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Dungeon Mastering as a Fine Art

Bawylie

A very OK person
I did read the thread. I don't have to quote from it or refer to it to make a point.

Why do you assume that by changing dramatic mode, a DM is hinting at what they want a player to do?

I don't care what they do. That's their job. Mine is to find out what they want and place obstacles between them and it.
 

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Hussar

Legend
I wonder if the issue is related to the control of flow of information. The players want to know where they are in the city but they also want to minimize risk.

The DM otoh generally wants to increase risk because that makes for an exciting game.

So the DM rules that the pc's cannot know their location in the city. A perfectly reasonable answer which nicely dovetails with what the DM wants.

The problem now though is the players can't make an informed decision and assume that if the go up and check, they will be caught or otherwise engaged in some problem.

What's wrong with giving the players what they asked for at this point? They've indicated that they don't want an encounter at this point, so what's wrong with just giving them
What they asked for and moving on?
 

pemerton

Legend
I don't bother defining good or bad. I give the NPCs motivations/impulses and goals/desires.
Likewise.

mimesis is the representation of an internally consistent game world that is portrayed according to its nature (along with any elements therein).

And that for purposes of RPGs, diegesis is the assumption of narrative control outside of the mimetic frame.

So you have a world that, by default, operates according to its nature except where a player or DM exercises some power to author the situation.
This is an interesting conceptual framework.

Translating it into my own terms that I'm more familiar with, I relate your "mimesis" to my sense of genre expectations plus "common sense" determining the general course of events, with the GM's authority to frame situations and narrate outcomes in accordance with the action resolution mechanics providing the "diegnesis" component of interjected content.

I wasn't clear enough when I said he was spared by Deus ex Machina. See, he chose death rather than evil and dropped what is established as a lethal distance (functionally bottomless).

<snip>

If Luke was my player, and I present him with a choice of falling down a bottomless pit or conversion to evil, I should NOT give him the odds of survival. I want Luke's player to decide what to do based on the situation & circumstances, not the rules and math. If Luke chooses death, I may well take narrative control and let him slip down a chute and get stuck in a pickle from which he may or may not escape. I may kill him. In either case, using the system has not added anything to this moment. That doesn't mean the rules are broken. It means they don't apply here and shouldn't reasonably be expected to. The "right story" is the one that's created by the diegetic action (the departure from the true nature of the game world).

Luke's player, beaten within an inch of his life, looks at me and says "I'd rather die," then let's go and falls. I need to honor that decision somehow. And the system is too heartless, too arbitrary, and does not match the frickin metal Luke's player just laid down. The right story matches that metal.
An interesting example.

The closest I can recall coming to this scenario in actual play was around 6 years ago, at the climax of a long-running Rolemaster campaign. The PCs had finally achieved their goal of entering into the outer void to defeat an elder evil who resided there. The evil being had been held at bay for eons by the efforts of a warrior god, who in the mortal world was a dead god, having heroically sacrificed himself to prevent the elder evil breaking through the walls of reality, but who in the parallel dimension of the outer void was locked in an eternal struggle with the evil being, forever suffering and dying without relief. The PCs has first encountered echoes of the dead god around 10 or more levels ago (so probably 4-odd years of play earlier) and they had been a recurring feature in play and an increasing focus of the players' efforts. One of the PCs in particular - the paladin - had become dedicated to freeing the "dead" god from his entrapment in the never-ending voidal war.

So when they broke through into the void, and beat the elder evil, they knew it couldn't last. They couldn't escape the eternal cycle of entrapment anymore than the dead god could. And so, in order to free the dead god, the paladin decided to take his place. And this was a free and deliberate choice by the player of that PC, to sacrifice his character in order to end the suffering of an NPC, the dead god.

Then we reconvened for the next session. And the players had been discussing, and discussed further during the session, and they came up with an alternative plan: first, the PC wizards would pool their spell abilities to create a simulacrum of the paladin (this was straightforward spellcasting mechanics, though in a moderately intricate combination - in 3E terms think a subtle combination of spells and meta-magic effects); then, they would trick a fallen Lord of Karma into using an artefact they had custody of (the Soul Totem) to create a full karmic replica of the paladin in his simulacrum, so that it would have the metaphysical capacity to take the dead god's place in the eternal fight within the void.

Tricking the fallen Lord of Karma was again mechanical in resolution (using the game's social mechanics) but using the artefact in that way was not mechanical. The artefact was a story element with no mechanical definition, and the players' plan was an extrapolation from that established story. As GM, I had to decide whether or not it could work. And I decided that it could - the extrapolation was a natural one that followed completely naturally from what had gone before, and to decide otherwise would actually have contradicted pre-established story elements about the function of the artefact and the reason the various Lords of Karma had fallen in the first place.

So the campaign had a happy ending rather than a sad one: the "dead" god was freed from the void, his place taken by a karmically-laden simulacrum. The player of the paladin was able to narrate his PC's endgame in the more idyllic terms he had hoped for, of founding a monastery dedicated to the dead god, located in what had been a lighthouse built on an island that was in fact the giant "stone" body of the "dead" god in his final resting place on the mortal world before entering into the void.

Let's leave Luke and assume Vader is the PC. Vaders goal is recruitment of his son, and accumulation of power. He's defeated Luke (an NPC) and put him in a bind. Does Vader's player roll to see whether Luke joins him? Is that what diplomacy checks are for? I don't think so. So I don't dip into the rules. Instead, I rely on Luke's nature. Vader tells me he wants to seduce or manipulate Luke into joining him. And, he's clearly got leverage. Luke's beaten and has no escape route. However, I know Luke cannot be corrupted in this way and Vader doesn't even get a cha-check. This is an auto-fail. I simply play Luke true to himself. He falls. Vader's player curses as he's just let his whole goal slip from his grasp. This could be game over for Vader, but later, I tell him he senses his son in the force, alive, and reaching out for him. I've played Luke mimetically, and then turned diegetic to re-up Vader's player on his quest. I turned a total fail into a setback. Vader redoubles his resolve. No system.
On this example I think I'm closer to [MENTION=22779]Hussar[/MENTION]. I would be hesitant to narrate an auto-fail for the player, even with the sort of backup option you describe.

The closest I've come to this was in a session earlier this year. The PC, a servant both of Vecna and of the Raven Queen, had taken temporary control of a pool of dead souls. He was expecting them to begin flowing to the Raven Queen, but then became aware that Vecna was trying to intervene and steal them. The medium that Vecna was using was the PC's imp familiar, which had the Eye of Vecna implanted in it. The player had to choose whether his PC let Vecna have them, or redirected them to the Raven Queen. He chose the latter. And (as GM) I decided that Vecna punished him by channelling his fury through his Eye, killing the imp.

One consideration that was crucial to my decision was that the player knew that he was choosing to cross Vecna; knew that the Eye was in his imp and that Vecna was using this as a conduit; and had [urhttp://www.enworld.org/forum/showthread.php?348410-Should-this-PC-implant-the-Eye-of-Vecna]deliberately implanted the Eye in his imp rather than himself[/url] precisely to be able to draw upon its powers without running the risk of being punished by Vecna himself.

If your Vader scenario had these sorts of elements, I might adjudicate more along the lines you describe.

I still don't call for rolls when actions will automatically succeed or fail. I just say what happens next. In this scenario, Luke cannot be seduced or manipulated in the fashion Vader attempted.
Vader's Player's problem wasn't his planning or his execution - all those things were well thought-out and competently executed. The failure was in misunderstanding the character of NPC Luke. Vader offered power when the available evidence suggested Luke's motivation was care for others. (Heck Vader's trap was baited by torturing Luke's friends). Vader's Player ought to have known better, but failed because he overplayed his hand.
This all relates to the same point - player knowledge. I would be hesitant to have the player learn whether or not his/her plan can succeed, in virtue of the gameworld backstory, only at the point of resolution. I generally prefer to have the players make their choices against a backdrop of known story elements, but in which they can't achieve everything they want (or, at least, not easily or obviously).

In your most recent posts discussing player knowledge with [MENTION=4937]Celebrim[/MENTION], I agree with what you're saying.

Leave Vader aside. Can a non-magical class cast a spell if the dice come up right? Or is it impossible?

Can a character with +50 in athletics jump a mile or is it impossible? Can he fail to jump a foot? Or is it automatic?

Do you allow for any action to have automatic success or fail conditions - or is that all failure of imagination?
In these cases the players have knowledge. The question of player knowledge is important for me.
 

pemerton

Legend
The players want to know where they are in the city but they also want to minimize risk.

The DM otoh generally wants to increase risk because that makes for an exciting game.

So the DM rules that the pc's cannot know their location in the city. A perfectly reasonable answer which nicely dovetails with what the DM wants.

The problem now though is the players can't make an informed decision and assume that if the go up and check, they will be caught or otherwise engaged in some problem.

What's wrong with giving the players what they asked for at this point? They've indicated that they don't want an encounter at this point, so what's wrong with just giving them What they asked for and moving on?
Good post, but sorry no XP for you at this time.
 

pemerton

Legend
These threads just get amusing once the usual suspects get involved.

<snip>

I knew this would happen.

Of course, you probably did, too. And maybe that's the point.

<snip>

I'm not sure what pemerton's original post was really trying to spark. I read the questions, but I just can't grasp what he's really trying to get out of this thread.
I was interested in seeing (i) who else has comments and/or experiences of the Moldvay advice (in particularly, I was wondering if [MENTION=6680772]Iosue[/MENTION] would drop by with any thoughts), and (ii) seeing what people think of the idea that "there's always a chance", and how they apply that idea (or don't) in their games.
[MENTION=6776133]Bawylie[/MENTION] has addressed that with some interesting examples, that I've responded to a couple of posts above this. [MENTION=22779]Hussar[/MENTION] also made a good post about techniques for managing information without violating the fiction (by the GM narrating the PCs sticking their heads up for a quick look) that I just replied to.

I'm sorry you don't like the thread, but I'm not sorry I started it.
 

Good post, but sorry no XP for you at this time.

Covered.

And on a tangent, people have been talking about saying yes, no, yes and, and the rest. To me adding a modifier after the yes or no (so you have "Yes, and", "Yes, but", and "No, but" is probably more important than whether the answer itself is yes or no. I leave the fourth one, the "No, and" out because in my experience 90% of the time I'm tempted to reply "No, and" (other than as the result of a botched dice roll) I should probably stop to check that I'm on the same page with my players. (And on a tangent off this tangent, the reason I love Marvel Heroic and the rest of the Cortex Plus family is they produce the and or but results very readily - and Apocalypse World produces a lot of yes, but results and often lets the player choose the but).
 

Ahnehnois

First Post
I don't bother defining good or bad. I give the NPCs motivations/impulses and goals/desires.

Especially when it comes to non-humanoids, it's important for me to differentiate what they are by showing what they do (this goes back to mimesis, we were discussing earlier).
While I share that philosophy to an extent, it is difficult to do in most versions of D&D which have alignment-based magical effects. You either have to find a way to work with detecting/smiting evil and the like (which requires you to label everyone with alignments), or just ban that stuff.
 

Agamon

Adventurer
While I share that philosophy to an extent, it is difficult to do in most versions of D&D which have alignment-based magical effects. You either have to find a way to work with detecting/smiting evil and the like (which requires you to label everyone with alignments), or just ban that stuff.

One of the best parts of 5e is that this isn't an issue. It took some time for me to realise that it wasn't alignment itself I disliked so much as this aspect of it.
 


Cyberen

First Post
In " DM 101" : Don't get enamored with your tools.
DMPC and solipsistic worldbuilding are frequent symptoms of bad DMing.
Regarding Luke vs Vader, I think the situation doesn't sit well within D&D scope, genre-wise and system-wise (compared to Amber Diceless or Vampire, for instance). My favourite way of handling this would be to build both protagonists as PCs, thus not interfering with the resolution. If Luke is a PC and Vader the NPC, I guess the player is entitled a free Get Out of Jail card because of my major screwing with his background (ad hoc replacement of meta game currencies such as Fate points). If Vader is a PC and Luke a NPC, I am with Moldvay and Gygax and would randomize the outcome. The dice are the embodiment of fate, and offer a cop out of the "mother may I ?" conundrum. I think some kind of Skill Challenge framework would be relevant, as it tends to preserve player agenda, stages the information flow, and yields to results both richer and more consistent than the "roll percentile dice and pray to roll high" method described by Moldvay.
In the D&D framework, I think "level appropriateness" is a key factor when adjudicating. A low level delver jumping into a chasm should probably die.
A mid level character could survive (I think the falling rules are ok... in this specific case). For a name level character, Obscure Death comes in handy : the character is out of the fight, but might come back if the player wants. Remember Feather Fall is only a 1st level effect.

For the "sewer exploration dilemma", I would say it is a matter of choosing between "Dungeon Mode" and "Travel Mode". It's definitely a table thing, rather than a DM decision.
 

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