Sandbox and railroad/AP are not the only two ways of running a RPG.
Yeah, that was pretty much my point. No campaign or adventure is just one thing. Or at least, most aren't.
In the scenario I just outlined, the GM is not hard-framing the PCs into a no-win situation. It is the failed check that produces that outcome. Had the players succeeded on their check (eg thrown more resources, say Inspiration or buffs, into it; or just got luckier!) than they wouldn't have found themselves in this circumstance.
See, I understand your use of the term no-win situation. I don't really look at it that way, because what constitutes a win really depends on the circumstances...sometimes, survival itself is a win. But we can use your term for ease of discussion.
I have no problem putting players in no win situations like that. In fact, that was my original point...I find it beneficial from time to time to do exactly that. I do this because I find that it helps overall....each potential encounter is viewed with less certainty of success. I DO want my players to think that failure is an option. I do want them to struggle with deciding between the lesser of two evils.
Now...I don't do this all the time. It tends to happen here and there....usually as a result of my players doing something unexpected or going someplace they shouldn't go to....but not frequently at all.
The chart has 30 rows (levels 1 to 30) and 3 columns (easy, medium, hard). The default level is the PC's level, though if the DC is associated with a monster (eg difficulty of escaping its grab) then the DC will be set by the monster's level. The default column is Medium, but the GM is expected to depart from that if s/he thinks fit for a single check; for a skill challenge there are guidelines for the proportion of Medium to Hard checks.
Okay...I think I worded my question improperly. How do you determine the DC? How do you decide if something is easy or medium or hard? I understand that player or monster level is one axis on the chart...what determines the other?
For instance, how does it come to be that the PCs are confronted by Demogorgon, or by 300 orcs? I don't mean in the fiction, how does this come about. I mean, at the table, how does this come about.
Well, in the case of Out of the Abyss....spoilers follow for anyone who doesn't want to know...the players have been wandering the Underdark and have come to a Kuo-toan (I think...maybe troglodyte, I forget...some slimy subterranean race, anyway) city. There have been several escapades through the Underdark at this point, and they've been pursued by stow the entire time.
The PCs are there in the city just as Demogorgon rises from the underground lake and then proceeds to lay waste to the city. This is not intended to be a major decision point for the players so much as it is to show the true threat and to foreshadow later parts of the adventure. I used it as an example not expecting a discussion on the importance of player agency so much as to serve as an example of how an encounter with a superior force can help at times, per the point I reiterated above.
The 300 orc example was given as just an example. Perhaps the PCs have been sent to observe enemy movements. When they find the enemy, they discover that many more tribes have banded together to threaten the entire region. Armed with this knowledge the PCs don't rush back to the city to warn their friend the duke...they decide to charge, because hey, they're 10th level and orcs are only CR 1/8 creatures.
That example was provided to show how meta-game thinking can irk me. The focus on the mechanics of the game, rather than of the "reality" of the fictional world. That is not how I want my players to make decisions. And our fictional world is less mythic than that; we don't have PCs slaying enemies by the score. Nothing is wrong with either of those things, it's just not how we do things.
For me, the notion that the GM would just frame the PCs into an unwinnable confrontation, in which some salient choices are "foolish" but others are not, and either (i) hint/warn the players as to the right choice, and/or (ii) expect the players to guess what the right choice is (maybe these are ten normal orcs, but maybe they're ten 10th level Disciples of Gruumsh), is a long way from how I want to run a game. It seems to put all the real action in the GM's seat rather than the players'.
That's cool. I like player agency just fine. I just know that it cannot determine everything, so I don't pretend to try and let it. Sometimes I do indeed determine events for the game.
I don't think so. It seems to be pretty much the same as @
powerfamiliar's.
Then you both share the strange definition.
Honestly, if your level 4 PCs who are underequipped and who've been lost for several tendays in the Underdark decide that they want to attack Demogorgon, that is indeed their choice. I really doubt most groups would even consider it...and while I would certainly try and impress upon them the gravity of the situation and the danger...if they still chose to attack, then that's them making a choice that will likely have meaningful consequences.
This isn't reducing my sense that the players have no meaningful choice! "Punt it all to the GM" isn't a way of giving the players agency.
They have plenty of meaningful choices up to that point and hopefully many after.
I don't think that's natural at all. My goal as a GM is to make that number of moments zero. Because I'm not a perfect GM, I fail at that goal from time to time. But it remains my goal.
Really? So you would never have one encounter where the players can bluff, bribe, or fight their way past a guard and then another where they can only bluff or fight because the second guard is truly devoted and won't accept a bribe?
All your encounters offer the same potential solutions? Or the same number of potential solutions?
The scene and action are obviously meaningful if they result in character deaths, but the choice isn't. I don't have a problem with the scene by itself, I just think it is disingenuous to call it a choice. It's fine as a framing devise or like @
pemerton mentioned as a result of a previous player action/decision. This specific example if you have somewhat experienced players you don't have to play as a cut scene, or even hint that the players should run. It is obvious from the description. But that does not mean there is another meaningful choice.
Whenever I add an encounter/situation to a game I think "How will my players react to this". I then think of possible broad ramifications based on their choice, so even if they do something unexpected at least I'll have a frame of mind on how the fiction is affected by their choice. In the Demogorgon example there is no need. Not long after the description of Demogorgon rising the fiction will be in the same spot regardless of the player's decision. If that's the case, I can't count the players action as a choice. But that doesn't mean the scene itself is bad, it's very possible it will lead to a lot of very cool RP and fun.
Yeah, I can understand that. I think we're examining the Demogorgon example in a vacuum, rather than as part of a whole. It is pretty much a framing device used to move the story along. It's the big bad showing up and the characters catch a glimpse.
And as I said above to @
pemerton, I strive to allow player agency as much as possible. But I think I also do have an impact on the choices they have in any given situation. That's part of the job of the DM. Yes, the players can also come up with ideas...but the DM determines many of the possibilities for them.