Judgement calls vs "railroading"

Historically, one of my major pain points with playing most mainstream roleplaying games is the tactical overhead view it tends to give you of your character, the setting, and their situation instead of the deeply personal view that we have of our own lives. We tend to have far more agency over our characters in a roleplaying game than we do over our own lives. Things like the weight of social obligations, the people we care about, our cultural traditions and practices, emotional safety, limits of perspective, our natural curiosity, our personalities, and our own intuitions and emotions hold far more sway over us than they do for our characters. This often results in a sort of Uber Rational form of play where Player Characters seldom seem like authentic people. Roleplaying games often do a good job of representing physical violence and consequences, but often ignore the vast and far reaching impact of other elements of the fiction.

You've got so many things in your posts I don't even know where to start...so I'll start here. They really make me think! I don't have time to think!

But I agree with this, and it's the sort of thing that I work hard to combat in my campaigns. I tend to do it in session zero and as reminders in my rules, rather than trying to build it into the rule system itself. For example, I point out that a turn-based/round-based combat system encourages a focus on the mechanics and "not missing a turn" and things like that. The tweaks we've been making try to encourage people to think of their total action, instead of breaking it into small parts, and using the rules to adjudicate those actions.

But in reading through your posts, it struck me that the alternate game systems were, in many cases, an attempt to focus on a particular game style. On the surface, they might be trying to accomplish the same thing, but the reality is that they are addressing or focusing on a different aspect of RPGs. Some are written for players who are good actors, or like the idea of acting a part, others are tactical, with lots of rules to help you outmaneuver your opponent via game rules, others are built around a very specific setting, where the rules pull you further into the setting, like Cthulhu.

To put it a different way, D&D was invented. It took what previously would have been something a writer would do, or a group of kids playing make-believe would do, and made it into a shared experience, with a framework of rules so you could adjudicate the results of complex (and seemingly random) situations.

So we're done, right? Except that other people thought there would be better ways to do this, and we need to fix that, and I prefer to play this way, or focus on that element, etc. So either rules modifications were introduced, or new games were produced. Now I understand that historically, TSR was a game company, and part of what they did as a game company was design games. Early on it didn't occur to them that one system could be used for multiple genres of games, etc. And of course, as we've seen through later design games, sometimes one system is better than others at solving a particular gaming problem.

For me and the players that I've had through the years, we like the make-believe part. We like the idea of writing the story as this character (if we're a player), and as the DM I've come to love the idea of writing the history of this world. The shared goal being that we address the characters as if they are real people, in a real world, and have to deal with things like being stuck in the rain on a cold day in the wilderness. That the little things, the boring things, the mundane every day things, all have an impact on us as people. Those in-between things create dynamics that make the exciting things exciting. It's a TV series approach, rather than a movie, or even more, a play. We're not only interested in the meat of here, or there, but what's in between. More importantly, those in-between times are typically more focused on the important things that you mention - personal world-view, social obligations, people we care about, culture, etc. The mundane things tend to give our life the why.

Even with that type of focus of our games, it's been pretty rare that PCs have developed romantic relationships, or gotten married, or retired to start a business or own a farm, for example. A great many PCs have become NPCs after the player has left, or when they've decided to focus on other characters and things like that. But it has only rarely come up in play.

But your posts make me think about those other elements in a different way. I think a part of what turns me off about shared-author approaches is that it does take some of the ownership or agency regarding the character away from the player. In return, they are trying to turn the focus of the game onto something else, to encourage, perhaps, a focus not on conflict, but on what makes it a conflict.

One of the biggest problems I've had with attempting to play those types of game, though, is that the players approach it from their own expectations and experience - that is, a D&D-like RPG experience. So the conflicts tend to be superficial, fight-the-monster type conflicts, except that instead of the DM instigating the conflict, it's one of the other players. Then, instead of letting the simply conflict play out, they are encouraged (or required) to add complications. Except they too tend to be superficial - you drop your sword, you trip, etc. So we'd end up with not only a less interesting game, but would get there with mechanics that feel contrived and "gamey," rather than reinforcing the fiction.

The reality is, we, for the most part, were trying to play D&D with DW rules. Instead, I guess, if we are going to make a point of playing DW, then we need to have a different overall goal or concept of the game. Or to put it a better way, we have to better understand the goal of the game design.

It's going to make me go back and rethink not so much how the mechanics of many of these other games work, but why. What was the "problem" they were trying to "fix" that made them write a new system, rather than use an existing one? Even if the designer didn't realize that's what they were doing. But looking at it from that perspective, I think, will help identify potential "problems" in my rules or campaign. Maybe the solution they came up with works for us. Maybe we find a different solution.

What I find exciting, though, is that I hadn't really thought about looking to other games for better solutions for the internal process of a player interacting with their character. It's easy for the rules to address mechanical things - did you hit them with your sword? Did the armor protect them? It's harder to write rules about more nebulous things, like knowledge or social encounters. But going deeper, into the relationship between the player and their character? It has been addressed, even in 5e there's the background system, with the trait/ideal/bond/flaw approach. And alignment has been around for a long time. But we've tended to discard many of these rules, at least in part, instead of digging into them to see how we could make them better. Or perhaps replace them with something else altogether.
 

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When one side flatly states that they can't perceive the other sides position, doesn't that mean it is time to stop trying to reach a meaningful resolution?

[MENTION=42582]pemerton[/MENTION] often says things like, "I don't understand...", "I can't see how...", "I don't get...", etc. all the time. Given that much of what he says that about is pretty easy to understand, and that he's a lawyer, a profession that teaches those who engage in it how to put themselves into the shoes of the opposition in order to understand and predict their strategies, I strongly suspect that it's just a tactic he's using in debate. I doubt that he's really failing to understand most the things he says he doesn't get.
 

pemerton said:
The players succeeded in a skill challenge which established that the advisor revealed himself in a way that did not undermine the PCs' standing in the eyes of the baron (and other worthies), but rather redounded upon the advisor himself.
I can only go by what you say here

<snip>

The success of the established challenge as you have described it was that the outing not affect the PCs. If he mitigates things, they are still not affected and he still outed himself.
I've bolded the bit that you appear to be missing or ignoring or for some reason treating as insignificant. It was not insignificant. It was that bit of the success that the player (correctly) fastened on at the start of the subsequent session.

pemerton said:
I started framing something that put that success into doubt
That's the (bolded) bit I'm confused by. We're you 'framing' things at the next session to negate the prior SC, so they'd have to out the NPC all over again? I know you said you didn't remember the specifics, but I'm having trouble thinking of something that'd do that, rather than just being 'damage control' or 'spin' on the NPC's part.
I can't remember the precise details - at the start of the following session, when the advisor, having failed socially, turned to sheer magical power to try and establish dominance over the PCs, combat ensued. The baron and other NPCs were in the room, and I think it was something that I said about them and their response to the violence. The player's point was that, as the upshot of success in the skill challenge, it was clear to all the witnesses that responsibility for the violence fell on the advisor, not the PCs - the advisor was the one who had been revealed as a traitor, and was now turning to magic to try and get what he wanted by force.

Sudden reversals of fortune are a standard in genre, well, pulp and melodrama corners of genre, anyway.
Sure. [MENTION=48965]Imaro[/MENTION] said the same thing upthread. But in the context of RPGing, at least as I prefer it, those reversals of fortune have to result from the players failing at something. The GM can't just fiat away their success.

Even in classic D&D, the reversal of fortunes comes eg from having got the treasure, but now suffering an unlucky wandering monster check. Not just from the GM fiating away the tresasure for a lark.
 

I've bolded the bit that you appear to be missing or ignoring or for some reason treating as insignificant. It was not insignificant. It was that bit of the success that the player (correctly) fastened on at the start of the subsequent session.

It still doesn't do much. The animosity hit the advisor and now he has to scramble to try to overcome it. It's no different than if the party had failed and the baron had been upset with the party. The PCs could have come up with ideas to placate the baron's wrath, too. Think about the times you've been angry at someone over something. Do you end up in perpetual anger with nothing that can be done by the target of your wrath to assuage the situation? I doubt it.

Mitigating the baron's wrath would not have negated their success.

I can't remember the precise details - at the start of the following session, when the advisor, having failed socially, turned to sheer magical power to try and establish dominance over the PCs, combat ensued. The baron and other NPCs were in the room, and I think it was something that I said about them and their response to the violence. The player's point was that, as the upshot of success in the skill challenge, it was clear to all the witnesses that responsibility for the violence fell on the advisor, not the PCs - the advisor was the one who had been revealed as a traitor, and was now turning to magic to try and get what he wanted by force.

I must have missed where you said it turned to combat. Combat certainly makes it more difficult to mitigate, but not impossible unless the advisor died.

Sure. [MENTION=48965]Imaro[/MENTION] said the same thing upthread. But in the context of RPGing, at least as I prefer it, those reversals of fortune have to result from the players failing at something. The GM can't just fiat away their success.

Even in classic D&D, the reversal of fortunes comes eg from having got the treasure, but now suffering an unlucky wandering monster check. Not just from the GM fiating away the tresasure for a lark.
The bolded portions are not what people here on my side of things are saying should have been done. Nobody has suggested using fiat on behalf of the advisor, and nobody here has said mitigation would have been attempted for a lark.
 

How do you know he's not seeing the advisor has having agency?
NPCs do exercise that power over events. They do it through the DM who has created the personality, desires and goals, quirks, etc. for that NPC and puts himself into the NPC's shoes to make that decision. When I make a decision for an NPC, I am not making a decision for myself at all. The NPC may decide to take a course that I myself would not take were I to make the same decision on my own.
Interestingly, when I suggested that [MENTION=16814]Ovinomancer[/MENTION] was making a category error, in attributing real causal power to NPCs, he (? I believe - please accept my apologies if I'm misremembering), Ovinomancer accused me (more-or-less) of engaging in ridicule, or deliberate distortion of what had been said.

But here we see Maxperson making exactly that claim!

And I will re-assert that it is a category error. NPCs do not "author themselves", and that sort of talk by authors is loose metaphor at best.

In having an NPC do X rather than Y, a GM is making a choice. In extrapolating one way rather than another from established fiction, the GM is making a choice. Every day, all over the world, real people makes choices that no one would readily foresee based on a passing familiarity with their previous history and behaviour. A RPG doesn't become less verisimilitudinous because it has NPCs with similar degrees of unpredicatability!

Have you given us any reason to believe the advisor's agendas, whatever they are, are permanently and conclusively foiled other than to say the players passed some mechanical test that exposed the advisor? For Maxperson, using one method to foil and agenda isn't necessarily the end of the matter. And that's every bit as reasonable as your assertion that their mechanical pass permanently settles the issue because either could be true based on the fiction of the event and the ultimate consequences the advisor faced. If he merely lost the trust of the baron, that trust could be repaired. If he was imprisoned, he could be released, even pardoned. If he was executed, well... let's just say that villains often have ambiguous deaths. That's what enables them to be recurring villains.
If you've decided that the advisor's done because you won't be using him in your scene framing in the future - fine. It's final. But a similar situation in Maxperson's game, clearly, wouldn't be final.
Three things.

(1) I know perfectly well that [MENTION=23751]Maxperson[/MENTION] doesn't adjudicate finality in resolution the same way that I do. But that doesn't mean that Maxperson is correct to say that, in my game, using the system (4e) that I was using, I was wrong to agree with my player that - as GM - I had made a bad call, and needed to wind back and remake it.

(2) You ask Have you given us any reason to believe the advisor's agendas, whatever they are, are permanently and conclusively foiled other than to say the players passed some mechanical test that exposed the advisor? As I've already mentioned upthread, I find this an especially strange question from D&D players.

In D&D combat, what reason do we have to believe that the ogre is dead, except that a player passed some mechanical test that reduced it to zero hp? Answer: none. The health of beings in D&D combat is not determined via fictional positioning and following the logic of the fiction; it's determined via an abstract mechanical process, to which - by the rules of the game - the fiction must then conform.

The same is true of traditional encounter reaction checks: when reaction checks are being used, we don't first know the mood of the NPC/monster, and thereby determine it's reaction; rather a mechanical test - the reaction roll - tells us what their mood is (hostile, indifferent or friendly being the 3 traditional options).

A skill challenge in 4e, or a Duel of Wits in BW, works the same way as these other tried-and-true D&D mechanics: the content of the fiction unfolds in a way that conforms to certain mechanical processes. If the players succeed at the challenge, the resulting fiction includes the elements that make up their success. In this case, that means the baron holds the breakdown of the situation against the advisor - revealed as a traitor - and not against the PCs.

(3) I've posted upthread about some of the circumstances in which successes might be re-opened. I see this as one application of a more general "no retries" rule. AD&D has no general prohibition on retries, but lots of particular ones: a retry is never permitted when it comes to bending bars or lifting a gate, nor when it comes to finding or removing a trap; but a retry is permitted with a level gained, in the case of opening a lock.

I think it is not compatible with a game being player-driven that the GM is permitted to reopen some matter willy-nilly, regardless of previous successes at action resolution.
 

Interestingly, when I suggested that [MENTION=16814]Ovinomancer[/MENTION] was making a category error, in attributing real causal power to NPCs, he (? I believe - please accept my apologies if I'm misremembering), Ovinomancer accused me (more-or-less) of engaging in ridicule, or deliberate distortion of what had been said.

But here we see Maxperson making exactly that claim!

And I will re-assert that it is a category error. NPCs do not "author themselves", and that sort of talk by authors is loose metaphor at best.
[MENTION=16814]Ovinomancer[/MENTION] was right. I did not say they authored themselves. I said they make that decision through the DM who makes the decision the NPC would make in that situation, not the one the DM would make in that situation.

In having an NPC do X rather than Y, a GM is making a choice. In extrapolating one way rather than another from established fiction, the GM is making a choice. Every day, all over the world, real people makes choices that no one would readily foresee based on a passing familiarity with their previous history and behaviour. A RPG doesn't become less verisimilitudinous because it has NPCs with similar degrees of unpredicatability!

It's the DM making the choice that the NPC would make, not the one the DM would make. I don't kill people, attempt to hurt them with traps and so on. Were I making the decisions that I would make, there would be no villains in the game world. Evil wouldn't exist. There are many things that the NPCs decide to do that I would never decide to do. They are making that decision through me.

(1) I know perfectly well that [MENTION=23751]Maxperson[/MENTION] doesn't adjudicate finality in resolution the same way that I do. But that doesn't mean that Maxperson is correct to say that, in my game, using the system (4e) that I was using, I was wrong to agree with my player that - as GM - I had made a bad call, and needed to wind back and remake it.

I didn't say any of those things. I said the advisor would have to catch a sudden case of retarded in order not to try to mitigate the damage. That just means that the way you adjudicate it doesn't make sense to me.
 

with all that was going on there - the hour at the table, conflicting agendas all over the place, etc. - what was the rationale for basing the entire outcome on one single all-or-nothing skill challenge, rather than breaking it down into some smaller parts?
That's how the game works. That's how the situation was framed. That's how we did it.

There's no a priori reason to do it that way, I guess; but nor is there an a priori reason not to. I mean, in Vault of the Drow the final confrontation with Lolth is handled via a single event of combat resolution.

The actual play thread contains the following post:

I'm curious how long the session was in real time and exactly how many dice rolls were made.
<snip discussion of session length>

As for number of dice rolled, I'm reconstructing that not by remembering the actual die rolls, but by thinking through how I adjudicated it. There was one Intimidate check for the cultist, plus some Arcana and History checks - maybe 2 or 3 checks for each of the arcanists. Let's say 5 or so checks in the first episode.

In the dinner, there was a group Diplomacy check upon meeting the Baron, that preceded the skill challenge. And at one other point there was a group check for something - Insight, maybe? - I can't remember now. That's 10 rolls (including rolls made by someone else for the missing player).

I made two die rolls - a Bluff check for Paldemar/Golthar at one point (I know skill challenges don't use dice for the opposition, but this was outside the context of the skill challenge - I can't remember now exactly what it was for!), and an initiative roll at the end of the session. And the players made their initiative rolls. So that's another 7 rolls there.

Then there's the skill challenge itself - 12 successes, 2 failures, plus 2 or 3 secondary checks - let's say 17 rolls there. The PC whose player was missing didn't participate in the skill challenge at all - it's one thing to roll his initiative or contribution to a group check in his absence, but there didn't seem any point trying to drag an "unplayed" PC into a social challenge.

I make that a total of 40 rolls for the session - maybe a bit less or a bit more. All d20s, of course.
About half those rolls are for the skill challenge. By what measure is that not enough?
 

There's this big emphasis in the mainstream culture of everybody getting the highly specific things they want, not judging one another in anyway, sole ownership and protecting our own interests rather than letting the game and the other players shape our experiences.
Very interesting contention!

What I am emphatically not talking about when I speak about mainstream roleplaying games and why I choose not to use the traditional motif are games like Moldvay B/X, Classic Traveller, Classic RuneQuest, Stars Without Number, and Godbound. Lewis Pulsipher of The White Dwarf is probably the most clear voice of this style of game. It's the roleplaying games as games, not stories crew that I view as traditional. To be fair what would become known as the Middle School Culture of Play that I am addressing as Mainstream Games was pretty much always there. Lewis Pulsipher was always pretty critical of what he called the California school
Did you ever read my Lewis Pulsipher thread - which even got some posts from the man himself!
 
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Even if you'd not have given them something to catch the blood in, anyone might just empty out a flask or potion to get some of it
The character in question didn't have any such vessel on him. (Just his clothes and a staff rough-hewn out of a tree branch.) The other PC, also, had very little gear.

It's quite a hard-scrabble game in that respect.
 

For you, meaningful consequence is when a deity (Epic Level, probably 25+) only destroys a PC's familiar as his revenge for actively thwarting him, which meaningful consequence can be undone by a 1st level caster with the feat Arcane Familiar, which familiar may be re-summoned after a short rest (5 minutes in 4e).
Two things:

(1) The PC is also epic level, 25 as it happens (I just rechecked the actual play post).

(2) You are midsescribing the consequence. The familiar was not killed, to respawn after a short rest. The familiar was shut down until the PC performed a ritual to remove Vecna's influence over his Eye, and hence over the familiar. The PC was able to do this once the PCs had defeated an Aspect of Vecna. Looking at the date stamps for the respective posts, that's about 3 months later, which would be in the neighbourhood of half-a-dozen sessions.

I tend to agree that this was softballing. Not that we don't all softball from time to time.
In the thread that [MENTION=6688277]Sadras[/MENTION] is recalling this episode from, the general view of other posters (I can't remember what Sadras's particular view was) was that, so far from softaballing, it was unfair to impose such a consequence on a player in the context of a success - ie a successful check in a skill challenge that allowed diverting the souls from Vecna to the Raven Queen.

They also thought it was unfair to impose a consequence which the rules of the game don't expressly provide for (ie there is no formally-defined your familiar is shut down beyond the duration of a short rest condition).

Whereas my view was, and remains, that at all times the player knew that by implanting the Eye into his imp the PC had made himself hostage to Vecna, at least to some extent; and that he (both PC and player) knew, when he thwarted Vecna, that he was taking a risk of retribution.
 

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