Judgement calls vs "railroading"

Lanefan

Victoria Rules
I feel like [MENTION=42582]pemerton[/MENTION] has approached things in terms of Go To The Pain ...
[MENTION=42582]pemerton[/MENTION] - look at the bright side: if you get nothing else out of this thread you'll at least walk away with your new DMing motto:

GO TO THE PAIN!

Lan-"that's actually not a bad title for a metal song, come to think of it"-efan
 

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pemerton

Legend
[MENTION=42582]pemerton[/MENTION]

I did not mean to imply that playing a game like Burning Wheel involves no meaningful creative and social risks or that you are not meaningfully engaging the fiction when you play. I just think there is a danger when you have such a process oriented design of enabling mechanics first rather than fiction first play.
I find this very hard to judge, as I am hesitant to generalise from my own experience.

One thing which I think fits into your concerns is about establishing consequences of failure in advance. As I've posted I often don't; as Luke Crane has written, he often doesn't either; but the rules say you should. I suspect this makes a difference.

There is also the subject matter to consider. Masks entails much less risk because the subject matter is less emotionally intense than most Burning Wheel games. I am not sure I would want to play a game like Burning Wheel with a less process oriented approach.
Our BW game is intense compared to MHRP, but I suspect not as intense as a lot of your play (judging from your accounts).

Some of my most intense play ever was in Rolemaster, in the context of the sorcerer who became addicted to a sorcery-enhancing drug, lost his home and city, somewhat redeemed himself via a relationship that then ended when his (NPC) lover was cut down by a demon summoned by the (PC) mage who had been using and manipulating him all along. And also some of those 4e moments when the player of the dwarf, frustrated by some social situation, suddenly unloads and then rolls the dice!

In BW, I think the most intense moment to date was the confrontation between the two brothers. But I am hoping to start playing BW soon - GMed by the player of the mage PC (who has never GMed before) - and I am hoping to generate some intense moments. I am going to reprise Thurgon, in a BW 5LP variation - so I'm already vulnerable because of my attachment to that character and that archetype!
 

Imaro

Legend
I assume we're not trying to reduce the complex down to the simple here, because the answer isn't "the GM has mandate to do as they please" (if the above is angling toward the rhetorical device of "begging the question").

Honestly I almost wish that was the answer. I am looking for the part of the game where the GM gets to unleash his unbridled creativity and it just seems lacking in this department compared to more traditional roleplaying games. One of my main purposes in stepping up to run game is that as DM/GM I get to express my creativity on a broader palette than that of a player but in these games it seems my palette is just as limited (and maybe even moreso) than that of the players. For one of my primary interests in choosing to run a game these indie games strike me as overly restrictive and underwhelming. i don't thiunk I'd have any interest in running them though I'd be interested in giving them a whirl as a player.

The answer is:

1) The System has its say.

2) The GM has their say.

3) The Players get their say (which comes in the form of (a) engaging this bit of fiction and the goals therein in the first place, (b) deploying resources which provide the trajectory for the scene's evolution, (c) having PC build resources that bind GM framing - eg Instincts in Burning Wheel - and (d) deciding how many "stops to pull out" to prevent the consequences of failure in the first place.)

4) The Players may have more say (such as the deployment of PC build resources or meta resources to constrain/forbid/rewrite scene outcomes).

I'd be interested in understanding better if these are all supposed to be of equal weight? My impressions from this thread has been that during a success... players having their say, through the successful achievement of their goals, is pretty much the driving force with the system providing the mechanisms for that success to come about (or fail) and the GM seemingly providing mostly color (unless they fail). Yet there seems to be no point where the DM gets to be the driving force... if I am mistaken about this then tell me in what situation are the GM's desires (independent of the players) ever the primary driving force or even able to be expressed in this type of game. If they can't be then this identifies one of the major problems I would have with running games like this.


In Cortex+ Fantasy Heroic Exploration Scenes, you're talking:

1) The System has its say:

This is a "Go To the Action" system which expects the GM to manage the Doom Pool and the fiction to escalate genre-related danger and optimize drama. The general procedure is the GM frames the scene and then the resolution mechanics have the players declaring their actions and building their dice pools. The GM deploys the Doom Pool, Scene Distinctions, and any Complications.

2) The GM has their say:

If the players lose? Something goes wrong for the PCs and the GM is obliged to cause trouble. They get to immediately frame them into a scene of their choice (which follows from the fiction - this could be a Combat, Social, or another Exploration Scene). They also get to either (a) use their Effect die to inflict any type of Stress on a hero, (b) create a Complication that persists into this post-failure follow-on scene, or (c) add trouble to the follow-on scene (in the form of stepping up scene/NPC traits or splitting up the PCs and running multiple scenes).




Is Cortex+ good enough for this question about Exploration/Social Closed Scene Resolution? If this was meant to be a conversation about 4e rather than System/GM/Player say in closed scene resolution failure generally, I can gladly break that down. Let me know.


Wait so on a failure the DM is given primary control for driving the fiction (which is what I was getting at with the initial question). The mechanics and players are prominent in the resolution (just as they would be in a traditional system) but seem, at least from this example, to have little or no power in determination of the fiction and effect of a consequence of failure... is this correct? And if so are these consequences the DM then inflicts upon the players constrained in any way other then having to logically follow from the fiction (which again seems to be the same as in a traditional game)?
 

Imaro

Legend
Aside: The idea that indie games are less about fun is troublesome to me. It's just not about the fun we design or create. It's about a form of fun we get to experience in the moment and not like try to control. It involves risk taking, collaboration, authentic experiences, and can be somewhat messy at times.

I'm sorry but you are choosing to control the fun by agreeing to go along with the correct play procedures, principles, mechanics, etc of said game... which are all focused on creating a specific experience. It doesn't matter that it involves risk taking, collaboration, authentic experiences, and can be messy... the purpose of said game is to create parameters that produce a very specific and narrow play range that in turn produces a specific experience. General fun is secondary (or even lower) as a design goal of the game... those who want the experience it offers can find it fun but the game is designed first and foremost to produce a specific experience.

One of the big cultural rifts we are dealing with here comes down to Authenticity. On the indie side of things authentic experiences are deeply important. In most discussions you might see me say "really" or "real" a lot. I want real tension. I want to really play to find out. I want my decisions to make a real impact on the fiction. I want to really feel a measure of what my character does. I want us all to experience this authentic experience together. Perception is not reality here. It is not enough to feel like I'm doing something or say we're doing something. I want to really do it.

I'm having a hard time grasping what you mean by authentic? Even our real world experiences aren't "authentic" in a pure sense of the word they are colored by our perceptions, mind state, upbringing, etc. So when you say "authentic" what exactly do you mean.

Furthermore it's all well and good to claim your game generates authentic experiences (again I think what you mean by using this word as well as why you believe your game in particular facilitates this state needs to be clarified) but by implication you seem to be hinting that traditional games provide in-authentic experiences... again I'm unclear what that means since it is a fiction we are constructing and everyone at the table is experiencing what they experience... how can that be in-authentic? They may not experience what you do in an rpg... but that has nothing to do with whether their experience is authentic or not, it's just a different experience.
 

Imaro

Legend
I think it is very important to talk in terms of typical games because if the right social incentives are in place you can play a game with just as much emotional intensity using any game and you might not experience much intensity in a game of Monsterhearts if the players actively avoid it due to social incentives. Just because you have release valves provided to you by the game does not mean you have to use them. Also, just because incentives for a particular sort of play exist it does not mean you have to embrace them. You have to actually want what the game is selling and work for it. That's why playing with the right people is so important, but that does not mean that the game has no value. It can make certain behaviors a more compelling choice and by agreeing to the expectations it sets for the players you can move social incentives towards an environment that is more likely to lead to compelling play, but it does not just happen. You have to work for it still - system helps, it does not transform.

Emphasis mine: I just wanted to comment on this part right here for a second. The fact that "playing with the right people" is a requirement is why IMO these games will always be a niche within a niche. The fact that this is necessary means the game has all the value... it's literally forcing you to only choose certain people to play it with otherwise it doesn't provide the experience it claims to. For me at least that's a non-starter. My main priority for playing rpg's is not to have some deep, meaningful experience (though it does happen in game quite often) but to have fun with my friends and family while we throw back some brews (or soda for the kids) and enjoy creating a story together. I would never trade out my group or specific memebers of it because I wanted to play a specific game that wasn't a good fit for some or all of them (and honestly Monsterhearts is one of those games my group is not well suited to, especially with younger children). This circles back to the whole experience vs. fun dichotomy I see with these games vs. a game like D&D that can be drifted towards certain experiences in the moment. A game like D&D allows me to tailor the goals, emotional resonance and maturity level for a game where only the grown-ups show up one week vs a game where younger children and adults are playing the following week. it also allows me to drift what the fun focus is at any particular moment to accommodate what my group is looking for. I just don't feel indie games offer that flexibility because the experience they are trying to provide is hardcoded.
 

Campbell

Relaxed Intensity
[MENTION=48965]Imaro[/MENTION]

You are unlikely to see much in the form of unbridled creative expression from either side of the screen. That is very much by design. No one gets exactly what they want exactly as they want it. Everyone is supposed to get a say (Players and GM) in everything that goes on they are taking a part in. They favor active and vigorous collaboration over individual creative expression. There is no individual ownership of things. We entrust certain things to your care, but you do not own them creatively. This applies to the fictional world, but it also applies just as strongly to individual characters in play. In terms of the Gamer Motivation Model it favors the Social Component (Community and Competition) over the Creativity Component (Discovery and Design). It's about group creativity over individual creativity and its exploration. The GM is not supposed to come to play armed with a detailed setting, a vision for play, detailed adventures with a path players should follow in the play of their characters, or overt designs on the events of play, but neither is a player supposed to come to play with a detailed character with a lengthy backstory, strong character concept they are committed to, any designs on character arcs, or expectations of what the overall story should be. You are expected to bring hopes and desires, but no real expectations over the end result. We need to let the creative process of play do its work.

This is probably something you would consider a drawback and I would consider a possible pain point of the design. I am going to go out on a limb and guess you generally favor individual creativity over group creativity. That you favor the Creativity Component over the Social Component. I am not saying that you do not value collaboration here, just that you probably value it noticeably less than most indie gamers. Being a creative lead might be more appealing to you than being a creative peer. That's a fine thing. It might just mean these games are less suited to your desires and more suited to mine. That's not like a problem in the design though. Just like it is not a problem in the design of most mainstream games that they favor your desires over mine.

Ideally I think what a GM has to say, what the system has to say, and what other players have to say should be given fairly equal weight with a slight nod towards the things we are advocating for. I do not characterize my play as particularly player or GM driven though. The GM gets their say in the framing of scenes or situation, and by advocating for the fictional world and characters under their control, players get their say by virtue of advocating for their characters, and the system gets it say by saying what happens when these things meet and by virtue of its reward structures. We all do this with regard for the interests of the other players, including the GM.

The consequences of failure are generally only constrained by the fiction, your regard for the other players interests, and your principles. I think part of what you may be missing are the features where you are not constrained in the same general ways in these consequences like you are in a mainstream game. You are not limited to physical consequences and consequences within the fictional world. Despair can be a consequence. Insecurity can be a consequence. This character your character cares about now hates you can be a consequence. You are also somewhat culturally free to engage in Conceptual Violence. Shared ownership cuts both ways.

Trust is important in these games because you need to trust other players to not do undue violence to the things you care about. You need to trust other players to consider your interests as well as their own. You need to trust the system to deliver a compelling shared experience. You need to trust that other players will contribute to the creative process of play without attempting to run roughshod over it or control it. This sort of play involves not protecting or guarding your own interests or the game from undue influence. The game is not fragile.
 

Sadras

Legend
The core items which stand out for me in this discussion which persons on the other side might not be grasping are:

DM enjoyment which @Imaro and others have spoken about directly or indirectly and which Campbell referred to below.

Campbell said:
Being a creative lead might be more appealing to you than being a creative peer.

I feel this is absolutely true to me as DM.

Trust

Campbell said:
Trust is important in these games because you need to trust other players to not do undue violence to the things you care about. You need to trust other players to consider your interests as well as their own. You need to trust the system to deliver a compelling shared experience. You need to trust that other players will contribute to the creative process of play without attempting to run roughshod over it or control it. This sort of play involves not protecting or guarding your own interests or the game from undue influence.

As I have spoken about before in this thread, my table is a mix of players which must be factored in to what gaming style is best suit for the table as a whole. Sure some could easily integrate into @pemerton's games, but others not so much.
We all know about min/maxing PCs and it I find it only natural that some players might (min/max) exploit the narrative to suit their needs in the same way they min/max their character sheets. Of course it would be all allowable under the system rules, but might not be fun for others at the table. Factor in mine or @Lanefan's 'adversarial players' and you might have a recipe for disaster.
Cambell's above comment rings very true.
Some players require the boundary/limitations to be imposed to ensure integrity of the fiction for the table hence the group's preferred gaming style.
 
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hawkeyefan

Legend
How players can change their PCs' fictional positioning, and hence change the sorts of options open to them in action declaration, is a big difference in RPG systems. One way of stating my dislike of the use of secret backstory to adjudicate action declarations is that the players are subject to fictional positioning of their PCs that they are unaware of and can't (in any meaningful sense) control.

(What counts as meaningful obviously is highly context dependent.)

I can understand that. I just think that your use of the term "secret backstory" tends to include the idea that it is being used to thwart the players, but for many of us that may not be the case. It's more a case of campaign or world information that the players do not know, which is something that every game has. So how that information is put to use by the GM is the thing in question, more than simply the existence of such information.

No.

For me as a GM, one of the most important things is to settle on the framing of situations. This includes determining the right mix of elements that arise from or reflect past events, plus new elements that speak to the salient player/PC concerns. In this second category there are at least two subcategorise: stuff that emerges from things the players have previously made part of the fiction (eg a new member of a secret society that is part of a PC's backstory); new stuff that the GM introduces (eg a new NPC trying to hunt down members of the secret society).


(1) The renegade wastrel elf (in BW this is called a dark elf, but is not a drow in the D&D sense - more like Maeglin and Eorl in The Silmarillion). I introduced this character into the fiction as part of the narration of consequences of failure on a check to travel safely across the Bright Desert to the Abor-Alz. The navigating PC was the elven ronin, who has a Belief to always keep the elven ways, and so a renegade elf who fouls waterholes seemed fitting. (And I had just been re-reading The Silmarillion.)

I hope that the above exposition makes clear the difference between this being an elf and (say) an orc. The latter - whether or not it would have been good GMing (the same PC also has an Instinct to attack orcs when he sees them) - would have carried quite different thematic weight.

And having it be a dwarf would have been bad GMing, because nothing about any of the PCs would be spoken to by having the destination waterhole be fouled by a dwarf.

Okay, understood. Thanks for clarifying that.

I think putting meaningful choices before the PCs based on the players' stated desires for the character and for the game is important. I don't disagree with you in this regard; it's something I try to do in my games at almost every step.

(2) The yellow-robed leader of the goblin army, who - it turned out - was the advisor to the baron of the city the PCs ended up arriving at, and liberating from the threat of the goblin army, around low-to-mid paragon tier.

This character was first introduced as colour: another NPC told the PCs of a yellow-robed skulker hanging around ancient minotaur tombs. The tombs were significant for three reasons: (i) prior events had established that dwarvish culture had minotaur roots, and one of the PCs was a dwarf, with strong loyalties to the dwarvish clans and traditions; (ii) the minotaurs were the predecessor culture to the Nerathi empire, and one of the PCs was trying to restore the Nerathi civilisation; (iii) the tombs had some sort of connection to Orcus (the Raven Queen's arch-nemesis), and several PCs were Raven Queen devotees of varying degrees of fanaticism.

Dropping in the skulker sows a seed for future colour and framing: later on the PCs saw him fly off from a goblin fortress on his carpet (as I posted upthread, I think this was in the context of an infiltration skill challenge); and later on still they discovered that he was the baron's advisor, and that no one in the city new that he was actually a Vecna-cultist with various nefarious plans.

So when did you decide this yellow-clad skulker was a Vecna cultist? Was that the intention all along? Or did that arise because of the way the fiction took shape? So that when you first had him show up, you were not entirely sure who he was or what he was up to, but then later on, you decided (in response to the fiction) that a Vecna cultist would be the best option to go with?

This kind of goes with my idea of not being married to any ideas if a better one (that doesn't contradict what's been established) comes along. In a case like this, if it were my game, I'd probably have a good idea of who the skulker in yellow was when he was introduced, but I wouldn't commit too strongly to that so that if a better idea came along, I'd be free to go with that.

It's nevertheless the case that the action declaration is failing on account of the GM treating, as part of the backstory which contributes to fictional positioning and hence factors into adjudication, something that the players don't have access to as part of the framing of the situation.

I can understand your aversion to this....but I don't think I share the opinion that it is always bad. I think there are instances where it is perfectly acceptable. I do think that it can easily be abused, and that if the sole reason the GM uses it is to thwart the players or to force things to go a specific way, I'd consider that some poor GMing.

That's at such a level of abstraction I can't tell. When I am talking about (i), (ii) and (iii) I am talking about them operating as constraints at every moment of framing. One result of (ii) is that it shapes narration of failure, which therefore feeds into (i) and (iii) in framing new situations. I find it almost impossible to conceive of how that could operate over (say) 10 sessions of play and yet the outcomes and hence the framings still fit within the framework of a 100+ page AP.

I'd say that there are two ways that this can come about.

The first is that most APs, even ones that lean strongly toward the Railroad end of the spectrum, allow for some variance in player action, and they offer how to handle instances of this. Usually they only address this at times where such a thing is most possible, and then they usually only cover the most obvious of alternate paths (i.e. "if the PCs lose this fight, they are taken captive" or something similar). So it is possible for the players to pretty much stay within the constraints of the AP, or at least reasonably close enough to them for their game to be considered a straightforward exampled of "Tyranny of Dragons" or whatever AP it may be.

The second is that it's possible that the players don't have any desire for their characters other than to play the adventure presented to them. That they don't create personal goals for their PCs beyond the kind of traditional D&D type goals of accumulating experience and wealth. I think this one depends highly on the players and the style of play that they are used to. But even if they do throw in some basic motivations beyond the traditional ones...."I want to find my brother's killer" and stuff like that....the DM can easily incorporate these into the AP. "Turns out your brother was killed by the Wearers of Purple" or what have you.

Now, if by "running ToD" you mean taking bits from it and adapting them, shaping them etc so that, as your campaign unfolds, so that you use particular maps, NPCs etc in your game but the actual sequence, story etc is quite different - well, I can see that.

Just for the record, this is similar to elements of my campaign. I take bits and pieces....some small, some large...from published modules or products and incorporate them into my game. Usually they are very modified to fit with what our game has established and our style of play.


This is true, but (as far as I can see) has no implications for how action declarations should be adjudicated.

For instance, I run games where my desires are (as far as I know) in harmony with those of my players. That's why I use some techniques but not others.

Sure, I agree. That's kind of my point....that I feel you can largely achieve what you say you strive for without the mechanics having to support that goal. That's not to say it's simple, or that you don't have to tweak a few things in a game like 5E to achieve it. I'd also expect that having mechanics that feed into that goal certainly helps.

I was just kind of saying that, ultimately, there is perhaps more of a division of play style and play mechanics than may be obvious.

The first published RPG I know of that set out the sorts of techniques I prefer is Maelstrom Storytelling (1997). I learned of it around 2004 from an essay on The Forge, and some years later found a second-hand copy at my local game shop. I've never run it, but its advice, plus some ideas in its resolution mechanics, were helpful for me in running skill challenges. A version of the system is downloadable for free under the name Story Bones.

I started running games in my preferred style back around 1987, but didn't have the same suite of resolution techniques that I'm now familiar with. I find it easier using those techniques (which is one reason why, though I still greatly admire it as a system, I would never run Rolemaster again).

That's more what I meant.....not so much mechanical game systems designed with this intent, so much as general GMing techniques that are aimed at player authorship and a less GM driven style.

Well, what do you think the drawbacks are?

I won't comment too much on BW or its mechanics, because my knowledge of the pretty much consists of what you've explained to me!

But I think that with a more player driven game, there are some trade offs that are made. I think that a story may lose cohesion. That need not be the case, and I am approaching this topic from my perspective of having a game with both GM driven material and player driven material. When I say lack of cohesion, I don't necessarily just mean the GM giving up control...although that certainly happens. But there can be a "too many cooks in the kitchen" effect. If each player is trying to drive the game toward their characters' wants and desires, then it could become a bit jumbled. Things can get pulled in many directions. This can be mitigated by both the GM helping to focus things a bit, and by players who are willing to share the spotlight and understand that the story will work best if some sense of narrative integrity is maintained. But then we're kind of attributing success of this approach to the GM and players being reasonable people willing to play together more so than any mechanical aspect of the game.

Also, we briefly touched on player buy in earlier....I don't recall if it was you or [MENTION=16586]Campbell[/MENTION] who said that they didn't feel that a player driven game required any more or less buy in than other game types. And I don't really disagree with that...I get the point of it....but I do think that for many players, there is a real learning curve for this if they are already used to a more traditional method.

This is something I've faced in my game over the years. When I've tried to let the players have more control over the game, they didn't really know what to do. It's taken a lot of time to hone the game to where we are at these days...where they're comfortable with the approach, and I'm mostly comfortable in how I balance the two elements.

The one comment I will make on the BW game mechanics you've endeavored to explain to me is that they seem more focused on the fiction than the game, if that makes sense. Hence, the check being made to determine the presence of the vessel to catch the blood rather than some challenge to the character in question. And I can see the usefulness of that....I can understand the appeal of that. However, I don't know if the appeal of it is strong enough that I would want the entire game to play that way.

I'm sure that's an opinion that is limited by my knowledge of the game, but it's something I've experienced in other games.
 

Imaro

Legend
[MENTION=48965]Imaro[/MENTION]

You are unlikely to see much in the form of unbridled creative expression from either side of the screen. That is very much by design.

I find that off putting since it was exactly this characteristic... you can create/do whatever you can imagine that was one of the major selling points of role-playing games to me as a kid.

No one gets exactly what they want exactly as they want it.

Well that's not a tagline that's going to go over well with me and my group...lol! But more seriously why don't we want an experience where that is possible vs. one where it is accepted that it is not possible?

Everyone is supposed to get a say (Players and GM) in everything that goes on they are taking a part in. They favor active and vigorous collaboration over individual creative expression. There is no individual ownership of things. We entrust certain things to your care, but you do not own them creatively. This applies to the fictional world, but it also applies just as strongly to individual characters in play. In terms of the Gamer Motivation Model it favors the Social Component (Community and Competition) over the Creativity Component (Discovery and Design). It's about group creativity over individual creativity and its exploration. The GM is not supposed to come to play armed with a detailed setting, a vision for play, detailed adventures with a path players should follow in the play of their characters, or overt designs on the events of play, but neither is a player supposed to come to play with a detailed character with a lengthy backstory, strong character concept they are committed to, any designs on character arcs, or expectations of what the overall story should be. You are expected to bring hopes and desires, but no real expectations over the end result. We need to let the creative process of play do its work.

I'm not really speaking to creative ownership, I don't think a well run traditional game can happen if there is total creative ownership of setting or characters. I don't think the GM coming to play with a vision of play, a detailed setting and/or created adventures or a player coming to the game with a strong character concept, expectations for the hopes and dreams of his character or even for an overall story for his character precludes letting the creative process of play do it's work. What precludes the creative process of play doing it's work is the inability to allow for those things to be changed through gameplay and that in and of itself is not inherent to individual creativity or traditional play.

If anything I think as a player or DM I would have an issue caring enough to enjoy a game where the setting is ill-defined, there is a lack of defined adventures, the characters have little to no concept and the players themselves have no expectations (and thus IMO no drive to advocate) for their characters. This isn't a value judgement on whether it serves the purpose you have stated it does since I wouldn't know from actual play but a statement of my initial reactions to the description of what comprises this type of play. It doesn't seem to offer much that I find appealing... and I'd wager pitching it like that wouldn't elicit much excitement with the average person.

This is probably something you would consider a drawback and I would consider a possible pain point of the design. I am going to go out on a limb and guess you generally favor individual creativity over group creativity. That you favor the Creativity Component over the Social Component. I am not saying that you do not value collaboration here, just that you probably value it noticeably less than most indie gamers. Being a creative lead might be more appealing to you than being a creative peer. That's a fine thing. It might just mean these games are less suited to your desires and more suited to mine. That's not like a problem in the design though. Just like it is not a problem in the design of most mainstream games that they favor your desires over mine.

Again I think you are mistaking preference for certain results and preference for certain methods as one and the same when they aren't. We always collaborate and create when we play the game the question is in how we go about doing it. In my traditional D&D game we collaborate and create through play using the traditional tools afforded to us... the players use their characters to affect and change the world and the DM/GM in turn uses the world to affect and change the characters. I think this differs from your method in that players and GM's are afforded different and distinct tools (I won't try to go into depth here as I am still unclear on what the dividing line between GM/player would actually be in your playstyle if it's totally collaborative and no one owns anything).

Ideally I think what a GM has to say, what the system has to say, and what other players have to say should be given fairly equal weight with a slight nod towards the things we are advocating for. I do not characterize my play as particularly player or GM driven though. The GM gets their say in the framing of scenes or situation, and by advocating for the fictional world and characters under their control, players get their say by virtue of advocating for their characters, and the system gets it say by saying what happens when these things meet and by virtue of its reward structures. We all do this with regard for the interests of the other players, including the GM.

I agree with the first statement... but I don't agree that in order for it to be achieved we must all have access to the same tools in equal measure. This example of advocacy is, after your earlier statements, a little confusing though... if no one owns anything why does it still seem that advocacy splits exactly where it does in traditional gaming (i.e. GM= NPC's and world while players= characters)? And that the system is a means for resolution... just like in a traditional game? I'm trying to get a grasp on what the practical as opposed to philisophical differences in play styles are but I'm not getting a clear picture here.

The consequences of failure are generally only constrained by the fiction, your regard for the other players interests, and your principles.

Again I am failing to see the difference here vs. traditional games...

I think part of what you may be missing are the features where you are not constrained in the same general ways in these consequences like you are in a mainstream game. You are not limited to physical consequences and consequences within the fictional world. Despair can be a consequence. Insecurity can be a consequence. This character your character cares about now hates you can be a consequence. You are also somewhat culturally free to engage in Conceptual Violence. Shared ownership cuts both ways.

Ok now I'm more lost... D&D allows for more that physical consequences. Conditions can be imposed... NPC attitudes can be changed...and well I'm not sure what "conceptual violence" entails but I think my point that you are not regulated to physical damage in the biggest traditional game out there stands at this point.

Trust is important in these games because you need to trust other players to not do undue violence to the things you care about. You need to trust other players to consider your interests as well as their own. You need to trust the system to deliver a compelling shared experience. You need to trust that other players will contribute to the creative process of play without attempting to run roughshod over it or control it. This sort of play involves not protecting or guarding your own interests or the game from undue influence. The game is not fragile.

But players can, through their characters enact these same things in a traditional game... with the possible exception of trusting the system to deliver a compelling shared experience (of course the system needs the right people and the rigt type of GM to run it in order for the game to function... very similar though admittedly not identical to having the right GM for the right group of people).
 

hawkeyefan

Legend
Mechanics are, in my view, secondary - although not irrelevant.

In my veiw, the primary thing is the tecniques and constraints/considerations that shape authorship. And the primary thing there is: who sets the agenda for the game? Does the GM hook the players, or do the players hook the GM?

The latter can be done using AD&D, although there are parts of that system that will push back if used as written (eg random encounters are not all that conducive to player-driven play, although they can perform a sort of Rorschach-blot function which needn't be totally inimical to player-driven RPGing).

I think that the players can hook the GM in any game. It really boils down to the game in question, and how the group has decided to handle what goes into it, more so than the rules system being used.

So much of my group's game world has been shaped by the players' ideas, and by their characters' actions in the game. Most of the major factions that are in play were chosen due to players incorporating them into their characters' backstory or goals in some way, most of the meaningful locations have strong ties not only to characters, but are tied to past campaigns that we have played.

I think there's a level of projection going on when most people who only play mainstream games analyze the appeal of indie games. They see these finely honed games that are crafted to deliver a specific experience or deal with a specific sort of fiction and assume exacting standards and lack of flexibility on the part of players, a search for the perfect game. That is almost the opposite of what I personally am after.

I don't think attributin gsuch motivations to a group helps all that much. And although there are some folks who would likely identify as "only playing mainstream games" in the sense that you mean, it may not be everyone you think it is.

It is possible that someone familiar with both "mainstream games" and "indie games" could actually prefer the mainstream ones. Such a person would not fit into the paradigm you've described.

The reason why I value games that have focus and clarity is not because I want one specific experience. I want many specific experiences that allow me to have fun in different ways. I am not looking to play poker and only poker for the rest of my life. Instead I want to play poker, spades, euchre, and bridge. I just would like to know what game I am playing when I am playing it so I can play it fully and authentically. I want to play hard. I also want to play it with other people who want to play that particular game with me so I can play off of them.

Like I said up thread it is all about expectations and permissions. When everything is permitted nothing can be meaningfully expected. With no meaningful expectations in place it is supremely difficult to develop skill in playing the game and to effectively collaborate creatively.

As much as I may advocate for GM empowerment, I don't disagree with this part of your post at all. Setting expectations is key....even if one of those expectations is a level of flexibility being involved.
 

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