What is *worldbuilding* for?

You mean the referee's drama?

These aren't real worlds. Those NPCs aren't real voice crying out to be noticed. They're just stuff the GM made up.
And the PCs are just stuff the players made up, for all that; aided by whatever char-gen mechanics the system in use has going for it. So what?
Saying that paying attention to the GM's stuff is "bigger" than paying attention to the players' stuff doesn't make any sense.
If you're not even going to acknowledge there's a bigger game world out there than just the PCs immediate surroundings and drama, I can see how you'd think like that.

But consider this: real-world you is walking into town one day from your house, heading for work. Your thoughts are miles away, concerned with some serious dramatics going on at the office and how you might best deal with or avoid them, and you're paying just enough attention to your walking so as not to step into traffic or any other such thing. Then down a side street you hear a crash - someone's just driven a Toyota into a telephone pole. Chances are those thoughts of the goings-on in the office just went away in a hurry...

The same thing can happen to a PC: the greater world can interrupt or forestall or even invalidate the PCs (player's) own drama. The world is bigger than any one character - or even any one party - in it.
 

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I'm beginning to draw a comparitive analogy between your game and mine (and I dare say most others) in a sports-TV format: your game is the 10-minute highlight show where you see just the goals and key plays while everything in between gets skipped; where mine is the whole 90-minute match including all the buildup and stoppages and everything else, and the viewer doesn't miss anything.
This is incorrect. Because I also play the game for 90 minutes.
 

I further suggest you want side quests, detours, and other optional extras as well.

<snip>

a DM just saying "You pass many other passageways branching in various directions as you travel" is all I'm asking for
Which are you asking for?

But in any event, "You pass many other passageways as you travel is just colour". So is "The sky broods above you as you crest the hills". I have no idea what colour, if any, I narrated in relation to Mal Arundak. Here is the relevant extract from an actual play write up:

The "angels" showed the weary travellers to a room where they could rest and freshen up. The invoker/wizard used Purify Water to remove the corrupting sludge from the fountain in the room, and they took a long rest (they also may have done some divination, but the details escape me).

Reinvigorated, they went back out to speak to the angels, and presented as their principal concern the need to check the bastion's defences, and reinvigorate them if necessary. The paranoid "angels" began to suspect them, however, of wanting to be shown the way to the Flame so they could steal it. Matters came to something of a head when the invoker/wizard, as part of "reinforcing the magic wards", raised a Magic Circle vs Demons at the entrance to the reliquary where the Flame was stored - the angels could sense that they couldn't cross it, and accused him of treachery, but he (and his fellows) retorted that the angels has been corrupted by their long labours on the Abyss, and insisted that they join in a ritual of purification and reinvigoration in the spirit of Pelor. (This had been resolved a social skill challenge, in which the PCs were successful so far.)

The invoker/wizard then used his Memory of a Thousand Lifetimes to recall a teleport sigil from Pelor's hold in Hestavar, and opened a Planar Portal directly to that point (successful Arcana check), allowing Pelor's divine power to wash over the PCs and the angels. A successful Religion check purged them of their corruption, and they duly thanked the PCs for purifying them, and allowed them to enter the reliquary to learn where the chaos was coming from. (The invoker/wizard's Rod of 5 out of 7 Parts was going nuts with the urgent desire to enter the reliquary.)

If I do say so myself, there is ample colour there: the room the PCs rest in; the corrupting sludge, and its cleansing by the PC; the argument with the angels about who is faithful and who touched by corruption; the opening of a portal to Hestavar so that Pelor's divine radiance could cleanse the angels.

It doesn't scream out to me, "Yes - but were there any intersections!?" And it's not as if the players were lacking in choices to make.

In this particular example, however, I know I-as-player would be thinking "OK, he's put me in the bazaar, which probably means something is supposed to happen here, so I guess I should engage with it rather than turn my back on it."
It has to be obvious that any player is going to meta-know that you've framed that scene and that pedlar for a reason: because that's where they'll get to determine ultimate success or failure on this part of their journey. In story terms, you've jumped straight to the climax of this chapter without any real buildup.

How does the PC even know whether confronting a balrog requires an angel feather or an enchanted herb or a Johnson outboard motor...as in at what point did the player/PC glean this information? You framed him straight into the bazaar in front of the feather merchant, and in so doing might as well have said out loud "don't bother looking anywhere else, this is where to go". That's as much lead-'em-by-the-nose as the worst of railroads.
The PC is in a bazaar with an angel feather for sale. That's the situation. What does the player make of that? That's up to the player. Nothing is "supposed" to happen here, except in the sense that it's a RPG, so one expects the players to declare actions for their PCs.

When you ask how does the PC even know, you are assuming that the GM is writing everything! The PC didn't know. He wondered, and tried to read the feather's aura. In doing so he learned that it was cursed. (Mechanically, he failed the check. Had he succeeded, no cursed feather would have been narrated.) How did the invoker/wizard PC "know" that you can liberate angels on the Abyss from corrupting taint by opening a portal to Hestavar? Because he's an epic tier invoker, wizard, divine philosopher, and sage of ages! How did the player know it? He didn't know it at all - he made it up! If the checks had failed, then it would have turned out that he didn't know it at all, because the attempt to cleanse the angels would have failed in some fashion.

These are illustrations of what I'm talking about when I talk about player agency over the content of the shared fiction.
 

How does one inflict emotional stress?
In mechanical terms, the same way that one inflicts physical stress, or mental stress, or establishes an asset, or imposes a complication, or reduces/eliminates a trait. A dice pool is built out of salient character traits), and is rolled to establish a total and an effect die. The opposition (another character, or the doom pool, depending on the fictional situation) then does the same thing. The higher roll wins (ties go to the opposition). The winner's effect die takes effect.

From a small way upthread:

[sblock]
In my Cortex+ Fantasy Hack game yesterday, the PCs had split into two groups: the skinchanger was leading rescued villagers to safety in the south, while the other three PC were heading north (on the original quest) following a vision that the god-touched berserker had had (in mechanical terms, the player spent a "plot point" to create a Religious Expert resource). The scene included as distinctions Frightened Villagers and The Giants are Almost Upon Us (following on from the previous seen which had Giants Not Far Behind?; which in turn followed on from the PCs rescuing the villagers from the giants). The skinchanger eliminated the Frightened Villager distinction (in the fiction, by turning into a werewolf and bullying the villagers into some sort of discipline), while the other group eliminated The Giants are Almost Upon Us. The berserker did this, in the fiction by leading the group on a hard run through the hills while avoiding the giants. In the fiction, this made it clear that there was no one between the giants and the group heading south, and so I spent a die from the Doom Pool to introduce a mob of giants attacking the skinchanger.

The northern group included a seer, who has Oracular Senses as well as Sorcery Supremacy, and it was not contentious that he had a sense of the giant attack taking place to the south. The players then discussed how to respond - try and teleport the skinchanger back to the northern group to save him (and thus sacrificing the villagers), or maybe teleport south themselves along a ley line. The berserker has a milestone which gives him XP for getting in an argument, and so his player was up for one, especially as it was the berserker who had had the vision to head north and who had led them around the giants. So the seer urged him to agree to come south through a teleporting mist summoned on a ley line (mechanically, inflicting a small amount of mental stress) before then conjuring the mist that the warriors stepped through (mechanically, he was able to inflict a Confused by the Mists complication on the giants as well as grant a Out of the Mists asset to the PC swordthane).
[/sblock]
 

And the PCs are just stuff the players made up, for all that; aided by whatever char-gen mechanics the system in use has going for it. So what?
But the players are real, as are their desires about the game.

If you're not even going to acknowledge there's a bigger game world out there than just the PCs immediate surroundings and drama, I can see how you'd think like that.

<snip>

But consider this: real-world
Dude, it's all just imagination! We can talk (admittedly not on this board) about the politics of JRRT's focus on NW Middle Earth in LotR, or about the aesthetics of that (and his desire to create a mythology for England). But it would be ludicrous to complain that the Southrons have been wronged by not being written about!
 

Success as you described it is not finality in any way.
Yes it is. It establishes that the feather has whatever trait the player was looking for, and that that trait is useful for making stuff that will help you confront balrogs.

The contrast would be something that is clearly quite possible in [MENTION=29398]Lanefan[/MENTION]'s game: the player learns that the feather has such-and-such trait, but it turns out that such-and-such trait is irrelevant for confronting balrogs.

By finality I don't mean the end of the story. Or the resolution of the Belief. I mean that the outcome of successful action declaration is fixed, and can't be undone unless the players do something that puts it back into jeopardy. [MENTION=82106]AbdulAlhazred[/MENTION] discussed this well upthread in relation to the attempt to become king.

They succeeded in something that said that Halika can't beat us to the tower. If it can be later put in jeopardy by a trip through the catacombs, not only is it not final, but it's not truly successful, either.
Because they put it back into play. They didn't just cross the town to go to the tower; rather, they tried to sneak through the catacombs which (it was already known) were labyrinthine. (I think one of the players wanted a catacombs-wise check for his PC; and the other was happy to try this way of getting into the tower rather than risking the front door.) And so (in the fiction) they got lost, because (at the table) the check failed.

This is an instance of what [MENTION=16586]Campbell[/MENTION] called following the fiction where it leads.

The point about finality is that the GM has no prerogative to unilaterally undo the success.

the player gets to decide how best to further his goal. What he decides may or may not truly be the best way, but the player has made that value judgment, not you.
This is an instance of a lack of finality in resolution, resulting from the fact that the GM is establishing unrevealed backstory elements behind the scenes.

So there are mechanics to determine what color the wolves are, or what the answer to a successful or failed guidance might be?
Yes, if anyone cares about it. The colour of wolves has never come up in any game I've run (that I can think of), but in my Cortex+ game the size of an ox (ie its giant size) was established as the result of action resolution. On multiple occasions divine guidance has been established via action resolution.

Sometimes a player asks but doesn't have a view as to what the answer is. In those situations, they are - in effect - inviting the GM to tell them stuff. At which point, obviously, it is the GM exercising agency over the content of the shared fiction, not the player. Although it is likely the parameters for this exercise of agency will have been established by the player, as an outcome of action resolution.

Your way would be considered a railroad since the players had absolutely no choice in whether or not they went to the bazaar. You decided their movements for them.
How do you start a campaign? Do the players narrate the starting situation?

how do they get to the next important scene. Do they just get transported to wherever, or do they travel there? If they are just transported(whether through skipping the travel portion or however), who decides where those places are?
I have a lot of trouble making sense of this question. How do the PCs in your game get from the common room of the tavern to their bedrooms upstairs? In the fiction, they step over flagstones and climb every stair. But - again echoing [MENTION=82106]AbdulAlhazred[/MENTION] - I assume that you don't play through every such step. Probably everyone at the table agrees that it's bedtime for the PCs, and you then say - in the absence of anything interesting happening overnight - "OK, you wake the next morning."

In the BW game, after dealing with the peddler the PCs went to a tavern to eat some lunch and wait for a message from Jabal. We didn't worry about how many blocks it might have been from the bazaar to the tavern. At the tavern they were approached by Athog, Jabal's enforcer, telling them to leave town. When Athog drew his sword, one of the PCs wrestled disarmed him and wrestled him to the ground, and the PCs then went to confront Jabal in his tower. Again, we didn't worry about how many blocks it might have been from the tavern to the tower.

Later on in the campaign, when the PCs trekked across the Bright Desert from an oasis with a friendly naga to the Abor-Alz, I pulled out the GH maps and we worked out a number of days. But the actual travel was resolved via an Orienteering check. The distance didn't influence the difficulty of that check, but did influence the difficulty of the Forte checks required to avoid dehydration. Otherwise the number of days required was primarily colour.

In my Cortex+ Heroic session on the weekend, the action (continued from our previous session of that particular campaign) started at the house of the Frost Queen. After defeating her, the PCs and the villagers rested the night and then set off the next morning - one PC to the south with the villagers, the rest to the north. The key features of the ensuing situation were established by the scene distinctions: Frightened Villagers, Snow All About, The Giants are Almost Upon You. These are what the players interacted with. The exact number of miles travelled isn't relevant and doesn't need to be worked out. There's no map. We know there are hills, which rise into mountains and glaciers to the north and farmland to the south. That's enough.

None of this is very different from saying "We got to sleep, and then when we wake up we . . ." That's mostly colour also.

If the DM is the one doing the authoring, then it doesn't matter if he authored it in advance or on the spot. Adding in the players doesn't change that fact, since it's still the DM doing the authoring.

<snip>

If I know there is a Raven Queen devotee and that he is likely to play for guidance, what's the difference in pre-authoring something and authoring the identical thing on the spot? If I know the player can summon and control wolves and I know he will eventually use the ability, then what's the difference if I prepare ahead of time that one that responds is dark grey except for the silver muzzle or if I make the same identical thing up on the spot?
My point is that you can't preauthor if the players are making action declarations of the sort I describe.

When the feather turns out to be cursed, what will the PC do? As it turns out, he tries to make contact with Jabal. How can I know in advance that will happen? I can't. So nor can I know that it might (as it did) fail, and hence that I will need an enforcer (Athog) as a fictional element. And then, when the PCs - having bested Athog - go to the tower, how can I know that that will happen? Or what the consequences will be?

There is no scope in this sort of game for pre-authoring. Hence the players can tell that things are not pre-authored. Which is contrary to your claim that no one can tell the difference. Which was my point.
 

I've read a few of your BW play reports that featured combat. In one I recall more clearly, your character was accosted by orcs for failing a check to determine what happened at a sacked farmhouse, and the combat lacked a good deal of tactical depth as well. At no point did it appear you had options to limit danger occurring or make tactical choices about fictional position to mitigate danger that did appear. These are part and parcel of the DM-facing style, where players are incentivized to be risk-aware because that has positive benefits for dealing with risk. In player facing games, risk occurs no matter what on check failures or scene framing, and there's limited logistical (when to rest, stocking up on potions/scrolls, spell expenditure rates, etc) or tactical (posting guards while a player engages in a time consuming task, having weapons drawn, scouting locations, etc) choices to make. This is because, as a design feature, scene framing is already at a crisis point (go to the action) that requires immediate addressing of events AND failures are meant to increase stakes, so any precautions taken will have limited impacts. Story Now games offset this by using player resources to possibly mitigate consequences (like Blades' use of the resist mechanic), but this is reactionary and not proactive action declaration -- its a choice after the fact, not behavior the player can engage with prior to failure.
It's amusing that you cut out the bits of my post where I specifically point out those mechanics that are after the fact resource expenditures to reduce consequences and then present these exact things as if it refutes my argument. I'm specifically taking about action declaration to reduce or mitigate risk which is why I called out the post-hoc mechanics.
Here's what happened:

1. I posted about post-hoc resolution mechanics as not addressing the agency of players to declare actions to mitigate risk prior to events.

2. You cliped my post to remove this argument, and presented post-hoc resolution mechanics as risk mitigation. You ALSO began a discussion of the Fight! mechanics in BW to respond to my separate points on tactical decision points.

3. I pointed out that you clipped the relevant portion of my first post in regards to post-hoc mitigation mechanics and how it was amusing that you would present post-hoc mitigation mechanics as a solution while intentionally ignoring my explicit comments about them.

3a. I ALSO responded to your separate comments on the Fight! mechanics.

4. You now claim confusion because my complaint about your clipping out portions of my post doesn't address your post about the Fight! mechanics, which is unrelated and temporally impossible.

Okay, that really looks good on you. Go with that.
I've compiled your posts on this topic.

You said, of combat in BW, that "At no point did it appear you had options to limit danger occurring or make tactical choices about fictional position to mitigate danger that did appear." I pointed out that this claim is wrong (or, at best, that the only reason you drew that inference is because you were not familiar with the system). I provided some examples of how, during the course of that fight, I had the option to manage danger (both to my PC and to Aramina) by making choices about positioning. And I also explained how the scripting system more generally permits tactical choices to manage and mitigate danger.

You linked this (alleged) feature of BW combat to some more general thesis that

scene framing is already at a crisis point (go to the action) that requires immediate addressing of events AND failures are meant to increase stakes, so any precautions taken will have limited impacts. Story Now games offset this by using player resources to possibly mitigate consequences (like Blades' use of the resist mechanic), but this is reactionary and not proactive action declaration -- its a choice after the fact, not behavior the player can engage with prior to failure.​

I have no idea where this thesis comes from. It is not borne out by BW play - the mage PC in my game, for instance, at one point took the precaution of donning leather armour and that has mitigated danger in subsequent combat. At another point he took the precaution of turning invisible and that mitigated the danger of being detected in an attempt to escape from prison.

It is not borne out by Cortex+ Heroic play either. In my MHRP game, for instance, Bobby Drake's player took the precaution of paying a plot point to have counselling, thus establishing a d6 Pscyhologist's Counselling asset. Later on, he was able to include this asset in a pool to avoid suffering emotional stress.

These are all things done prior to failure.

You also asserted, but quite mistakenly, that the play examples I provided of tactical choices and choices made to manage or mitigate risk (eg the seer in our Vikings game managing the Doom Pool downwards; PCs in Burning Wheel starting with weapons drawn to avoid the action cost of having to draw a weapon; a PC choosing to reach out to a lesser personage so as to reduce the severity of any blowback; a PC in the Viking game scouting out the giants' steading - in mechanical terms, establishing assets - so as to set himself up for success in a subsequent social conflict) were all "after the fact resource expenditures to reduce consequences". None of them was.

BW doesn't have such mechanics, except the expenditure of a Persona point to survive a mortal wound. Cortex+ Heroic may allow particular PCs to have them, but across my two games the only PC with such an option is Wolverine (who can spend a plot point to recover physical stress). As I posted, these are relatively common in 4e (as interrupts of various sorts) but none of the examples I gave was of this sort of 4e mechanic.

This is why I have no idea what you're talking about. Your thesis is bizarre to me, and seems to be based on generalising some feature of Blades in the Dark across whole swathes of games that you seem to have not much familiarity with.

1. Fight! is unpredicatable and has a reasonable likelihood to result in wounding or death.
It's unpredictable if you're poor at scripting. Scripting well is a skill. (Not a skill I have in large quantities. I have a couple of players who are much better - unsurprisingly, they also beat me in war games.)

As I already posted, the likelihood of death is low, and of wounding more severe than a Light is not that high. A typical physically-oriented PC will have a Light wound of 5 and a Midi of 7. A typical Incidental result will be 3 or 4, and a Mark 6 (Power 4 with a spear) or 7 (Power 4 with a sword, Power 5 with a spear).

My PC wears Plate and Mail armour for 6D armour on the chest, and 5D everywhere else. Few weapons have VA better than 1 (eg spears, and superior swords). The likelihood of 2 successes on 5 dice is over 80%. If a Power 5 orc with a spear attacks my PC, to deliver a midi requires 3 successes - assuming a skill of 4 (on the high side for an orc), that is about a 30% chance; and then there is an 80% chance of being blocked by armour (or better if the blow is to the chest, which will be the default - because shifting to a limb costs additional successes). That is a chance around 5% of a midi or worse, and the chance of the worse is very much lower, because 5 successes are hard to get rolling 4 dice.

Fighting in lighter armour is riskier. Fighting stronger people with better weapons is riskier. But those are all matters that can inform the choice to fight.

2. BW recovery mechanics for wounds are very long and punishing
Recovery takes a long time. My PC currently has a midi wound - not from combat, but from falling masonry. It is at -1D. It hasn't stopped me adventuring.

3. therefore, entering into Fight! where even skilled combatants against weak foes still have a non-ignorable chance of losing weeks of in-game time to recovering means, generally, getting into combat is a bad idea. This system disincentivizes combat much more than the normal for RPGs.
Which RPGs are you talking about? I've played a lot of RM, a bit of RQ and related systems, a fair bit of Traveller, and quite a bit of low level D&D.

It is clearly less risky than first level classic D&D, where orcish spears do 1d6 to PCs whose hit points are frequently in the 1 to 6 range. It is less risky than Stormbringer, I would say (because in Stormbringer your armour dice are more likely to fail you, being linear in probability rather than curved). I think it is less risky to unarmoured characters than RQ.

Comparing to Traveller is harder, because most Traveller combat involves weapon fire, and BW Range and Cover is more dangerous than Fight! because IMS is determined by a die of fate rather than via number of successes.

I would generally assume that if you're getting into combat that your opponents have dangerous weapons. This is a given, and I'm confused as to why you'd point it out.
As I have reiterated in this post, different weapons pose different risks: the add to Power affects IMS, and for an armoured character the VA is crucial. The most dangerous weapon against my PC is a mace, because of its high VA.

Sorry, but are you actually saying that because you've built a character that wants to fight that this changes how the mechanics work and are built and makes combat a good choice? Or that because you've chosen it, the choice can't be a bad one? Really.
Recently, [MENTION=16586]Campbell[/MENTION] linked to this blog:

Commenter: I remember a good example in a talk by Will Wright. It's that scene in Indiana Jones in which a large boulder almost rolls over him. . . .

Will Wright commented that in a linear narrative such as this, the viewer is aware of the probability space. We are acutely aware, even at a subconscious level, of what would happen if the boulder rolls over him. This creates dramatic tension. Of course in film, things are happening too fast for the audience to rationalise, and disbelieve what they're watching.

In roleplaying, we don't have that luxury. We are also presented with an even more difficult challenge. Let's say the player fails that check. . . .

I think that a huge boulder rolling over you kills you - that's the only credible result.

So, from a design standpoint, what do you do?

. . .

I guess what I'm asking is, can you have your cake and eat it too.

John Harper: Yes, of course! Not only can you have it, you can have it easily.

The basic method is to ask questions and elaborate until there's clarity to invoke the system. It's a conversation, right? You ask questions, you assess the fiction, you make it clear to the players what the characters know (and don't know) and they make choices.

. . .

In other words, you 1) set expectations, 2) invoke the system, then 3) follow through on the results.

Every functional RPG system works that way.

When you get "random deaths" that seem abrupt, it's usually because #1 has been glossed over too vaguely, forgotten, or assumed and left unspoken. A lively, productive conversation (the essence of RPG play) keeps this from happening.

"You have literally NO IDEA what will happen if you snatch that idol and run. Are you sure you want to do that?"
"Yes!"
"You're taking a crazy risk!"
"I know! I'm a crazy risk taker![1] Let's do it."
"Okay, here we go!"

In some systems (3:16, say), that character is now a die-roll away from death. But everyone knows it, and we all lean forward and hold our breath and watch the dice tumble. On a miss, yeah, maybe the giant boulder squashes them flat, the end.

In other systems (SotC, say), the character has a huge safety net under them all the time so we know this roll is really about how much or how little trouble the character is about to get into. On a miss, yeah, they might take harm (there's no way to die from one hit) and now there's a boulder chasing them -- they have a new problem to escape from, and some problematic aspects introduced into the scene.

Either way, there's nothing abrupt or random going on. The fictional situation has been brought to life during the conversation, the player has made an informed choice (or understands they're making a choice without all the information) everyone understands the genre we're playing in, and everyone is clear on the system before it's brought to bear.

Make sense?

[1]This reminds me of another rant I need to write about: How so many gamers create characters that are crazy risk-takers at heart (dungeon raiders, say) and then play them like timid, risk-averse, weenies. Ugh.​

That seems apposite here.

My PC is a Knight of the Iron Tower. He wears plate and mail and carries a shield and mace. He has a whole bunch of relationships, Beliefs and Instincts that are all about his loyalty to the order and to his family, his defence of the innocent, and the pursuit of glory in the name of the Lord of Battle. For this guy, entering combat is a good idea. Getting wounded may be part of that. Perhaps I'll have to spend time in a hospital of my order; or back at my family estate.

The point of the combat system isn't to disincentivise melee. Nor to incentivise it. It's (i) to make it visceral (whether blind scripting does that for you is probably an aesthetic thing), and (ii) to create a sense that it matters. There's probably not going to be a fight every session. (Just as not every Traveller session has a fight.)

But if my PC ends up dying because I decided, with no persona points remaining, that some slight to me (or my god, or Aramina) wasn't to be tolerated, well so be it. That's the point of the game!
 

Dude, it's all just imagination! We can talk (admittedly not on this board) about the politics of JRRT's focus on NW Middle Earth in LotR, or about the aesthetics of that (and his desire to create a mythology for England). But it would be ludicrous to complain that the Southrons have been wronged by not being written about!

If Tolkien had written only about Gandalf showing up to talk to Frodo about the ring, then skipped ahead and written about only the encounter with the Nazgul in the flight from the Shire, then skipped ahead to the barrow wights and Tom, etc., leaving out everything in-between that tied them together, we wouldn't know his name. That isn't really a story The stuff the ties the major points together, and which you skip in your style, is what makes the story cohesive and not just a bunch of disjointed scenes. Having the whole story is important and adds to the enjoyment of that story.

Now, if you read the Silmarillion and re-read the Lord of the Rings, you will have a greater enjoyment of those books since you will have a greater understanding of the events happening in the Lord of the Rings. You will know why certain things are happening, where they came from, and have a much fuller understanding of a bunch of very short references and names. Greater world = greater depth = greater enjoyment.
[MENTION=29398]Lanefan[/MENTION] is not complaining that the Southrons are being wronged by not being written about. He saying that writing about them adds to the experience of the game, even if they aren't directly related to what the PCs are trying to do. Especially if they aren't directly related to what the PCs are trying to do, as it adds depth to the world and the players are aware that more is going on out there than just themselves.
 

Yes it is. It establishes that the feather has whatever trait the player was looking for, and that that trait is useful for making stuff that will help you confront balrogs.

The contrast would be something that is clearly quite possible in [MENTION=29398]Lanefan[/MENTION]'s game: the player learns that the feather has such-and-such trait, but it turns out that such-and-such trait is irrelevant for confronting balrogs.

By finality I don't mean the end of the story. Or the resolution of the Belief. I mean that the outcome of successful action declaration is fixed, and can't be undone unless the players do something that puts it back into jeopardy. [MENTION=82106]AbdulAlhazred[/MENTION] discussed this well upthread in relation to the attempt to become king.

If that's the definition, then the outcome is fixed in @Lanefan's game, too. The outcome of the charm was that the duke got pissed. That's a fixed and final outcome. It may not be the outcome the players desired, but it is both fixed and final. The players essentially had a failure with consequences that was also a fixed and final outcome.

Because they put it back into play. They didn't just cross the town to go to the tower; rather, they tried to sneak through the catacombs which (it was already known) were labyrinthine. (I think one of the players wanted a catacombs-wise check for his PC; and the other was happy to try this way of getting into the tower rather than risking the front door.) And so (in the fiction) they got lost, because (at the table) the check failed.

This is an instance of what [MENTION=16586]Campbell[/MENTION] called following the fiction where it leads.

The point about finality is that the GM has no prerogative to unilaterally undo the success.

That doesn't really seem much(if at all) different than how we do things. If the PCs steal a necklace from the local lord and then wear it around town, there's a chance it will be recognized and they will be in trouble. If that necklace is magic and the lord hires a wizard to walk around detecting magic to locate it, the PCs made that possible by not placing it in a lead box or hiding it somewhere else that it won't be found out. A decent DM isn't going to be unilaterally undoing what the PCs are doing. Virtually everything "undone" will be cause by or avoidable by PC actions.

This is an instance of a lack of finality in resolution, resulting from the fact that the GM is establishing unrevealed backstory elements behind the scenes.

You're going to have to do some serious explaining on this one. I have absolutely no freaking idea how leaving both coming up of what to do and the choice to do it to the player, can possibly be the DM establishing unrevealed backstory elements behind the scenes.

Yes, if anyone cares about it. The colour of wolves has never come up in any game I've run (that I can think of), but in my Cortex+ game the size of an ox (ie its giant size) was established as the result of action resolution. On multiple occasions divine guidance has been established via action resolution.

Sometimes a player asks but doesn't have a view as to what the answer is. In those situations, they are - in effect - inviting the GM to tell them stuff. At which point, obviously, it is the GM exercising agency over the content of the shared fiction, not the player. Although it is likely the parameters for this exercise of agency will have been established by the player, as an outcome of action resolution.

The DM is a player, too. If the DM doesn't also have agency unless the players invite it, then not all of the players have full agency, which is a bad thing in my opinion. The DM should have agency at least equal to that of the other players.

How do you start a campaign? Do the players narrate the starting situation?
It really depends on the campaign. They players choose the campaign theme before play begins. Sometimes the choice of campaign will determine how it starts and I'll just narrate it. Most times it doesn't and I'll ask them if they want to start the game knowing each other. Usually, I will start the opening scenes, but I don't put them into a place that of high import like you did. If a player is seeking an item, I will start that PC off in a neutral place and allow the player to determine the best course of action for his PC. If I were to put the PC in one such place, I am telling that player that this is the best way by that very act. It's the clue hammer upside the head that was mentioned earlier. It very strongly implies to the player that this is the way to do things, which is railroady.

I have a lot of trouble making sense of this question. How do the PCs in your game get from the common room of the tavern to their bedrooms upstairs? In the fiction, they step over flagstones and climb every stair. But - again echoing [MENTION=82106]AbdulAlhazred[/MENTION] - I assume that you don't play through every such step. Probably everyone at the table agrees that it's bedtime for the PCs, and you then say - in the absence of anything interesting happening overnight - "OK, you wake the next morning."

In the BW game, after dealing with the peddler the PCs went to a tavern to eat some lunch and wait for a message from Jabal. We didn't worry about how many blocks it might have been from the bazaar to the tavern. At the tavern they were approached by Athog, Jabal's enforcer, telling them to leave town. When Athog drew his sword, one of the PCs wrestled disarmed him and wrestled him to the ground, and the PCs then went to confront Jabal in his tower. Again, we didn't worry about how many blocks it might have been from the tavern to the tower.

Later on in the campaign, when the PCs trekked across the Bright Desert from an oasis with a friendly naga to the Abor-Alz, I pulled out the GH maps and we worked out a number of days. But the actual travel was resolved via an Orienteering check. The distance didn't influence the difficulty of that check, but did influence the difficulty of the Forte checks required to avoid dehydration. Otherwise the number of days required was primarily colour.

In my Cortex+ Heroic session on the weekend, the action (continued from our previous session of that particular campaign) started at the house of the Frost Queen. After defeating her, the PCs and the villagers rested the night and then set off the next morning - one PC to the south with the villagers, the rest to the north. The key features of the ensuing situation were established by the scene distinctions: Frightened Villagers, Snow All About, The Giants are Almost Upon You. These are what the players interacted with. The exact number of miles travelled isn't relevant and doesn't need to be worked out. There's no map. We know there are hills, which rise into mountains and glaciers to the north and farmland to the south. That's enough.

The shorter the distance, the less likely anything is going to happen. When going upstairs to the rooms, it's very unlikely that anything will happen and I will just tell them that they get to their rooms. Going 10 blocks to the bazaar takes a lot of time in a city that has a lot going on. They may be accosted along the way, or some other encounter.

My point is that you can't preauthor if the players are making action declarations of the sort I describe.

When the feather turns out to be cursed, what will the PC do? As it turns out, he tries to make contact with Jabal. How can I know in advance that will happen? I can't. So nor can I know that it might (as it did) fail, and hence that I will need an enforcer (Athog) as a fictional element. And then, when the PCs - having bested Athog - go to the tower, how can I know that that will happen? Or what the consequences will be?

There is no scope in this sort of game for pre-authoring. Hence the players can tell that things are not pre-authored. Which is contrary to your claim that no one can tell the difference. Which was my point.

You again seem to be implying that every little possibility is pre-authored. The DM would pre-author a potential failure, such as the feather being cursed, but since the DM can't predict what the player will do with that knowledge, can't pre-author something like Jabal. Pre-authoring is a limited exercise in high probabilities that don't always occur.
 

As I already posted, the likelihood of death is low, and of wounding more severe than a Light is not that high. A typical physically-oriented PC will have a Light wound of 5 and a Midi of 7. A typical Incidental result will be 3 or 4, and a Mark 6 (Power 4 with a spear) or 7 (Power 4 with a sword, Power 5 with a spear).

My PC wears Plate and Mail armour for 6D armour on the chest, and 5D everywhere else. Few weapons have VA better than 1 (eg spears, and superior swords). The likelihood of 2 successes on 5 dice is over 80%. If a Power 5 orc with a spear attacks my PC, to deliver a midi requires 3 successes - assuming a skill of 4 (on the high side for an orc), that is about a 30% chance; and then there is an 80% chance of being blocked by armour (or better if the blow is to the chest, which will be the default - because shifting to a limb costs additional successes). That is a chance around 5% of a midi or worse, and the chance of the worse is very much lower, because 5 successes are hard to get rolling 4 dice.
Puhlease! As Pratchett correctly pointed, out 1 in a million chances occur 9 times out of 10. You're doomed!
 

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