This is the crux of my issue – we have no basis on which to think anything about the kingdom. It’s an absolute blank slate. No one knows much of anything about the kingdom. We’ve embarked on a Holy Quest to save this Kingdom, but all we actually know is:
So, for all we know, we are fighting to defend a Kingdom of Open Devil Worshippers from a Great Gold Wyrm seeking to remove this devil worshipping stain from the face of the earth. Since everything develops in play, what prevents this result arising in play? My character has no clue whatsoever about what he is stepping into. For some characters, that’s appropriate. For others, it most definitely is not. I am forced to play a character who never does the slightest bit of intel gathering before stepping into the fray.
Who's forcing you to do that? Go find the intel. No one's stopping you. Roll some kind of knowledge check beforehand, or some kind of info-gathering check when you get there.
You keep extrapolating [MENTION=6696971]Manbearcat[/MENTION]'s example to be a lot more than it was. It's an example from a continuing game, which means that extra information is already available to the characters. Or, if it is a first session for an
in medias res start, the characters would have some background information to go on. Unless you're running a true "No Myth" game, which is rare even in indie circles, people agree on background and genre conventions well before the game starts. I mean, Dresden Files RPG starts with a lot of background information (from the novels), and City Creation (which determines the campaign goals) is a whole chapter of the RPG book and assumed to take up most if not all of the first session of play.
So the player does not know things that would cause the PC to take different actions. Would that Paladin of Bahamut fight fiercely to defend the Devil Worshippers from a Gold Dragon?
Maybe. Realizing the deceit would make for a cool moment. I'd run it, and more importantly, play it out if it happened to my character.
I am responding to YOUR INTERPRETATION of what he has written, and I am judging solely from the words which were written. Those words tell me that there was a roll to Bluff the drake to take no retributive action, which arose during the efforts to persuade the Chamberlain of something. Or, actually, to “convince the king to act or sponsor/deputize them, or grant them resources/assets/hirelings in their effort to hunt and defeat the dragon that is either threatening to usurp his kingdom or already has it hostage”, as manbearcat has been quite clear the Chamberlain is “merely a complication”, and not the goal.
I'm still amused by your contention that the Rogue could bluff a servitor drake into somehow not getting his master to retaliate upon realizing his scheme was being challenged by an upstart paladin of Bahamat. That's wholly illogical scene framing, and the player doesn't have that level of authority over the antagonists in a big-damn-heroes fantasy game.
It seems like you are indicating that there should never be a situation where a character might have to choose between the most expedient and effective course of action and remaining true to his principals. That is not a presumption I would ever want in a game. That means that there could very well be scenes where your Paladin may have to choose between saving innocents and stopping the Dragon. That seems far more meaningful as to matters of theme and value than always structuring situations so that the Paladin never finds sticking to his principals remotely difficult.
Depends on the game. In FATE, I'd be compelling the Aspect of "Paladin Code of Honor" ALL THE TIME. After all, that's what FATE is all about. You get FATE points for choosing to accept the DM's offered path of your character being screwed over. It's the driver of the fun.
In 4e, I'd be much less likely to. I'd rather create encounters where the paladin can chose the path of glorious valor in facing his foes. "24"-esque situations of "torture the prisoner or the village dies!" are no fun from my perspective, since 4e isn't about challenging your beliefs; its theme is more one of living out your heroic destiny in a badass way.
So, again, you should never, ever be framed into a scene where your character’s style might be sub-optimal for success. If I build a melee monster – nothing but brute HTH strength, with every other ability sacrificed to enhance that melee might – then I should never, ever be framed into a scene I cannot readily resolve by slashing someone to ribbons.
Sort of irrelevant. In 4e, it's virtually impossible to build a character that completely sucks in every sort of non-combat situation. Finding ways to succeed in skill challenges where your skills aren't optimal is part of the challenge, yes.
In FATE, being crappy at a certain type of challenge (say, a royal ball when you have the Aspect "Manners of a Goat") actually lets you build up resources for later by totally screwing up the current scene.
If you find them coherent and satisfying, more power to you. I am not seeing any indication that the results are coherent or satisfying. I see some potential, but I see a lot of issues in getting there. And asking a question results in me being requested to read an extensive text. I am still waiting for you to say either:
- “Yes, a success is a success – full stop – is a tenet of all indie play – the PC/player intent is achieve and this achievement is advantageous if they are successful”, or
- “No, a success is a success – full stop – is not a tenet of all indie play – a successful roll can still result in complications later”
A success is a success - full stop. The player's intent is realized. The current scene plays out with the player's success becoming part of the narrative. That does not stop the road to hell from being paved with the player's good intentions.
Ultimately, how far the player's intent can be realized by any one success is a matter of negotiation between the players at the table, and subject to genre convention. Your reach as a god in Nobilis is much farther than if you're playing a heroic firefighter in FATE Core.
So how does that align with “But before we went to visit the King, I would have taken a measure of the King’s reputation among his people, looked at which way the palace faces and listened enough to know if Dragons routinely fly in and out of the King’s palace.”[/QUOTE]