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lowkey13
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Different tables will have different preferences; what works for your table (and for Manbearcat) will not necessarily work for all tables and for all levels of experience ... or for all TTRPGs. Using a term that is widely viewed as a pejorative to describe the preferences of other tables does not illuminate conversation- instead, it is likely to diminish it.
How is the summoning ritual going to bring a BBEG that I really wan to use? What process of resolution do you have in mind that will lead to that outcome?Wait what... so if I as DM want the outcome to be that they get the blood (because this summoning ritual is going to bring a BBEG I really want to use) and I say yes when asked if there's a container... it's not railroading?
Acceding to a request is not a mode of steering.I thought the GM creating an outcome, any outcome, to push in a pre-determined way was a railroad... but so long as I say yes when the players ask or try to do something it's not railroading.... is this correct?
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Are you then claiming that in saying yes a DM can never be shaping outcomes to fit a pre-conceived narrative... and if that is what you are saying I don't understand how that could be the case...
That doesn't seem a very good characterisation of D&D rules for attacking and dealing damage, for memorising and casting spells, the action economy, the rules for going into a barbaric rage, etc.For RPGs, rules operationalize what players what their PCs to do, not define what they can do.
From my vantage point, the difference between a failed check and a GM simply deciding if my character is successful absolutely matters to me. I am assuming that check was made in good faith and will have an impact on the ultimate resolution. In some cases having a check may be preferable - in others it may not. Generally, I am not really a fan of perception and knowledge checks. If something is in plain view in the fiction or if my character would know some relevant detail I would prefer to simply be told so. This is part of always saying what honesty demands - an important precept of the sort of role playing I prefer. Only by providing meaningful information to players can decisions truly matter.
I also care very deeply why the GM is making the decisions they are making. It carries a lot of water to me if something is being introduced to offer players meaningful decisions or to prod players down a particular path. In general what I am looking for when I play a roleplaying game is to be offered the chance to make informed decisions, have those decisions actually matter, sometimes experience bleed, and give the game its say.
I don't think using the words "exist" and "presence" in that way is very helpful. It encourages category mistakes.
Whether or not the vessel exists, and is present in the room, depends on the actions of beings in the shared fiction (eg did a house servant take a chamber pot into the room? did someone bring a jug of water into the room? etc).
When you say the player is up to something . . . you seem to imply that the GM may not know what.
In the approach that my table uses, the GM always knows what it is that "the player is up to". Action declaration is both intent and task. Knowing both is key to framing the check, to understanding how it fits into the unfolding action, and - if the check fails - to narrating failure. (Eg it is only because the GM knows that the player wants the vessel to collect blood that it would be appropriate to narrate, on a failure, that the familiar is eating the blood.)
As to why to set a DC even if it's low? Multiple reasons: it's part of the ritual of play; it highlights the significance, to the unfolding events, of this particular moment of action - Tru-leigh wants a vessel to collect the blood for his master, but can he see one that he might use? And it opens up the possibility of failure and hence the dramatic pacing of rise and fall, even for something easy. If the PCs only even fail on hard things, that changes the tone of the drama. It makes the feel of the game less gritty. And this particular game aims for a gritty feel. (This is a difference from, say, 4e.)
I'm not sure how degrees of success/failure factor into this - of the systems I run regularly, the only one that routinely cares about degrees of success/failure is Marvel Heroic RP. But yes, adjudicating the consequences of failure is a GM judgement call. I didn't think that was in doubt. But I'm not sure what further conclusion you're drawing from that.
Nowhere have I posted anything critical of GM judgement calls in general. In the OP I gave an example of a judgement call - setting a DC - that I don't see as railroading. In subsequent posts in this thread I've given further examples.
I explained why I prefer "fail forward" to "dead end" failure (eg "Just as you notice the jar on the table, it is knocked over and smashes" to "No, there's no vessel"). "Fail forward" relies on GM judgement (to narrate some consequence of failure that pushes the action onward) in a way that "dead end" narration does not (hence my incredulity at @Jester David's suggestion that I could get the play experience I've talked about in this thread by playing without a GM). So the only "required connection" is that "dead end" narration doesn't require GM judgement, whereas "fail forward" does.
As far as the GM substituting a judgement to "say no" for a check, there is no particular connection between that and "dead end" failure - as I posted upthread, GM might by way of fiat describe the jar being smashed, or the familiar licking up the blood, without calling for a check and hence without allowing the possibility of the player getting what he wants for his PC.
To be clear - are you saying you don't see any difference between a GM narrating failure by fiat, and a GM setting a DC and then the player checking and failing?
If the players are free to depart from what has been planned, then where does the tightness/cohesion come from?Some people plan. They like it. They like the tighter narrative and cohesive story.
Why would any of this matter? Only, as far as I can tell, if it somehow bears upon the PCs (and thereby the players in their engagement with the game). In which case it can be handled either as an element of framing or as a consequence of resolution.In your example, the PCs kill Torog. Assuming he had followers, who takes over? Are they better or worse? What do they do next? Is there a violent battle for succession that spills out into the countryside?
This is either more framing (and mostly colour in the context of that framing), or else is open to the same analysis as the assassination of the Marquis: if the players, via their PCs, are invested in the nation or the church then just changing them like this is a form of offscreen failure.Does the release of the tarrasque cause panic in the kingdoms? Maybe a wave of suicides and religious conversions that changes the dynamics in the nation? Different churches take power, and the state suddenly becomes a theocracy after an impromptu revolution.
How is the summoning ritual going to bring a BBEG that I really wan to use? What process of resolution do you have in mind that will lead to that outcome?
The only one that I can see is adjudication by reference to secret backstory. Which is something that I've already indicated I dislike.
Acceding to a request is not a mode of steering.
If the player wants something-or-other to be part of the shared fiction, and the GM agrees (and no one else at the table intervenes), then it becomes part of the shared fiction. That is not the GM shaping outcomes. That is the player introducing an element into the shared fiction.
(For an example of someone else at the table intervening, I refer you to the write-up of the viking session: the berserker charged at the gate-opening giant and threatened to deliver a mighty blow, but the player of the swordthane used a PC ability to take the damage onto his character. In the fiction, the swordthane catches the berserker's axe as it is about to land a blow on the giant; at the table, the player of the swordthane is performing a move in the game that lets him establish the content of the shared fiction, overriding what the player of the berserker otherwise would have made it.)
No.Didnt you say that when the player asked about a vessel with which to catch the spilling blood, that you were not sure what they were up to, and so you asked for a skill check rather than simply deciding by DM Fiat?
In a FRPG session I ran yesterday, the action was in a bedroom in a mage's tower, where a wizard had been lying unconsciousness on a divan recovering from a terrible wound, but then was rather brutally decapitated by an assassin. One of the players, whose PC ran into the room just as the decapitation took place, asked whether there was a vessel in the room in which the PC could catch the decapitated mage's blood.
I resolved this by setting a DC for a Perception check - and because, as the player argued with some plausibility, it was likely that a room for convalescing in would have a chamber pot, jug/ewer, etc - I set the DC fairly low. The player succeeded, and the PC was able to grab the vessel and catch the blood as desired.
No, it's not. But it's not "say 'yes' or roll the dice", either.But what about the DM who simply said yes? There is a vessel to catch the blood. That's not railroading, right?
No. I view GM narration of failure by way of fiat as railroading. As per this re-quote of the OP:you seem to view DM Fiat as railroading
had I decided simply that the room contains no vessel, because I had already decided that I didn't want the storyline to include shenanigans with a blood-filled chamber pot, I think that would count not only as a judgement call, but as one that has a railroading effect.
By "dead end" narration I meant something like "No, there's no vessel".What is dead end narration? Must DM Fiat decisions always be considered such?
If the players want to summon the BBEG (? by what measure, then, is this guy to be summoned big, bad and evil? - but let's let that seeming incoherence pass) then the GM doesn't need to push towards that, does s/he? All s/he has to do is let things unfold!Why does it have to be "secret" backstory? The PC's could be fully aware of what the blood is for and the DM could still want to push things towards that particular outcome...
If the players want to summon the BBEG (? by what measure, then, is this guy to be summoned big, bad and evil? - but let's let that seeming incoherence pass) then the GM doesn't need to push towards that, does s/he? All s/he has to do is let things unfold!
More generally, if everyone at the table wants the same thing in the fiction - eg everyone thinks that the next exciting thing to happen is the PCs all being there with the blood summoning the BBEG - then it's not railroading to cut to that, or to move to it quickly through a framing narration and/or "saying 'yes'" to player action declarations, and in effect treating them as part of the framing.
You're the first person I've come across who thinks that it is railroading a player to allow them to have the fiction include the content that they want!