Perhaps.I might postulate from this that you've been pretty sheltered in your gaming experiences.
If you are GMing with players who don't care to engage the ingame situation via their PCs, and who just "roll into town" hoping to meet with the king, what is wrong with their PCs just meeting with the king? What is the point of tryng to establish "ingame consistency" for players who don't care about it?
So you're agreeing with me, then, that it is not the case that no reasonable player would ever expect his/her PC to be able to meet and influence a king.But it may not be appropriate at all stages of their careers nor all conditions they may be in.pemerton said:I don't see why no reasonable player would expect to be able to meet and influence a king.
Yes. My point is that, if you're going to close off avenues in the way that various posters have advocated for, why spend precious play time on it? Just tell the players it's not an option and move on to something that they can affect through their action declarations.??? Isn't this closing off avenues and railroading?pemerton said:If the prospect of failure is so self-evident, then why is the scene even being framed? Why bring the king into the ingame situation at all if the players can't meaningfully declare PC actions in relation to him? Tell the players in advance so they can do something else worthwhile with their play time.
The notion of "in-game merits" was used @upthread, by [MENTION=6775031]Saelorn[/MENTION]. I find it a little bit puzzling - what are the ingame merits, independent of the mechanics whereby those are ascertained and adjudicated?I'd rather the NPCs in the game interact with the PCs on their own in-game merits rather than their metagame ones.
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If they want to see the king, they can figure out the protocols for doing so given their current status.
For instance, how can we tell if the PCs are clever and witty enough to talk their way into an audience with the king - certainly something that is feasible and genre-consistent - other than by framing the situation, accepting the action declarations, and letting the dice roll?
I don't think this is especially unique to you. I think it is quite widespread.Part of the pleasure I draw from playing RPGs (as a player or GM) is in making the setting and story feel immersive by having it make sense with our normal everyday assumptions and understandings of the world around us.
This is not what I, in my game, use mechanics for. I use the mechanics to determine the outcomes of action declarations, via (i) build and framing mechanics, and (ii) resolution mechanics. Predictability and consistency with "everyday assumptions" and genre are achieved primarily via no one framing situations, or making action declarations, that violate those things.The mechanics are just tools to do that in a predictable and regular manner.
This goes back to the issue of bad faith. Is the player insincere in believing that this is feasible within the fiction? In which case, what is the underlying cause of the insincerity? But if the player is sincere, then my preference is to use the action resolution mechanics. That's what they're for.Suppose a PC cow wanted to jump over the moon. Are you railroading him by saying he can't jump that high?