I think what's being forgotten here is that Story Now is focused on the primacy of the moment. It's interested in the immediate action being resolved. Speaking honestly, as someone who has strong Story Now tendencies I don't care if my current actions have long term consequences. I hope so - it's fodder for interesting conflicts and escalating tension. I want to see immediate dramatic results from my actions and I want interesting relevant choices Now. I also never want my character's life to become easy to deal with.
I am not following. Where did "success means success with no future downside" come from? How do you see that as relating to "player intent is achieved and this achievement is advantageouos"?
It comes from the phrase “success means success – full stop”, which was originally presented in response to a suggestion I had made that a character’s success today could come back with a negative repercussion at a later date.
From subsequent posts, it appears to be fully settled that this was an overstatement, and that success today can lead to complications tomorrow. For me it is quite reasonable for a bluff to have only a short-term effect. The rules advise “that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe.” The Drake later figuring out he’d been bluffed and taking action accordingly is the approach I would prefer. But then, I am also one of those advocating that Charm Person does not mean “he does what I want now and never realizes he was enchanted or, if he does, takes no offence”.
The key GM skills in this sort of game are determing consequences and complications that will honour what has been resolved while also pushing against the players (via their PCs) so that the game is driven forward.
So what has “been resolved”? The Drake was bluffed so he can never seek vengeance? There was a baby with the dragon tribute, so it must truly be an innocent baby, neither illusion nor shapeshifted creature? The Chancellor has been persuaded, so he can never have second thoughts? Our info gathering indicates the King is a just and righteous man, and thus it is so – there can be no deception here?
Consider again @Manbearcat 's rogue/drake example. The goal of the skill challenge is to persuade the king to lend aid. Given that the Bluff check succeeds, it must at a minimum contribute to this goal if success is to be honoured. And indeed we see that it does - it counts as a success in the overall skill challenge. The immediate goal of the Bluff within the context of the challenge, furthermore, was to contribute to success by persuading the chamberlain that the rogue had a certain capability. Honouring the success means respecting this outcome within the fiction. And because this is part of what contributes to success in the skill challenge - the king is persuaded to help the PCs in part because the chamberlain is persuaded of their heroic capabilities - then the fact that the skill challenge succeeded should "lock this in" as part of the established fiction.
Yet another goal of the Bluff was to persuade the drake of something. Honouring success requires having the drake respond to this within the context of the scene, which happened - the drake fled. (That is not the only way to honour the successful Bluff - perhaps the drake could have cringed and opened negotiations - but with only a few checks left to resolve the low-complexity challenge getting the drake out of the scene seems a good way to shift focus back onto the king and the chamberlain.)
Read it again – the Drake was fleeing, and had threatened retribution. The Bluff was specifically aimed at preventing such retribution. The Chamberlain only understood a portion of the exchange, as it was carried out in part in a language known only to the rogue and the chamberlain.
As @Hussar has pointed out, nerfing a rogue's sneak attack simply renders the player unable to have a meaningful mechanical impact on the scene. I don't see the point of this.
I think the problem is the assumption that nothing but a sneak attack – direct, spiky damage – could possibly have an impact on the combat scene. This seems similar to deciding that only the Insight skill – not diplomacy, leadership, bluff or intimidation, and certainly not skills further afield like knowledge of history or athletics – can possibly be used to address the challenge posed by the obstinate chamberlain.
(It's interesting in this context to look at the design of Burning Wheel, in which it is expected that players will routinely find themselves in situations where they cannot realistically achieve mechanical success.
A situation which, until now, has been presented as absolute anathema to an Indie Game, I note.
It has three features to ensure that this is not de-protagonising: first, "fail forward", meaning that the players' action declaration still shapes the fiction even if his/her intent is not realised;
Much like the consistently dismissed suggestion that, even if they have no hope of persuading the Chamberlain in this scene, their treatment of him, and the situation overall, can have an impact in later scenes.
second, its advancement rules, which mean that failed checks nevertheless make an important contribution to PC advancement; and third, it's fate point rules, which allow a player to accrue fate points from action declarations that are, in mechanical terms, hopeless.
I try to swim through the sandstorm – give me a Fate point!
3E, by way of contrast, has no features like this to break the nexus between mechancial ineffectiveness and player deprotagonisation.)
I would say, rather, that it lacks mechanics in this regard. The features are role playing outside the established mechanics – looking beyond the skills, feats and spells the character possesses, described previously as “thinking outside the box”. An alternate term would be “looking beyond the character sheet”. We had a sorcerer recently with a focus on enchantments (low level, Sleep, Charm Person, etc.). In a combat against a flying creature immune to mind affecting spells and with acid resistance (he had Acid Splash) he could either sit out and whine, or think outside the box. He chose the latter, using Mage Hand and a skull in the room, asking if he could use that to distract the opponent, effectively using Aid Another at range. I believe we landed at least three hits due to that Aid – to us around the table, that was a meaningful contribution.
A fairly ingrained conceit of D&D play is party play. It is also a conceit of many other RPGs, and of other fictional media too (eg team superhero comics). Handling intra-party conflict within such constraints is an interesting matter.
Consider the X-Men. They are shocked by Wolverine's propensity to kill. But they still work alongside him. The tensions are not ignored, but they are sublimated in various ways short of team breakdown. (A classic example I have in mind is from an issue I would place somewhere in the 130s, when Wolverine has infiltrated the Hellfire Club solo. Kitty Pryde subsequently suggests that they interrogate one of the guards that Wolverine defeated; but Colossus says something to the effect of the guards no longer being in a condition to be interrogated. Kitty is at first confused, and then horrified.)
Around 152 or so, he is told in no uncertain terms that “X-Men don’t kill – sheathe your claws or use them on me” by Storm, in the midst of a pitched battle. In other words, the character did not look the other way, and take the issue up only when it would have no impact on the situation.
So why? Well, because the Hellfire Club arc was planned to be Wolverine’s swan song. He didn’t fit in and he was planned to die, however instead Claremont and Byrne decided to give him one more shot, resulting in the “Wolvie fights alone” issue. It worked – the fans responded. But now we had to deal with the dichotomy of his attitude towards killing and that of his teammates. “If a man comes at me with his fists, I’ll meet him with my fists. But if he pulls a gun, or threatens people I’m protecting, then I got no sympathy for him.”
In my game generally the same approach is taken. (Not always, particularly in earlier days when players were more happy to introduce new characters. But generally.) All the PCs in my game are well-entrenched in the backstory and the unfolding events. The game has evolved around them. How would the play experience be better if one (or more) was removed due to irreconcilable differences? So, instead, various techniques of sublimation and accommodation are adopted.
And that’s a fine playstyle and approach. That, and ensuring the differences are not so marked as to become irreconcilable, are both common approaches. I don’t question that. But it means we do not truly explore the divergent belief systems of the characters in depth. It means the characters, through their players, find a compromise. Their characters’ beliefs are tempered, or even changed. Often, the result is that these change from real tensions and conflict to occasional lip service, commonly through minor dialogue that has no mechanical impact (I thought mechanical impact was of crucial importance to your gaming, btw), NPC dialogue, out-of-character jibing and cajoling, etc. The conflicts are not alive – they are swept under the carpet, the characters work together, their differences marginalized, and the game goes on.
What I see from your game is a clear proponent of Law and a clear proponent of Chaos. Yet both are happy to work with one another, and the proponents of Good accept that at least one of their colleagues routinely consorts with, even serves, evil powers. We brush these strong differences aside in the interests of party unity, although it sounds like matters will come to a head eventually.
The brief conflict between the paladin of the Raven Queen and the wizard (which the paladin won, as is implied if not actually stated in my play report) was not the conflict between honour and expedience that I was referring to. I was referring to the choice that had to be made by the fighter/cleric.
No, it was a conflict of ethos which was briefly remarked on, then swept under the carpet for party unity. Not quite “I want to do something evil – please have your Paladin leave the room for a moment so he won’t notice.”, but not far removed.
It helps to this extent, that you have finally had the candour to say what you have been implying for several posts, namely that you find my game shallow.
As you have noted, I don’t read a host of in-depth play reports. That leaves me ill qualified to pass judgment on a campaign. What I see from what you have posted is that characters with strong ideological differences still work together, and the examples I have read show those differences dismissed pretty easily, and the party stays a happy family.
Is that “a shallow game”? Perhaps it is. I suspect Ron Edwards would classify it as such. If it is, then I suggest most games are “shallow”, as most shy away from deep inter-party conflict by either restricting the belief systems of the PC’s for compatibility so the issues do not arise, or marginalize the conflicts, sweeping them under the carpet, in the interests of party (and player group) harmony. While I have seen character conflicts reach a head on a few occasions, the normal answer is compromise to preserve party harmony.
Maybe that is shallow, but it is game-preserving. I don't think most games are great literature examining the Nature of Man or other such philosophical issues. They are penny dreadfuls, pulp novels and action movies - entertainment that doesn't dig too deep.