a fictional construct can be assigned agendas (else how do stories work?), and those can be played with integrity by the DM/GM.
This happened in the episode of play I described. The advisor had an agenda. He pursued it (as described in the post you quoted). He failed.
That is why I disagree with the contrast you drew between "GM-centric" and "player-centric". There is no difference in respect of NPCs pursuit of their agendas. The difference concerns the process whereby the outcome of that agenda is resolved.
My understanding of the area of contention seems to be around in-game events where the NPC can exercise causal power over said events. You may exercise a playstyle where that isn't a desired aspect of play but that doesn't make it impossible.
Huh? Of cousre the advisor can, in the fiction,
do things (ie exercise causal power over the fiction). Eg he can say things, which others hear.
That's not in dispute.
What [MENTION=23751]Maxperson[/MENTION] is saying, however, is that
the advisor saying things might change the baron's mind about him. Whereas, in the particular context under discussion, that is not going to happen because
the baron's mind is already made up. And the players achieved that result, by succeeding at the skill challenge.
In other words, the issue is not
what can the advisor do in the fiction? It is
what directions for the fiction are open, or not, give what has happened at the table?
pemerton said:
The advisor had his own agenda. He pursued it. He attempted to force the PCs' hands, in two ways (at least: the session was several years ago, and so even with the benefit of an actual play report my memory is not perfect):
(1) The advisor tried to trick/goad the PCs into revealing information about the whereabouts of the tapestry; the players dealt with this by such measures as taking steps to ensure that the most vulnerable PC, the dwarven fighter/cleric with CHA 10 and poor social skills, was not at the table with the advisor;
(2) The advisor escalated things to try and force the PCs to reveal him to the baron, so that they would be tarnished as trying to smear him and/or take advantage of his magic secrets (eg the tapestry), rather than being the heroes who had saved the baron from his influence. Had the players failed at the challenge, it is likely that something of this sort would have happened, as the evening would have ended with the advisor leaving the dinner, apparently forced out by the PCs speaking against him but not proving their case.
His attempts to do this, however, failed. The PCs kept the information about the tapestry secret; and the advisor's strategy (2) ended up backfiring, as the baron accepted the word of the dwarven "paladin", in the context of the advisor being goaded into revealing himself.
Can I ask two questions...
1.) Who initiated a mechanical resolution of this?
2.) How was that mechanical resolution implemented?
Here is
a link (perhaps the third or fourth time I've linked it in this series of posts) to the actual play report. That post contains the answers to your questions. The short version: the PCs attended dinner with the baron, at the baron's request; they matched wits with the advisor; the advisor lost. Mechanically, this was a skill challenge. It was framed and adjudicated by me, the GM. The skill checks whose resolution determined the outcome were made by the players, for their PCs.
GM Driven games don't by necessity mean players can't resolve the conflicts through action resolution procedures. It seems the difference is that in GM driven games... well the GM has just as much right to use said resolution procedures for NPC's as well
<snip>
In a GM driven game both players and GM are able to express agency and protagonism through their characters. The GM can drive action just as readily as the players through having agendas and goals for NPC's
As I have already posted, the advisor had his agenda. He pursued it. In the particular context of 4e skill challenge resolution, this occured via my narration of the advisor's actions: to quote from the original actual play report ("Paldemar" is the advisor),
The general pattern involved - Paldemar asking the PCs about their exploits; either the paladin or the sorcerer using Bluff to defuse the question and/or evade revealing various secrets they didn't want Paldemar to know; either the paladin or the wizard then using Diplomacy to try to change the topic of conversation to something else - including the Baron's family history; and Paldemar dragging things back onto the PCs exploits and discoveries over the course of their adventures.
Following advice given by LostSoul on these boards back in the early days of 4e, my general approach to running the skill challenge was to keep pouring on the pressure, so as to give the players a reason to have their PCs do things. And one particular point of pressure was the dwarf fighter/cleric - in two senses. In story terms, he was the natural focus of the Baron's attention, because the PCs had been presenting him as their leader upon entering the town, and subsequently. And the Baron was treating him as, in effect, a noble peer, "Lord Derrik of the Dwarfholm to the East". And in mechanical terms, he has no training in social skills and a CHA of 10, so putting the pressure on him forced the players to work out how they would save the situation, and stop the Baron inadvertantly, or Paldemar deliberately, leading Derrik into saying or denying something that would give away secrets.
The NPC pursued his goals. He lost. There is no difference between you, [MENTION=23751]Maxperson[/MENTION], [MENTION=16814]Ovinomancer[/MENTION] and me over whether or not NPCs have goals and pursue them. The difference is over
how to determine when the PCs fail in that pursuit.
The advisor's motivations do not enter the storyline at all
This is wrong. The advisor's motivations are central to the scene, as is evident in the description of it in the actual play report (linked and quoted above).
I see the advisor as being capable of having an agenda that can be pushed via narration (by the DM/GM of course just as the players narrate the agendas for their PC's). you say this isn't possible
No. To repeat mysefl: I'm saying that
that already happened, and the NPC lost.
This is why I keep using the word
finality. The NPC tried to push his agenda, but it didn't work. The PCs' counter-agenda succeeded, resulting in the advisor's standing at court being undone. (This is why, in multiple posts, I have made the comparison to Wormtongue being outed as a traitor at the court of King Thedoen.)
I don't think the confusion was around finality in resolution but around, as @
Ovinomancer cited, a difference of playstyle in how NPC's are run and what purpose they serve.
[MENTION=16814]Ovinomancer[/MENTION] didn't identify any difference in purpose. He purported to contrast
the world existing for players to pit themselves against, as an antagonist (the characterisation of "player-centric") and
the world and NPCs having their own agendas, that they force against players (the characterisation of "GM-centric"). But there is no contrast between these things. They are just two different ways of describing opposition between the PCs and various other elements of the shared fiction.
What I am talking about is the difference in
how NPC's are run. The particular difference at issue in this discussion is over
who gets to determine that a NPC failed in pursuing his/her agenda.
what I (and others I believe) don't understand is why the advisor can not then pursue a different agenda of mitigating the fall out in the eyes of the Baron
<snip>
even with your example of a geas spell... it isn't a permanent settling of said relationship. It has a duration, means of dispelling it, etc.
The advisor can - in the fiction - do whatever he wants. It's just that
at the table, we already know that such stuff is mere colour. The baron's mind is made up about the advisor, because the players won the skill challenge.
There's no mystery here. That's what it means to win a skill challenge with the goal (among other things) of estabslishing the baron's opinion of the advisor.
On the permanence of this (or of a Geas spell, etc), see my post immediately after the one you replied to. Dispelling the geas is in the same general ballpark of GM moves as raising the defeated enemy from the dead, etc. The issue of when results can be reopened is a significant one. But they can't be reopened in the session immediately following the players' victory, when nothing in the fiction has changed to reopen them, and nothing at the table has changed either (eg the players haven't had a subsequent failure, which might have as its consequence the advisor once again growing in the baron's estimation).
IMO your analogies all seem off... I feel like this is akin to your PC loosing a battle
I don't at all understand how the players winning a skill challenge is meant to be analogous to the PCs
losing a battle. However, if that is how you see it, it would help explain why you do not share my view about the significance of the players' successs.
I feel like the pertinent question here is "Does your game procedure allow for the framing of scenes by the DM that are not in response to explicit player declaration?" For example, to use the advisor concept introduced previously, let's say that the advisor is enraged by the PC's success at reducing his status in court. He is so enraged that he performs an arcane ritual in secret to summon a malevolent extraplanar entity, which he commands to attack the PCs.
I think having said demon attack the PCs in retribution would be a natural and expected consequence in "living world"/"NPC agenda" play procedure games. The PCs have angered the advisor, having the advisor retaliate is a second-order consequence of their actions. But this framing would be problematic in a BW/Cortex style game, as the advisor's action aren't a direct consequence of any PC's failure to mechanically reach their intent. Now, being attacked by a demon could be a consequence of a hundred other possible future failures on the PC's part, and tying the demon's appearance back to the spurned advisor would make a satisfying narration for that consequence. But ultimately, you wouldn't introduce a summoned demon simply as something for the PCs to have a conflict with without player input.
This is interesting.
In the actual game that this came from, the advisor - having lost socially - set out to win via brute magical power (ie the scene transitioned into a combat scene). The players had no objection to this: in D&D 4e combat is, in general, a "legitimate" (heck, even a default) mode of presenting and resolving opposition; and it followed naturally from what they had succeeded in doing (goading the advisor into outing himself).
In BW, I think it would depend on other elements of context - eg, what other Beliefs various PCs have about the advisor, opposing demon summoners, etc.
I agree that there are constraints on framing that go beyond asking "What would I do if I were an evil advisor outed at court?"