Originally Posted by
N'raac
If the GM already has a clear, certain conception of “honour”, then where is the mental overhead several posters have indicated is required in adjudicating alignment?
You can ask @
Manbearcat about that if you want an answer. It's his notion. And he's not answerable for my account of why I think that exploring a GM's conception of a value is at odds with exploring the value itself.
For me the issue is not cognitive power: classifying actions into normative frameworks is my dayjob, and I'm fairly good at it. It's my lack of desire to do so, combined with my desire that play focus on something else. I can handle the arithmetic of tracking arrows and rations too, but that doesn't mean that I want to.
Working backwards.
I expressed the same a few posts upthread. When I speak of mental overhead being problematic, its typically because I don't find it particularly useful for my GMing principles. Anything that isn't useful for my GMing principles, and requires me to spend table time collating it and considering it, is a mental distraction. A mental distraction may (or may not) be prohibitive to giving manifest a GMing principle.
Consider the PCs trying to win over a dis-unified group of ranger lodges in order to unite all of the lodges against a common foe that threatens them all. During informal parlay, mechanical resolution indicates that the PCs have accrued a failure, lost a contest and gained emotional stress, what-have-you. Now I have to consider what form this takes. What is the immediate fallout and how does it respect player action and the fiction that has evolved "from there" "to here". Further, how close are we to ultimate resolution of the conflict (mechanically) and denouement?
Let us say that the offending PC (who lost the contest or initiated the action that led to the failure that led to the immediate fallout/consequence) and the NPC Ranger worship the same deity. Perhaps it is a deity whose domain-driven commands consist of "exalt in the hunt" and "only the strong survive". In a system with alignment-attendant consequences (PC build fallout due to cosmological inclination - which should be read as "my adjudication of cosmological inclination"), simultaneously to what I'm considering in the immediately preceding paragraph, I'm required to consider how well the offending PC's actions are reflecting their declaration of fealty to those ethos demands. So while I'm hoping to spend 100 % of my mental overhead on compelling, engaging, genre-consistent, immediate, physical fallout between PC and NPC, with respect to the physical world context at the macro and the context of the nuance of the exchange at the micro, I'm simultaneously distracted by considerations external to my GM principles:
- Does my sense of the disparity between PC action and deity dictates indicate that its so egregious that there should be immediate PC-build fallout?
- If there is immediate PC-build fallout, what form should it take? And how in the world do I make this manifestation not detract and distract from the exciting, climactic resolution of the unfolding conflict?
- If there isn't immediate PC-build fallout, is there enough of an implication on future fallout such that I should intervene and spend table time (and all of the problems for pacing, aesthetic, mood, etc that such action entails) deliberating the nature of this action with the player of the PC?
And what if the player of the PC disagrees (rightly or wrongly) with my take? Maybe they feel that, within some legitimate nuance, they are observing the dictates of their deity. That will exacerbate the situation dramatically (especially if it turns into a play-disrupting deliberation).
I hope that makes clear my position. I want my focus to be laser-beam like on whatever GMing principle is paramount. In the case above it is delivering authenticity (I have no conflict of interest influencing affairs and have administrated no heavy-handed fiat) and dynamism to the resolution of a climactic conflict of which all of my PCs are invested in. I need to be focusing on all of the macro context that has driven this heated and seminal parlay, all of the micro-components that have evolved the conflict from initiation to the present moment, and how I can best leverage complications and immediate fallout to play into the themes that the PCs have built into their characters and that have emerged/evolved in play. Anything external to that goal, whether trivial or outright antagonistic toward, is counterproductive.
One final note. Having my own (within the real world) conception of any aspect of a deity's domain (perhaps glory in battle or fighting with honour) has little bearing, the way I see it, on how my player may see their PC's connection with the same deity's domain (within the fictional high fantasy world) and their own general conception of their PC. I can be well-considered, a veritable bastion of intellectual profundity, on the topic and be utterly at odds with the player. If that is so, now I'm committing mental overhead on how to bridge that gap (if its even possible).
It seems to me that exploring religion in a world where deities actively send down servitors and give people spells is an essentially different act than philosophizing about it in a world where they're more distant. If I'm running a game like the later then I feel I have the wiggle room to deal adjust to the druid. If I'm running the former then of course the evolution of the character couldn't happen in the way it did in your game -- it would have resolved in some other way.
I think you're running into my point here. In proportion to (a) the rigidity of the deity's dictates and (b) the insidiousness of the game's mechanics that are wedded to them (in this case PC build fallout due to cosmological - GM - interpretation of PC fealty to those dictates), the less "wiggle room" (as you put it) there will be to deal with heresy/behavior that may challenge orthodox (and earn PC build fallout due to cosmological - GM - interpretation of PC fealty to those dictates). As such, PC evolution outside of the orthodox stories that the setting paramaters (and insidious mechanics) expects to deliver is muted or outright neutered. With respect to thematic evolution or PC (ethos, not build) fallout, a game such as 3.x D&D will have an extremely different inclination (and will therefore deliver a completely different aesthetic) than 4e D&D, while both will have a different inclination than Dogs (or Sorcerer).
Hence, why (a) and (b) together are problematic for the kind of play I'm looking for.
Doesn't every game need pre-set parameters? If I have a game where some player does a nice job of developing some technology organically in the game (dirigible, gun, antibiotics, etc...) - is another DM artificially constraining the players and shutting down valuable stories if they set up the world so that the physics/chemistry/biology work slightly differently? Or, if I have it set up that the ultimate fate of men is the great unsolvable mystery that won't be solved until the end of the world (like in Tolkien), am I cheating the character if I don't listen to their cool idea of what it might be?
I'm wondering if it has to do with how long people imagine they might want to use the campaign world for. Is it different if the world is only being used for that one group of people until they get tired of it, versus being something that might be tinkered with and developed over the years and used with many different parties?
I apologize that I don't have the time to address your other post. I will attempt to do so in the future.
The bolded and underlined is what appears to be your main idea with the rest being supporting statements or clarifying queries. I think our respective ships are running aground on the same rocky waters. In the titanic clash of setting (perhaps a meticulously built, GM-derived world that is their masterwork) vs player protagonism vs thematic conflict...what is paramount? Who is king of the hill and who is subordinate?
It seems to me that GMs (and players) vary severely on this issue and they expect their D&D to support this. I see GMs here, and elsewhere, who have a visceral reaction to any perterbation of setting canon. Either they have ingested an enormous amount of canonic material, or they have engineered their own, and are deeply invested in that (due to the time and effort spent). In their case those "pre-set paramaters", as you put it, are paramount. Player protagonism and thematic conflict inherent to those PCs are secondary concerns. They are not peripheral, but they are nonetheless secondary. The backdrop of Internal consistency of setting and its evolution (especially off-screen evolution) are the primary order of the day. My guess is for "world builder" GMs or those heavily invested in pre-established setting canon, the players are the vehicle for the GM to watch how the model of their beloved setting responds to the players perturbing the initial parameters. They are performing "a model run" of the setting they are heavily invested in.
Then there are GMs who literally care only for what is on-screen and adlib setting only as is required to facilitate the thematic conflict that their PCs have built for. Low resolution setting (limited "pre-set paramaters") is a boon for them and high resolution setting and insidious ethos mechanics embedded in that high resolution setting are anathema to their preferred style (and product) of play.
Most GMs are somewhere in between. Personally, I am much, much, much, much closer to the latter rather than the former. I take no satisfaction in world building, seeing how the players perturb my initial parameters and seeing how the "model run" plays out. Although I've imbibed a generous portion of various systems, I'm not remotely invested in setting canon (which is why the 4e FR shakeup didn't make me chafe in the least, while it clearly did for so many others to the point that they would hate a system that is, by proxy, attached to the shakeup). Hence, why I prefer broad descriptor action resolution tools and PC build components and low resolution settings without insidious ethos mechanics.