's totes better.

So it's pretty much ambiguous? That means there is the possibility that a DM can think he has established something satisfactorily but hasn't...

I want to pose the same question to you I posed earlier... do you tell your players that things are malleable and can change on a whim, or do you keep them in the dark? I also want to ask... what do you do when you feel the players have come up with an idea that isn't better? How do you handle that situation in narrative play? I don't mean something that breaks genre conceits or something of that nature, but something you fell wouldn't be as interesting or as fun as what you as DM had thought of? I'm asking because I never/hardly(because perhaps a minor case is slipping my mind) see this discussed in so far as narrative play goes... I mean honestly I have to wonder if these players are consistently thinking up better ideas than the DM why don't they take a turn DM'ing a game?

But yes, exploration isn't usually a hallmark of narrative play, especially if you're playing strict "No Myth". I don't actually do that in my own games, but I've had fun planning less and less of the game and letting improv, die rolls, and player speculation run the plot to a greater and greater degree.

This is almost alien to me since it seems the genre D&D is emulating (whether Swords and sorcery, high fantasy, or gonzo fantasy) all have exploration and discovery of the unknown as a genre conceit. The protagonists in these types of stories tend to explore and discover things (and yes sometimes their assumptions are worng and it gets them into even more trouble.), so maybe that's why I find a play style where they can't truly discover or explore(even if it's hidden from the players) not necessarily to my liking.
 

This is almost alien to me since it seems the genre D&D is emulating (whether Swords and sorcery, high fantasy, or gonzo fantasy) all have exploration and discovery of the unknown as a genre conceit. The protagonists in these types of stories tend to explore and discover things (and yes sometimes their assumptions are worng and it gets them into even more trouble.), so maybe that's why I find a play style where they can't truly discover or explore(even if it's hidden from the players) not necessarily to my liking.
Well, the distinction here is that while the players are helping to create the fiction, the characters are still surprised. So you're maintaining the genre emulation. Now, how much you want the players to be surprised versus how much you want the players to help create the story is a more than legitimate concern! It's a question of different creative agendas, and really a question of what you(each of you as players) want to get out of the game. There's no right answer to that. The only wrong answer is pretending there's only one right way to answer it.
 

Well, the distinction here is that while the players are helping to create the fiction, the characters are still surprised. So you're maintaining the genre emulation. Now, how much you want the players to be surprised versus how much you want the players to help create the story is a more than legitimate concern! It's a question of different creative agendas, and really a question of what you(each of you as players) want to get out of the game. There's no right answer to that. The only wrong answer is pretending there's only one right way to answer it.

Oh, I understand the distinction and I'm not claiming one way is superior... I was just trying to express my disconnect with some of the narrative play style.

Now I do find it weird to claim the "characters" are still surprised since they don't exist independently of the players... It reminds me of some of the posts of [MENTION=22779]Hussar[/MENTION] (I believe) and some others about the fact that (total??) immersion was impossible because one could never totally separate player considerations, knowledge, etc. from the playing of a character... isn't this the same sort of situation?? If not what makes it different?
 

Think of setting in terms of a resolution continuum.

No myth <<<<<<< - >>>>>.Granular, high res setting (eg FR)

On the far left end, you're literally starting play and adlibbing completely. Everything is up for grabs until its established during play. You're not "exploring", you're "establishing" or "generating" setting through play. Everything that exists is "on-screen". This is a cooperative experience between GM, players, and system (action resolution mechanics interfacing with PC build choices interfacing with premise to be addressed and however that is facilitated).

On the far right end, nothing is up for grabs. Everything setting-wise is established before play. Typically, the point of play is to explore pre-existing setting, maneuvering your PC through the GMs machinations which are a by-product of (i) his ideas on "off-screen" conflict inherent to the setting (that may become "on-screen" during play), (ii) mundane/benign setting elements that engender a sense of a "living, breathing, world", (iii) whatever hooks the PCs provide him that are meshable with (i).

This "setting resolution continuum" is a key feature, central in fact, to various playstyles. By no means is my play "no myth". Everything is not remotely up for grabs. However, there will be plenty of low-resolution elements of setting that are specifically for the purpose of "in-play content generation." This is because the lower the resolution, the more malleable "on-screen" material becomes such that assertive imposition of "stuff we/I want the game to be about right now" is made possible. The higher the resolution, the less possible this becomes (to the point that it can become completely untenable). Naturally, this puts a higher level of responsibility on players/GMs to calibrate genre conceits and to pay heed to/stay present with respect to "what has been established before this moment" such that things ultimately cohere. It also puts a heavy onus on improv capabilities and the ability to consider multiple vectors simultaneously. It requires aggression from all participants. They must play the role of aggressor. If people do not, or cannot, play the role of aggressor (or the system doesn't possess the archetecture and/or the GM doesn't possess the techniques nor yearning to frame the PCs as aggressors within conflict), then it will be a terribly disfunctional way to play.

They both require skill, creativity, improvisation, system understanding and various other skills. The burden of responsibility and the importance of various skill-sets just has a fair stretch of variance.

I'll put together a post sometime in the near future (as I am able) with respect to how this might work out with Transition Scenes and Action Scenes (the chamberlain/king scene would, of course, be an action scene). Would any interested parties prefer that I do so with respect to my own game (perhaps the content surrounding the second skill challenge I posted) or would it be better if I just "theorycrafted" a play experience built around the action scene of the 3 PCs, the chamberlain/king, and the kingdom under the thumb of the Adult Red Dragon.

Whomever, might be interested, please tell me which you'd prefer and I'll try to do a post on it sometime soon.
 

Oh, I understand the distinction and I'm not claiming one way is superior... I was just trying to express my disconnect with some of the narrative play style.

Now I do find it weird to claim the "characters" are still surprised since they don't exist independently of the players... It reminds me of some of the posts of [MENTION=22779]Hussar[/MENTION] (I believe) and some others about the fact that (total??) immersion was impossible because one could never totally separate player considerations, knowledge, etc. from the playing of a character... isn't this the same sort of situation?? If not what makes it different?
Well, yea, I think he was saying that you can never be 100% in the character's mindset, no matter how hard you try. But if you're not trying to "be" the character, to feel what they feel, than it's not too hard to imagine playing your character as shocked (as, say, the ranger would have been to discover a baby ready to be sacrificed) even if the player isn't, or indeed, introduced the shocking twist (as the player of the ranger did in [MENTION=6696971]Manbearcat[/MENTION] 's example.
 

Well this is my question concerning that technique... why do you assume that the PC's wouldn't find what you thought up just as (or more) interesting than what they think is happening? Especially if it has the added factor of surprising them? What about "We did something and the result was... totally unexpected"? Another question I have is are you up front with your players about the fact that you will change things behind the scenes? Or is it a case where you keep that fact hidden from them?

I'm up front with the players that I'll adapt to their goals and interests and that they are free to add to the fiction and backstory as they want. This isn't, however, how I tend to run PF games, as I'm experimenting for this one-shot game I'm running. I also don't create new fiction from their rolls, that's they're job, I simply add new complications and challenges based on the results. I'm overall not a fan of DM adjudicates the physics of the world. I think that is done through genre expectations and doesn't need an arbitrator. If it happen to need one, it could be easily decided by the group who's invested in it in equal amounts (In theory, I know plenty of players who don't care and just want to roll dice and hit things.)

Unlike PF APs, when I run homebrew games they tend to be more, here's the end goal (say kill the dragon), but that's all I've got. Are you guys interested in being lowly commoners who rise up over time and fight a dragon (1st level), or are you professional dragon hunters out to slay a dragon (9th level). Either way is fine with him, since I'm only interested in a dragon campaign. How they achieve that or work towards it is up to the group and what their expectations are. Now if the players later decide that the dragon is really just a giant hippo, well then, I've been lied to by the players and there shouldn't be any expectations of continuing. The table needs to have shared expectations with genre constraints. It's how we all manage to run and enjoy games.

I will admit I haven't had a firm table in a couple of years, so I've had to adjust my style based on "new" players, which creates a more shaky game experience until all the players are in sync with exceptions and preferences. Once that's in line, it's much easier to know when something is going to jive with the players or fall flat.

I also think the consistency thing is different with your example because you are still maintaining control over what is or is not canon... the players don't get to decide something is a fact because they rolled high, you decide whether you want to add the changes (based on player assumptions) or not and thus it is still one coherent vision... I think it's a different story when you have 5 to 6 people all able to decide whether something is or is not true based on rolls of the die, especially when these decisions can influence and affect one another. I have no problem adapting to what the players choose to do, but if I decide the king is a demon summoning tyrant, then he is a demon summoning tyrant until the PC's act to change that. IMO, adapting is being able to account for the PC's killing him, redeeming him, allying with him, deceiving him, etc. What I and my players don't want is because a combination of dice were rolled he is no longer a diabolist but instead a benevolent ruler in the service of Bahamut.

I suppose I should have said, "I won't offer any resistance to the players changing the fiction either through die rolls or storytelling." I'll simply create additional complications and challenges for them based on how they're doing and what they seem to enjoy. However, PF has very little to support fiction changing without DM explicit permission outside of a few character abilities and some spells (and even then the rules suggest the DM make the arbitration, as we've talked about in this thread).

Are you against a wizard casting polymorph on the king changing him into a Demon Summoning Chicken, based on the die roll of the saving throw? Is it any different than altering his disposition through the use of die rolls in diplomacy or dominate person? (There aren't many examples in 3x to draw on because it lacks the support that indie players are interested in.) I am, which is why those spells can be troubling. How do I reconcile playing by the rules and not altering them, with mechanics that change my cool story? It's been a headache of mine for a while.

I do understand what you're saying though, the point I think [MENTION=6696971]Manbearcat[/MENTION] was showing from his example though, was that when creating the Demon Summoning Tyrant, you leave it loose and adaptable so that if the players are in a position to face off with the Tyrant, there are things they an leverage when they roll well, that are supported by the mechanics. For instance, if a player rolled well on his sense motive check (insight?) S/he could learn that the Demon Summoning Tyrant had a weakness for kittens and leveraging that could use Diplomacy to have the Demon Summoning Tyrant relent. As opposed to the Tyrant being unchanging and unalterable so that the DM can have the big bad fight s/he wanted, even if the players have clearly expressed a lack of interest in the big bad fight. If the players are interested in the big bad fight, then they wouldn't have attempted to alter the fiction in the first place.

I could be wrong though, I'm a mess when it comes to gaming these days. :)

I was playing in a PF game a while ago and I was playing an illusionist. Most of the rest of the party was melee damage dealers. During on encounter with a slew of demons riding demons, I managed to get off a spell that all but incapacitated 90% of the demons. The rest of the group was a bit grumpy with me because they were looking forward to a big brawl. I think this is similar to what you're saying about dice rolls changing things and altering expectations. If the group had made it clear that they didn't want me to take spells that could effectively end interesting and melee based combat, then that should have been clear upfront. Which is perfectly fine. The players didn't want a narrative changing game, they wanted something clearly presented without means of altering (in my case, changing the scene from a slug fest with demons to a stroll through the woods on a sunny day).

But again we aren't talking about adapting to the effect that the actions of the PC's have , we are talking about the relevant fiction that has or hasn't been established and the PC's actually being able to create and decide this based on a roll of the dice. I also don't see 3.x/PF as being inherently better or worse for the sort of play you describe than any other edition of D&D. There are set difficulties to extrapolate from and battles need to be customized in any edition to be interesting as well... a single orc in a plain room is a boring battle in all editions of D&D. I honestly think this has much more to do with how familiar you are and how much experience you have with a game, but I could be wrong.

There are no mechanics (aside from spells really) that allow players to create fiction in D&D. I think this is true across the board for D&D, including 4e, which I'll admit I haven't played enough to really be an expert on. However, in AD&D it was never really necessary for me to alter the monsters or adjust skill difficulties, because they were universal (no rules to change monsters and no individuals skills, aside from class abilities), at least in my recollection. This changed a bit in 2e and a lot more in 3e. 4e I believe attempted to make it easier to both adjust monster stats on the fly or use the monsters as is (again, no expert here, but just what I've seen and read).

That said, I have no trouble with the PCs adding fiction to the game if the players describe there actions in a way that introduces new fiction (either through the mechanics of rolling the die or through pure storytelling). In this particular one-shot, their entire background has no limitations and isn't shaped in any way. They could, for instance, decide that their character does know the king or that the entire party did service for him, or that the king is really a queen who had an affair with one the characters (they're playing at 7th level so what happened during those previous 6 levels is up to them). I wouldn't say this is the normal way I play games, but because it's a one-shot there's no campaign issues at play. In the games I've run that haven't locked down player fiction generation, I've usually been quite pleased and entertained by the game. Players tend to limit themselves based on expectations. However, I've seen an equal number of players who aren't interested in shaping the narrative and fiction in any meaningful way, and just want the story to unfold as per-conceived by the DM.
 

I do understand what you're saying though, the point I think @Manbearcat was showing from his example though, was that when creating the Demon Summoning Tyrant, you leave it loose and adaptable so that if the players are in a position to face off with the Tyrant, there are things they an leverage when they roll well, that are supported by the mechanics. For instance, if a player rolled well on his sense motive check (insight?) S/he could learn that the Demon Summoning Tyrant had a weakness for kittens and leveraging that could use Diplomacy to have the Demon Summoning Tyrant relent.

This would be one fo the parts of my setting that would always be fixed and not up for grabs. Further, I would just expect my players to inherently understand that Demon Summoning Tyrants have a weakness for kittens.

No setting I will ever play in will ever have kitten-neutral-Demon-Summoning-Tyrants nor will I allow any players at my table to be uncalibrated on the Demon-Summon-Tyrant powers that kittens can bring to bear. it is a genre conceit that I am unmovable on.
 

Remove ads

Top