Aenghus
Explorer
I'm not sure what you mean by this. Fairy tales are stories, like anything else. They have protagonists who do things.
If you mean the protagonists in fairy tales are not active, I don't agree. Jack is pretty active in the tale of the beanstalk (trades the cow for the beans, sows the beans, climbs the stalk, steals the gold/goose, kills/runs from the giant, cuts down the beanstalk).
Hansel and Gretel are fairly active also (save breadcrumbs, make a trail, eat from the house, trick the witch about the thinnes of Hansel, shove the witch into the oven, persuade the swan to carry them across the lake, live happily ever after with their money).
And if we turn from fairy tales in the literal sense, to RPGing, I don't see how "You ride for twenty days and come to a castle" is more railroading than "You ride for twenty days and come to the elves tilling their fields."
So, as I said, I'm not really sure what you mean.
I think the problem may be conflating "Fairy tale logic" with "placing the players in a particular fairy tale". If a situation is presented where PCs are placed in the roles of famous fairy tale characters, at least some players will feel constrained to recreate the familiar story "correctly" and at least some DMs will be tempted to railroad the players into the familiar narrative, in a mutable fairy tale setting where shifting scenery facilitates such railroading (from some perspectives).
If you mean "Fairy tale logic" and an entirely original situation with no obligation to be recognisable as a recreation of a particular story or narrative, it's different from the PCs visiting Wonderland, or Cinderella, which is a particular story.
When Little Red Riding Hood sees that grandma has big teeth, that is information she can use. When the woodsman tracks the wolf to Grandma's house, he can (as he does!) come in and kill it.
There are consequences for actions in Little Red Riding Hood - by disobeying her mother, Little Red Riding Hood takes a risk! By cutting open the wolf, the woodsman is able to rescue the swallowed victims. (This is a pretty standard D&D trope.)
And back to confusion. PCs who get "cast" as particular familiar characters can definitely be subject to railroading by "fairy tale logic". PCs finding out they can't leave a location till a narrative is resolved is railroading, right?
In the game that [MENTION=6696971]Manbearcat[/MENTION] ran, my Knight Commander of the Iron Tower was able to heal the injured and rouse the frightened by speaking words of prayer and encouragement.
Just because consequences don't have a naturalistic causal logic doesn't mean that players can't engage with them, by activatig the game's mechanics.
This is what I meant by my reference to "handles", sorry if I was obscure. Players need to know how they can affect the gameworld, and be willing to use the presented mechanics. Possibly I've been burned often enough by old-school dming to automatically associate "fairy tale logic" with "none of your standard mechanics work".
The second bit - plus the fact that adjudication, even when it doesn't depend upon secret backstory, will still depend upon a GM's interpretation and application of naturalistic causal logic - tends (in my view) to somewhat negate the first bit.
Elaborating on my reply to Aenghus, I don't think these are very similar. D&D, and many other RPGs that emulate its approach to action resolution pretty closely, give the players a very clear range of options for responding to "a goblin approaches". There are rules for reactions (with CHA mods and/or Diplomacy-type skills); rules for closing the distance or running away; rules for shooting it with arrows; etc.
But (outside of 4e's skill challenges) there aren't rules for scoping out or setting fire to a field.
Well obviously if the GM just says yes to every player action declaration then there won't be any issues - but that will be the case in any situation. Naturalism doesn't make it more likely.
The more peculiar and non-naturalistic the setting the harder it can be to get a handle on, IMO. I do think at an atomic procedural level it's easier to take small steps in a naturalistic setting, but conversely there's no guarantee that those steps will even lead to the desired goal, let alone achieve it.
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I remember in a tournament game years ago when our PCs were trapped in a space-base with a fire, and we started planning actions on the assumption that we had at least minutes to go before our oxygen supplies were threatened, and the GM had us asphyxiating within seconds. The GM thought he was reasoning naturalistically, not by fiat - but the chemical engineer in our group didn't agree!
Whereas in a "fairy tale logic game" there may be no oxygen as the world doesn't work on science, and reaching for naturalistic explanations can fail. This can bother some players, I certainly have been tripped up before in RPGs in similar situations.
I hoped it was clear in my OP what I think those handles are - the game rules and game premise. For instance, AD&D players know that trolls wait in their dens because they've read pp 107-9 of the PHB.
I don't really agree with this either. You seem to be assuming that the fairy tale devices will be deployed by the GM. But in my OP, and in the post you quoted, I hoped I'd made it clear that - in the context of RPGing - the fairy tale logic is what underpins otherwise "unrealistic" scene-framing and resolution.
In various media and stories, when protagonists stumble into fairy tales, they are often heavily railroaded so the story works out as intended.
I feel you are skipping a step, that in your particular usage the fairy tale logic is constrained to allow player agency via the mechanics and excludes the stuff I'm concerned about. Hidden assumptions can be just as deadly as hidden backstory.
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