[MENTION=6802765]Xetheral[/MENTION]
You probably won't be surprised that I want to present a hypothetical example of play that puts pressure on the "disconnect" idea. I'm curious what you make of it.
Scenario: The PCs have busted some smugglers (eg Sinister Secret of Saltmarsh). One of the PCs has, as part of her backstory, that her hometown is a "hive of scum and villainy" (including smugglers). The player of this PC tells the the GM, "I look at the smuggled crates - is there any mark to suggest that they came from, or passed through, my hometown?" The GM has to respond - and, for the sake of this example it is stipulated that the GM has nothing prewritten about this (ie about where the smuggled goods came from).
Now we have a moment of action declaration, which forces the GM to author something. There are different ways of doing that - my way is one of them!
Are you asking how I would approach answering the player's question? If so, I can't answer specifically, but I can list some of the factors I'd include when making my decision:
- Is the player asking the question getting sufficient spotlight time?
- Is the player asking the question getting too much spotlight time?
- Will answering "yes" speed up or slow down play at the table, and is the current pace faster or slower than the mood of the players warrants?
- Is the player asking the question currently invested in the direction the players are taking the game?
- Will answering "yes" decrease or increase that investment?
- What answer would be consistent with details the players have learned so far?
- Are both answers eqally plausible?
- Does either answer let me relate back to previous details?
- Does the situation (and either possible answer) provide an opportunity to roll an underused skill?
- Is there a way to make the answer more interesting than either yes or no?
- How close are we to the end of the session?
- Will my answer increase or decrease the number of extant plot threads?
- Which answer will be more fun?
My decision process (including whether the answer was determined ahead of time or on the fly) is invisible to the players (and largely instinctual), but if players ask questions later I'm happy to explain my decision making process, often preceeded by making certain they're
sure they want to know the answers.
Well, the player knows that the reason for narrating the PC finding the cursed black arrows is because it will "make for a better story and a more enjoyable game" ie I am narrating that sort of consequence for that sort of reason.
Even trusting that you were doing your best to pick fun failure consequences, knowing that those consequences were
caused by my failure would be enough to be problematic for me. It would make me feel like I was playing a game rather than immersed in a fictional world, as I prefer. I want the OOC consequences of my choice to match the IC consequences of my PC's action. I don't mind if you make up the fiction as you go along (although ideally whether or not something is on-the-fly is invisible), but I certainly don't want you to do so to frustrate my intent in addition to the failed action itself. (This is, of course, only my personal playstyle preference.)
More generally, I don't think it can ever be the case that the player knowledge matches the PC knowledge - the players inevitably know that this stuff was authored, by the GM, for some reason or other.
I agree that it's inevitable that player knowledge won't match PC knowledge, but the difference between the two can be minimized, and some of what difference remains can be concealed or hidden. (Also, I'm primarily concerned with in-the-moment knowledge that affects decision making. I certainly don't care that the players know in the abstract that they're playing a game and that the GM is creating content.)
My point here being that the line - if it exists - is a very fine one.
Fine or not, the difference between
knowing in the abstract that the GM is authoring content and
feeling in the moment that the GM is authoring content is critically important to what I value in a roleplaying game.
I absolutely meant to provide a three way contrast between GM as referee, GM as storyteller, and GM as Master of Ceremonies. I thought that most people would have a better grasp on the distinction between GM as referee and GM as storyteller, and wanted to focus on GM as MC. Here's what I see as the meaningful distinctions between GM as referee and GM as storyteller:
- A referee is careful to never purposefully bias their rulings towards particular outcomes. When they step in to make a ruling they do so only to maintain the integrity of the fiction. They also are careful to be as transparent as possible about their rulings to ensure that players can make meaningful decisions. They also have a deep respect for the rules of the game, and only step in when their expert knowledge applies.
- A storyteller very much wants to bias outcomes towards what they would feel would make the best story. It is the integrity of the fiction that matters to them, but the integrity of their story. Meaningful decision making is not a priority for them. Sometimes the point is to make players feel powerless. The rules are only there as a tool for them.
- A referee uses dungeons, modules or scenarios, never adventures. The difference is that the game content never assumes what actions players will or should take. Who they ally with, who their enemies are, what they decide to do in any moment of play is entirely on them. In a war game there is no figuring out what you should do. Only decision and consequence. Lateral decision making is the order of the day.
- While a storyteller might use adventures with branching paths there is absolutely a path or set of paths players are assumed to follow. In play this feels very much like playing an adventure game. The players' job is to hunt for the story and provide color to the proceedings. If you get to far off the path, they will either nudge or push you back on it.
- In a war game you engage with the world for your character's own purposes. You get to decide what those are.
- A storyteller's game involves being obliged to explore the setting and story as an end in itself. It's the GM's creativity on display after all.
- A wargame is absolutely played to find out what happens. This is anathema to the storyteller.
Obviously, I am making broad statements here. A person's particular approach might to differ. My points of reference here are Moldvay B/X and Vampire: The Masquerade, both played according to the text. If you don't have access to Vampire, AD&D 2e makes a reasonable substitute.
We're certainly coming from different backgrounds in regards to roleplaying games. Even knowing you're using broad strokes, I've not encountered
any of the styles you describe. (Of course, I've also not played most of the games you've been referencing.) All the games of Vampire the Masquerade I've played in (and run), for example, have been almost entirely sandbox games, with dozens of threads to choose from and plenty of opportunity to create your own. Indeed, I've seen more VtM games suffer from decision paralysis stemming from being
too open ended, rather than being too Storyteller-directed.
Campbell said:
We are not playing to find out anymore. We are playing to find out unless the GM wishes otherwise which feels fundamentally different in play to me. Players no longer earn things. They are given them. Their choices only matter as much as the GM allows them to. It also places what I feel is a tremendous burden on the GM for the quality of the game. The actual game and the players are no longer near as responsible, and the GM carries the game on their back. This tends to move into the social arena as well where the GM is often expected to act like a parent to their players.
As a GM I don't want all that responsibility. I don't want things to be that hard or take that much work.
From my standpoint, the hard work of DMing is one of the things that makes it so amazingly rewarding. Seeing the excitement and delight on your friends' faces at the end of a session is all the more satisfying knowing that it was your own doing. My style of GMing tends not to be very heavy on pre-game prep, but it's (frequently) mentally, creatively, and emotionally exhausting in play, and I
like that. It's challenging and engrossing, and there's always room for improvement.
For reference, while I'm frequently surprised and delighted by the direction a game takes, "playing to find out" is not one my priorities. (I was unfamiliar with the concept until this thread.) I still consider my games player-driven because the decisions of the players determine the shape of the game and I don't force them to adhere to a pre-authored sequence of events.