What is *worldbuilding* for?

I also don’t think that Lanefan presented his scenario as clearly as he could have....
Oh, most definitely guilty as charged, y'r honour. :)

I think he was loosely describing a scenario in hope that the broader strokes would illustrate his point.
Something like that, and I was making it up as I typed it. It wasn't drawn from actual play.

What I was trying to do was come up with a hypothetical situation that could illustrate what amounts to a butterfly effect within the game world, where a seemingly minor or irrelevant bit of PC action [here and now] sooner or later leads to major repercussions [somewhere else later] that may or may not come back to affect the PCs at some point; and if the PCs do end up being affected they'll have to work hard and do some digging to be able to connect the dots between initial cause and eventual effect.

If you can think of a better example of a situation where events go in this order...

1. one or more PCs does something that, unknown to them and almost certainly unintentionally, pushes over a domino (in my previous example, the PCs unknowingly pull a spy away from her duties)
2. dominoes continue to fall elsewhere without the PCs' knowledge until... (in my previous example, the spy was thus not where she needed to be to prevent a series of unfortunate events)
3. ...a falling domino somehow affects one or more PCs (in my previous example, the spy fingers the PCs as being responsible for her dereliction of duty and suddenly they're wanted criminals)

...then I'm all ears. :)

Lanefan
 

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I think the reason this keeps coming up is due to the example itself. I admit to not recalling if there were more details when this example was first put forth, but whenever it has been brought up since, it’s boiled down to “the PCs need a map, a player searches the stoudy for the needed map, the presence of the map is determined by the success or failure of the relevant check.”

So finding the map had been positioned as a goal, and the player’s skill check determines whether the goal is achieved.

To me, the example seems too simple to really tell us much. What’s the point of making the map hidden unless a search for it can result?
I agree with your rhetorical question, but I don't think that - on it's own - that settles the approach to resolution.

And should a search for the map, if intended to be a goal involving any kind f challenge, be resolved with one check? If finding the map is a goal of the party, then allowing a skill check to determine its presence does imply that the player can control obstacle resolution through action declaration.
I think your last sentence may have misfired a little bit - I think we agree that players sometimes at least sometimes can "control obstacle resolution" - eg if the obstacle is an orc, player action declaration can result in removal of the obstacle.

As to whether the goal is resolved with one check - well, that depends a bit on system. In 4e, I could imagine the whole thing being a skill challenge: in the early stage of the challenge the PCs make contact with a sage and learn that there is a map that will show them the way to [whatever it is they care about]; and then subsequent checks bring them to a house, and a study; and then the final check determines whether or not the map is in the study (skill challenge success) or not (skill challenge failure - we'd have to imagine there have been two earlier failures - but it's plausible that one of them could have been a failure to learn at some earlier stage exactly which room of the house the map is hidden in!).

In BW, that sort of goal ultimately does get resolved with one check, as it has no generic complex resolution system. Of course, there may well have been earlier checks leading up to the framing of that final check. In my BW game, the attempt to find the mace in the ruined tower turned on a single check, but the return to the tower by way of a trek across the Bright Desert had itself involved other checks.

If the character’s stated goal is to find the presence of alien life, then does he simply ask to search for signs of alien life every time he enters a room? Or are there other parameters at play not addressed in the map example?
I think some of [MENTION=82106]AbdulAlhazred[/MENTION]'s posts have been really helpful for trying to convey what I feel is a fairly straightforward spirit of play, but which seems less intuitive to some posters. (I'm not saying that you're one of those posters - nor denying that you are, as I'm not sure and I don't think it matters!) What I'm trying to get at is the sense of when a particular goal is at issue, or up for grabs, in a particular situation.

So in my Traveller game - to go with the alien life example - there is no "every time he enters a room". To elaborate on that: of course, in the fiction, the character comes and goes from rooms, vehicles, etc. But at the table, when we're playing the game, we don't worry about that (eg he's been staying at the Travellers Aid Society - at least up to date, that has mattered only as a way of establishing his weekly living expenses). When I present the ingame situation to the players - when I present the framing, that is - my goal is that something they care about is already at issue in the situation, which will motivate some sort of action declaration.

To give an example: when the PCs arrived on Byron, they had to offload medical gear from their ship to be picked up by bioweapons conspirators. They were expecting this gear to be loaded onto another vessel (that was what the patron who briefed them had said would happen), but instead (as I told the players) the alien-life PC noticed that the gear was loaded onto an ATV and carried out of the city dome into the largely uninhabited desert.

Around the same time, the PC I talked about in a post not far upthread was introduced into the game, which established - as part of the shared fiction - a warehouse in the domed city with (it seemed) experimental subjects inside cold sleep berths.

Now, if - in response to that - the player of the alien life PC declares "I search my room at the TAS for signs of alien life", then my framing has completely misfired. Because from the point of view of the established fiction, and the course of play so far, the TAS room is competely irrelevant to anything. I'm not saying I would veto that action declaration - what I am saying is that it would be a sign of something going wrong, and I can't really say in the abstract how I might respond to it.

Whereas, had that PC tracked down the bioweapons warehouse and looked for signs of alien biology, that would be a completely different kettle of fish - that would be just the sort of thing one might anticipate in response to the framing, and a check would have to be framed etc. (As I've already posted, Traveller isn't perfect for this as written, so I'm still experimenting with ways to handle it.) As it turns out, though, the PCs got the police to sort out the warehouse, and then hired an ATV driver (another late-introduction PC) to go out from the dome also in pursuit of the NPCs with the high tech medical gear. And it was in the upshot of that that one of the NPC scientists they captured at the NPC's outpost told the alien life PC about what he had noticed in scanning the DNA of some of the exprimental subjects.

To relate this back to the map example: I'm assuming that the framing has largely been successful, and so it is salient to everyone at the table that the map may, indeed, be hidden in the study.

(This is also the answer to [MENTION=29398]Lanefan[/MENTION]'s question, why won't the players just scavenge up diamonds or Hammers of Thunderbolts or whatever? Of course if a player has that as an evinced goal for his/her PC then it is fair game, subject to system conventions like 1st level D&D PCs simply don't get Hammers of Thunderbolts. But otherwise, it is a sign of play going wrong in some way if the GM is trying to present situations that speak to the evinced goals/motivations/themes of the PCs, and the players are hunting everywhere for spare loot.)

I’d like to offer another example that perhaps will help.

A character has fallen from a cliff. This may be diring the course of battle, or it may be due to some mishap while exploring. At this point, the character’s goal is to not die.

So the player indicates that they’d like to make a check or a saving throw or whatever relevant roll the game mechanics call for the PC to avoid falling to his doom.

Would a classic GM driven game simply say “the cliff face is sheer and there is nothing to grab....you die”? Meaning the GM had determined this prior and consults his notes and that’s that? I would not expect most games to play out that way. Only the most extreme version of such a style.

I would expect that the result of the check would determine the fiction, so that a successful check indicates the presence of a root that the character manages to grab. I’d kind of expect this approach in either tyle of game. Or at least in most games using eother style.
There are posters on ENworld (one of them has me blocked, so I can't invite him into the conversation) who think that the method you describe - ie narrating the root - is impermissible in a true RPG.

But it is the default in Gygax's DMG in the entry on saving throws.

But I don't think it establishes a very robust pressure point for distinguishing approaches, because most D&D players probably use the saving throw rules, and if they do then you're forced either to allow the narration of the root, or to adopt a theory of hit points as "uber-meat" that many people find implausible. And the root is not in itself an interesting element of play, generating signficant emotional investment and player activity. (Obviously a saving throw can be exciting, but I think it's rare for the players to care whether it's a root or a vine or a ledge or a pond at the bottom of the cliff or . . . etc.)

The reason I think the map example is clearer for present purposes is because it invites us to directly tackle the question - when the players (through the play of their PCs) have indicated a real hope that the fiction is X, but it is not self-evident that it should be so, then how do we work out whether that hope is realised or not?
 

Assuming there is some item that is necessary to completing a mission (something not inconceivable as a real challenge if such a fantasy world existed), that item is part of the world. The player characters have a variety of choices. Find the item, go back and seek other adventure, find another way to solve the mission.
That sounds reasonable as a general way of putting things.

But it does leave it open what, exactly, an action declaration to find the item looks like at the table, and how it is resolved.

What I meant by "controlling" the fiction as a player character though is the ability to add to the campaign setting on the fly and as long as it doesn't dispute what is already known by the party it can stand. Perhaps with some limits agreed to ahead of time on the flavor of campaign you are running. I get the feeling that you want at least some of this ability.
Some of the recent posts from [MENTION=82106]AbdulAlhazred[/MENTION], [MENTION=99817]chaochou[/MENTION] and me have addressed this.

I am fairly relaxed with the players contributing to backstory and contributing to (what AbdulAlhazred called) "general story elements". This is generally handled fairly informally in our group, although some systems formalise some of it (eg Classic Traveller and Burning Wheel both use lifepath PC generation; and BW also formalises some other aspects of PC backgrounds, like relationships).

But when it comes to the immediate situation, and the PCs attempts to deal with it, I prefer action resolution mechanics to player-side narrative fiat. (As has come out in some of the posts, others posting in this thread are more relaxed than me about the latter - eg [MENTION=82106]AbdulAlhazred[/MENTION], [MENTION=99817]chaochou[/MENTION], and [MENTION=6696971]Manbearcat[/MENTION].)

In my BW game, one of the PCs is dominated by a dark naga, and has been commanded to bring the naga Joachim the mage (a NPC, and the brother of one of the PCs) so that Joachim's blood can be spilled as tribute to the spirits. Unfortunately, just as the PC in question finally found Joachim (lying badly injured in a bed chamber in another mage's tower), an assassin cut Joachim's head off. (This was the result of the two PCs trying to find Joachim failing in their Speed checks to arrive their first.)

The player's action declaration was "I look around for a vessel - a jug or a chamber pot - to catch the blood in!" I set a difficulty for the check - I can't remember what it was, but not too hard as the likelihood of spotting a vessel like that in the bed chamber of a recuperating mage is quite high. The player made the check, and was successful - hence his PC was able to grab a jug and catch (some of) Joachim's blood in it.

Had the check failed, a range of options would be open to me as GM - from "You look around but there are no vessels" (which would require the player to think up some other way of trying to get the mage's blood) to "You see a jug, but the fleeing assassin knocks it to the ground before you can grab it, and it smashes into pieces" (which eg allows for the use of mending magic to try and get the jug back) to who-knows-what.

This is an example of what I mean by letting the action declaration be resolved without having recourse to the GM's pre-authored notes/setting.

The setting is being established by reference to the player's action declaration - it is because the player's action declaration succeeded that it has been established that there is a jug in the bed chamber - but the player did not have a power of fiat narration. He had to make the check.

I also want to say that there are other ways that I perhaps could have resolved that situation: eg I could have just "said 'yes'" to the question "Is there a jug?" and framed the real obstacle as a physical check to catch the blood. (Last time I posted about this example, some posters suggested that alernative framing.)

The reason I did it the way I did was because, as best I could judge sitting there in the moment talking to the player, what he really wanted was that there be a vessel in the room. And after we resolved that, I didn't call for any check to actually catch the blood in it. That would have been anti-climactic.
 

As to whether the goal is resolved with one check - well, that depends a bit on system. In 4e, I could imagine the whole thing being a skill challenge: in the early stage of the challenge the PCs make contact with a sage and learn that there is a map that will show them the way to [whatever it is they care about]; and then subsequent checks bring them to a house, and a study; and then the final check determines whether or not the map is in the study (skill challenge success) or not (skill challenge failure - we'd have to imagine there have been two earlier failures - but it's plausible that one of them could have been a failure to learn at some earlier stage exactly which room of the house the map is hidden in!).
This is something else I just can't grasp.

The paragraph I quoted above holds all the elements that could make up an entire adventure...

- initial information gathering [the sage and related activities]
- travel to the adventure site [potential dangers or threats or encounters en route to the mansion]
- on-site information gathering [exploration around the mansion, and some surveillance]
- exploration part 1 [clearing out any unwanted or dangerous occupants from the mansion, clearing any traps, and maybe mapping out the place]
- exploration part 2 [searching for the map, along with checking for any other hidden secrets or loot the mansion might hold]
- travel back to town [more potential dangers etc.]

...potentially representing several sessions of interesting play, and blows it all off with one skill challenge.

This is fine for what I call "mini-dungeoning", a method I use if I need to quickly update a character who's been retired for a few years wherein what would otherwise be full adventures get boiled down to a few dice rolls; but to run the main campaign this way just smacks of "I want to get this campaign over with ASAP".

The reason I think the map example is clearer for present purposes is because it invites us to directly tackle the question - when the players (through the play of their PCs) have indicated a real hope that the fiction is X, but it is not self-evident that it should be so, then how do we work out whether that hope is realised or not?
Well, step one is to play it all out in a lot more detail than just a single skill challenge. :) Ideally, in the end we want to come away knowing in the fiction not only whether that hope is realized but how it was realized; and what other interesting stories might have occurred along the way to getting to this point.

Lan-"granularity is your friend"-efan
 

This is something else I just can't grasp.

The paragraph I quoted above holds all the elements that could make up an entire adventure...

- initial information gathering [the sage and related activities]
- travel to the adventure site [potential dangers or threats or encounters en route to the mansion]
- on-site information gathering [exploration around the mansion, and some surveillance]
- exploration part 1 [clearing out any unwanted or dangerous occupants from the mansion, clearing any traps, and maybe mapping out the place]
- exploration part 2 [searching for the map, along with checking for any other hidden secrets or loot the mansion might hold]
- travel back to town [more potential dangers etc.]

...potentially representing several sessions of interesting play, and blows it all off with one skill challenge.
How long do you think that would take? I didn't offer any conjecture. A complexity 5 skill challenge (12 successes before 3 failures) could take anywhere from 45 minutes to 2+ hours to resolve, depending on details.

But why would I worry about that? It's not like I'm going to run out of interesting stuff.

Ideally, in the end we want to come away knowing in the fiction not only whether that hope is realized but how it was realized; and what other interesting stories might have occurred along the way to getting to this point.
Well, a skill challenge will answer those questions.
 

I think the more the map turns from a dungeon map in the classic sense to a wilderness or town map, the less likely Gygaxian-type "solve the maze" agency will be preserved.

Agreed.

The key issue to me seems to be "what is a roleplaying challlenge?"

...(snip)...

But what happens when the GM is not inclined to say "yes"? In the fiction, that corresponds to the NPC potentially rejecting the PC's offer/request. If "roleplaying challenge" means that the player has to play his/her PC in a way that persuades the GM of the successful wooing (or whatever) then that's not really what I'm into. This is when I prefer to toggle from "saying 'yes'" to rolling the dice.

I understand. So the NPC is framed as a stickler for order and presents himself an incorruptible. The PCs attempt to bribe him, you don't say yes - you would instead toggle to rolling dice?


This is something else I just can't grasp.

The paragraph I quoted above holds all the elements that could make up an entire adventure...

- initial information gathering [the sage and related activities]
- travel to the adventure site [potential dangers or threats or encounters en route to the mansion]
- on-site information gathering [exploration around the mansion, and some surveillance]
- exploration part 1 [clearing out any unwanted or dangerous occupants from the mansion, clearing any traps, and maybe mapping out the place]
- exploration part 2 [searching for the map, along with checking for any other hidden secrets or loot the mansion might hold]
- travel back to town [more potential dangers etc.]

...potentially representing several sessions of interesting play, and blows it all off with one skill challenge.

...(snip)...

Well, step one is to play it all out in a lot more detail than just a single skill challenge. :) Ideally, in the end we want to come away knowing in the fiction not only whether that hope is realized but how it was realized; and what other interesting stories might have occurred along the way to getting to this point.


How long do you think that would take? I didn't offer any conjecture. A complexity 5 skill challenge (12 successes before 3 failures) could take anywhere from 45 minutes to 2+ hours to resolve, depending on details.

This exact question by @Lanefan is what I alluded to almost 10 pages back and in the other thread touching on the adjudication process.
 
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In my BW game, one of the PCs is dominated by a dark naga, and has been commanded to bring the naga Joachim the mage (a NPC, and the brother of one of the PCs) so that Joachim's blood can be spilled as tribute to the spirits. Unfortunately, just as the PC in question finally found Joachim (lying badly injured in a bed chamber in another mage's tower), an assassin cut Joachim's head off. (This was the result of the two PCs trying to find Joachim failing in their Speed checks to arrive their first.)
They failed their speed check. But what set the DC of the check?

In short, what was the terrain like between the home of the dark naga and the mage tower? Were there multiple routes that could have been taken? Could there have been the main road patrolled by the king's guard that is slow but safe or a faster route crossing overland but passing through a fetid swamp, which would have a higher chance of monster encounter?

That's what worldbuilding is for. Setting the stage and presenting the world

The player's action declaration was "I look around for a vessel - a jug or a chamber pot - to catch the blood in!" I set a difficulty for the check - I can't remember what it was, but not too hard as the likelihood of spotting a vessel like that in the bed chamber of a recuperating mage is quite high. The player made the check, and was successful - hence his PC was able to grab a jug and catch (some of) Joachim's blood in it.
Your decision that a jug or vessel would be common in the tower of a recuperating mage was worldbuilding.

After all, who is to say wizards wouldn't live austere lives like monks with few creature comforts? Or avoid having liquids in their homes to avoid damaging their books? Or use most of their vessels for alchemical experiments, thus making a clean vessel rare? Or even, being a nerdy bachelor, have a slovenly home full of dirty dishes piling up in the unkempt sink.

Heck, even having the wizard live in a tower rather than a small hut or an apartment above a greengrocer is the result of worldbuilding.
 

Unfortunately, just as the PC in question finally found Joachim (lying badly injured in a bed chamber in another mage's tower), an assassin cut Joachim's head off. (This was the result of the two PCs trying to find Joachim failing in their Speed checks to arrive their first.)

The player's action declaration was "I look around for a vessel - a jug or a chamber pot - to catch the blood in!" I set a difficulty for the check - I can't remember what it was, but not too hard as the likelihood of spotting a vessel like that in the bed chamber of a recuperating mage is quite high. The player made the check, and was successful - hence his PC was able to grab a jug and catch (some of) Joachim's blood in it.

Had the check failed, a range of options would be open to me as GM - from "You look around but there are no vessels" (which would require the player to think up some other way of trying to get the mage's blood) to "You see a jug, but the fleeing assassin knocks it to the ground before you can grab it, and it smashes into pieces" (which eg allows for the use of mending magic to try and get the jug back) to who-knows-what.

This is an example of what I mean by letting the action declaration be resolved without having recourse to the GM's pre-authored notes/setting.

Out of morbid curiosity, why an assassin? Was that just because they failed their Speed check? Did you roll randomly to determine if an assassin appeared or was that the result of previous story decisions? Why did the assassin cut their head off rather than resorting to, say, poisoned food or a dart?
 

Oh, most definitely guilty as charged, y'r honour. :)

Something like that, and I was making it up as I typed it. It wasn't drawn from actual play.

What I was trying to do was come up with a hypothetical situation that could illustrate what amounts to a butterfly effect within the game world, where a seemingly minor or irrelevant bit of PC action [here and now] sooner or later leads to major repercussions [somewhere else later] that may or may not come back to affect the PCs at some point; and if the PCs do end up being affected they'll have to work hard and do some digging to be able to connect the dots between initial cause and eventual effect.

If you can think of a better example of a situation where events go in this order...

1. one or more PCs does something that, unknown to them and almost certainly unintentionally, pushes over a domino (in my previous example, the PCs unknowingly pull a spy away from her duties)
2. dominoes continue to fall elsewhere without the PCs' knowledge until... (in my previous example, the spy was thus not where she needed to be to prevent a series of unfortunate events)
3. ...a falling domino somehow affects one or more PCs (in my previous example, the spy fingers the PCs as being responsible for her dereliction of duty and suddenly they're wanted criminals)

...then I'm all ears. :)

Lanefan

Sorry if it seemed like I was criticizing your example....that's not what I meant. I simply took it to be a quick off the cuff example, and so I didn't think it would be right to compare it to a more detailed version as some kind of analysis on two approaches to the game.

I'm sure I have had similar evnts occur in my game....where the PCs do one thing that somehow triggers certain events without their knowledge....but I can't think of any examples now. I'll give it some thought and see if I can come up with something.
 

I agree with your rhetorical question, but I don't think that - on it's own - that settles the approach to resolution.

I simply asked it because the example seems incomplete. What is the point of the map being hidden? Why are the PCs searching for the map? If the map was elsewhere....perhaps in the war room of the orc chief or whatever sensible location the fiction may allow, would that still be considered denying player agency?

I think that the incompleteness of the example (or at least when it is repeated; as I said, if more details were initially offered, they've long since been forgotten/overlooked) is what is causing a lot of confusion about what the example is meant to show.

Hence why some posters keep seeing it as an example of a player authoring a solution to the challenge at hand.

I think your last sentence may have misfired a little bit - I think we agree that players sometimes at least sometimes can "control obstacle resolution" - eg if the obstacle is an orc, player action declaration can result in removal of the obstacle.

Sure. There are established ways that the game mechanics work (allowing for some variance from system to system, but we can assume each one has mechanics in place for failure/success determination of actions). Again, to go with the orc example....what the player can do about the orc is indeed constrained. He cannot simply attack the orc if it is too far, or on higher ground, or what have you. There are other factors that must be addressed prior to him making the attack, which then may succeed or not, and even if it succeeds, more attacks may be required to achieve the desired result.


I think some of @AbdulAlhazred's posts have been really helpful for trying to convey what I feel is a fairly straightforward spirit of play, but which seems less intuitive to some posters. (I'm not saying that you're one of those posters - nor denying that you are, as I'm not sure and I don't think it matters!) What I'm trying to get at is the sense of when a particular goal is at issue, or up for grabs, in a particular situation.

I'm following the style of play you are describing. I don't find it to be less intuitive or all that difficult to follow. I think familiarity with the specific game mechanics would likely help, and I am only passing familiar with Dungeon World. And my experience with Burning Wheel consists solely of conversations I've had with you. But in a general sense, I am following.

My post was an attempt to point out why the example of the map wasn't doing what you may have hoped.

So in my Traveller game - to go with the alien life example - there is no "every time he enters a room". To elaborate on that: of course, in the fiction, the character comes and goes from rooms, vehicles, etc. But at the table, when we're playing the game, we don't worry about that (eg he's been staying at the Travellers Aid Society - at least up to date, that has mattered only as a way of establishing his weekly living expenses). When I present the ingame situation to the players - when I present the framing, that is - my goal is that something they care about is already at issue in the situation, which will motivate some sort of action declaration.

Sure, I said every time he walks into the room, but I think you know I mean at any time that it may be permissible to make such a check, even if it doesn't necessarily make a lot of sense.

Now, the example you provided (which I did not copy just to keep things a little more brief) paints a better picture. I

There are posters on ENworld (one of them has me blocked, so I can't invite him into the conversation) who think that the method you describe - ie narrating the root - is impermissible in a true RPG.

I'm sure there are. There are always examples. But I think that this particular example is more an exception than the norm. Most GMs that I know and interact with would

But I don't think it establishes a very robust pressure point for distinguishing approaches, because most D&D players probably use the saving throw rules, and if they do then you're forced either to allow the narration of the root, or to adopt a theory of hit points as "uber-meat" that many people find implausible. And the root is not in itself an interesting element of play, generating signficant emotional investment and player activity. (Obviously a saving throw can be exciting, but I think it's rare for the players to care whether it's a root or a vine or a ledge or a pond at the bottom of the cliff or . . . etc.)

No, I meant it as a very basic example of what you were talking about that may make sense to folks who are more firmly planted in the D&D style of play. I was not trying to create a compelling example that would involve emotioinal investment or personal stakes (other than the PC not falling). It was intentionally basic, as was the map example.

I don't think most D&D players or DMs would see the example that I offered as the player abusing his power and narrating something into the fiction via an action and associated roll that allows him to overcome an obstacle. Abuse being the main concern most seem to have in this regard, that's what I was hoping to bridge a bit.

The reason I think the map example is clearer for present purposes is because it invites us to directly tackle the question - when the players (through the play of their PCs) have indicated a real hope that the fiction is X, but it is not self-evident that it should be so, then how do we work out whether that hope is realised or not?

That's a good way to put it. But again, I find the map example to be to vague. "Let me look in the bread bin....wow, I found it!" just seems meh no matter what system or mechanics are used. I am not advocating having the players simply walk from room to room and search until they're in the correct room and get a success....seems pretty boring to me.
 

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