100% this. As a RPGer I'm overwhelmingly a GM. I don't want to run a GM-driven game.My interests in a lack of a preplanned narrative are just as much for the sake of the GM's experience of play as it is for the other players' experience.
100% this. As a RPGer I'm overwhelmingly a GM. I don't want to run a GM-driven game.My interests in a lack of a preplanned narrative are just as much for the sake of the GM's experience of play as it is for the other players' experience.
In that case our experiences differ. I've never found (as a player or GM) that "tracking situations out of sight of the players" produces a better game than the GM narrating the unfolding situation in a way that responds to the dynamics and concerns of the actual play at the table.if the PCs move to/stay in an environment where the change should be noticeable, the DM is obligated to bring the change to their attention. Which means the DM is obligated to track those situations when out of sight of the players OR to introduce changes specifically as he feels the players would appreciate. Although both can be sandboxing, the first strategy tends to produce more long-term consistency and appreciation in my experience.
Perhaps you missed this post:I haven't seen anything so far to indicate that the players can't choose to go their own way with their own ideas on what to do.
If a character's next logical in-character move is to do something that takes it out of the party, then out it goes. I've role-played myself out of many a party in the past.
If a single PC decides to pack it in and become a local magistrate, or take over the local mercenaries' guild, that's just fine - the PC retires from adventuring (and the player either already has a replacement or rolls one up, assuming she is staying in the game) and at some point we'll update it to see how its magisterial or mercenary career might be going.
This question seems like it's meant to be rhetorical, but I don't quite follow. Isn't the GM plays in the sandbox, under the assumption that the GM authors the shared fiction that constitutes the "sandbox", equivalent to the GM writes a novel or the GM engages in solitaire rolling of dice?If the DM doesn't get to play in the sandbox, too, what's the point?
If no player has a belief about demons, how does that engage a Belief?my examples do engage the beliefs. The belief that you'll return to your ruined tower and find the mace you were looking on is engaged on a failure if I say 'no, and a demon appears'.
You keep talking about "Fronts". Do you play PbtA games? What is your experience with Fronts?Having the DM adjudicate how the world moves absent player involvement doesn't flip a switch from 'Player driven' to 'DM driven.' Otherwise you're now calling games that involve things like Fronts DM driven.
having events that occur off camera that then impact the players, or having events that pivot on 'secret' information doesn't make a game DM driven, it just tilts a little more in that direction. These components, by and of themselves, do not rise to the level of automatic definition.
From my point of view, questions about whether or not I want to play a game that is run in a certain way are not primarily questions about words. Or about logic, or concepts, or similar things.The only difference, as presented, is the setup. Lanefan takes on the overhead and prep to set the world up, and lets the players loose to find out what happens. You share the load up front, and then proceed in the same manner. How the game actually runs could be very similar.
Maxperson said:I haven't seen anything so far to indicate that the players can't choose to go their own way with their own ideas on what to do.
Perhaps you missed this post:
Lanefan said:If a character's next logical in-character move is to do something that takes it out of the party, then out it goes. I've role-played myself out of many a party in the past.
If a single PC decides to pack it in and become a local magistrate, or take over the local mercenaries' guild, that's just fine - the PC retires from adventuring (and the player either already has a replacement or rolls one up, assuming she is staying in the game) and at some point we'll update it to see how its magisterial or mercenary career might be going.
If players don't want their PCs to die, then why are they running a system that runs a risk of producing that outcome? It just seems a bit weird - as if the GM fudging is an ad hoc compensation for inadequate mechanics.there are certain players who get very upset if their character dies. In some cases, the only real way around that is to fudge die rolls, for example.
Yes.Are you trying to say that Lanefan's post somehow contradicts Maxperson's statement?
Being free to write yourself out of the game isn't a way of being free to drive the game in your preferred direction. It's a clear limit on that!Because it looks to me that Lanefan isn't saying players can't choose to go their own way with their own ideas - rather, that they can even if it means taking themselves out of gameplay.
Yes, but then so is a drawing of a carousel or of a Ferris wheel.If you take an RPG map at it's most basic, it is a series of sites connected by lines, yes?
I've already commented on the prison scenario upthread - the framing of the door as unable to be passed through in falcon form responds directly to (i) the player having failed a series of checks in relation to carrying the bodies through the city (failure results in a meeting with the watch) and trying to persuade the watch to help with this rather than treat it as a cause for suspicion (failure results in imprisonment), and (ii) the PC being able to cast Falconskin, such that a prison with holes a falcon might pass through wouldn't be a prison at all for that character.framing entails the GM making decisions that can steer the game. Your example of the PC who can shapechange into a falcon being imprisoned....you can frame the situation with there being a window or a small port in the door for the falcon to fly through thereby allowing the PC to escape, or you can frame it so that the door is one continuous piece, meaning the the PC will remain imprisoned and must figure out another means of escape.
[MENTION=42582]pemerton[/MENTION]. Billd91 is exactly right. The players are still capable of making those choices if they want. He's not stopping them. All he's saying is that he'd do the reasonable thing if one player took actions to remove himself from the group. Were I to set up my PC as the shopkeeper in a town when the rest of the group is going out adventuring, I'd expect my PC to be removed. The DM isn't obligated to create and run two separate games. One for me, and one for everyone else.???
Are you trying to say that Lanefan's post somehow contradicts Maxperson's statement? Because it looks to me that Lanefan isn't saying players can't choose to go their own way with their own ideas - rather, that they can even if it means taking themselves out of gameplay.
Yes.
Being free to write yourself out of the game isn't a way of being free to drive the game in your preferred direction. It's a clear limit on that!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.