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Is the DM the most important person at the table

That sounds like you found out a clear incompatibility between you and those players. I'm not sure I see the utility in hiding, though. If a player in my game is going to be so disappointed I didn't script something they enjoyed that they stop enjoying it, it sounds better we find that out quickly and find more compatible games. That goes in the other direction as well.
That's on your players. If they don't understand what happens behind the curtain they probably shouldn't judge. Managing expectations is a key component of session 0, but in this case I think the issue isn't you. It the players assuming that you have hard plans for any and all possible decisions they might make, which is, of course, a ridiculous notion when given even cursory thought,
That's not my takeaway at all. I'll grant that there was an incompatibility between my revealing the fact and their preferences. However, the group itself was compatible and working great until that point. There was no issue with improvisation per se. Most people grasp on at least some level that a GM needs to improvise at least some of the time.

I believe the issue was that once I showed them the illusory nature of that session (which was pretty much entirely improvised), they felt it invalidated all of their choices.

Let me put it another way. There are GMs who fudge rolls. However, assuming you were that type of GM, would you honestly tell the player that the only reason their character survived to land the killing blow against the BBEG is because when you rolled a nat 20 against them you declared it a miss? Why would you? All you're doing is invalidating a cool moment they had assumed was earned by pointing out that you handed it to them.

Obviously, my situation back then was less cut and dry, but it was (I believe) similar in that sense. Besides, it wasn't as though the players were rude about it. They didn't throw a fit or anything crazy. I could simply tell from their body language that they were unhappy. And they didn't seem to enjoy the campaign as much after that.

It was a mismatch of expectations, but one that I could have easily remedied by keeping my mouth shut, had I known at that time that player preferences were a thing. Back then I pretty much just ran the game that I wanted to play in, and since I thought improvisation was awesome, I figured they would too.
I've seen similar things happen. I also, luckily, had the exact opposite happen. Due to a combination of circumstances, I had to largely run an entire session entirely on the fly, relying only on what had happened in previous sessions to help shape the scenario. It went really well, and one of my players said something like that to me afterward, and asked how much time it had taken to "write that adventure". I told him I made it all up on the fly, and he was even more impressed. This player was also a Gm pretty often, so that likely helped him appreciate it.

I think this reaction you've described is a bit part of what I perceive as the problem. I don't want to "blame" your players, but that kind of reaction is counter productive. "Here's something we liked, we find out how it worked, and we decide we don't like it"....that's kind of hard to get around. Obviously, a big part of this is setting expectations, so if this was a huge departure from what they expect, that explains it a bit, but still.....I don't know anyone who doesn't point out that being able to improvise is a preferred GM skill.

So they just punished a positive gaming experience. I see similar examples offered in discussion.....how players judge GMs harshly for whatever reason. Again, something that serves as a barrier to new GMs.

I play with the same longstanding group, so by now they're very used to my general approach. It's shifted over time, and continues to, but we talk about it, and I make sure that expectations are clear.
They didn't punish me, except indirectly and unintentionally. I made a misstep. I never should have revealed to those players what was behind the curtain. Had I told them that some minor NPC was made up on the spot, I think it would have been fine. But revealing to them that the entire world that their characters inhabited (at least for that session) was effectively illusory was too much. Hindsight is 20/20.

I honestly don't think the players deserve any blame. They didn't decide anything, except perhaps at a subconscious level. Had I known about player preferences at the time, I could have avoided the issue entirely by not telling them that the session had been improvised.

It's like if you buy a carton of delicious chocolate fudge ice cream. Then, when you rip off the lid, you realize that it's actually vanilla with chocolate sprinkles. Assuming that you wanted chocolate and not vanilla, you're going to be understandably disappointed. You might eat some anyway, but it's not unlikely that the carton is going to sit unfinished in the back of your freezer until you end up tossing it. You aren't punishing the ice cream. You thought it was a flavor you enjoyed when you bought it, but it turned out to not be what you thought it was. (Obviously, for the analogy to fully work for my situation, I would need to be a powerful illusionist who was able to ensorcel the vanilla chocolate sprinkle into looking and tasting like chocolate fudge, but I think you get the idea.)


No different than if the DM is just mailing it in. It happens.
The DM mailing it in might make for an unfun session, but I don't see how it makes more work for the DM. If anything, that's a great way to reduce the DM's workload (provided you don't actually care whether the table enjoys themselves).
If they are too busy, well that is on them. I have asked my players to provide me (via email) these NPCs - I seriously doubt they will put the time and effort to create flavourless NPCs. Unlike Hussar I do think it might require some more work for the DM, but I'm suspecting the return to be greater.
I have only received positive feedback from my group and I don't expect my players to be unique.



I do not think it has to be an over scenario. I think a group or player is able to appreciate both aspects of the roleplaying game.



You certainly know your group best so I'm not going to argue that point but you can only but try and see how they respond. The way I pitched it to mine in terms of their workload - was that they may create up to 5 NPCs (so 0 and 1 is good too) and they can provide me 2-5 lines for each NPC providing any, a combination or all of the following:
basic description, character role within the city, where/how you met and your current state with each other.

EDIT: I obviously also provided a rationale for why I pitched this idea to them.
Your approach is different from the one Hussar pitched. Unless I misunderstood something, the original idea was like the illusionist from the prince framing scenario. Essentially telling the player something to the effect of, "The prince is being framed, so I'd like you to stat me up the 7th level illusionist behind that plot".

Your approach I can totally get behind. I agree that it doesn't save the DM work, but I can see the player investment being worth it. I would totally allow that IMC (and I actually ask for that sort of thing in their backgrounds). In this case you're not asking them to stat up some random NPC who may or may not play a pivotal role in the scenario. You're asking them to give you NPCs with whom their characters have a pre-existing relationship. It'll take some work to digest and incorporate, but in this case the player has no need to separate their character knowledge from their player knowledge, because their character knows the NPC.

I don't even have a problem fundamentally with doing things the way Hussar proposed, I'm just saying it's not a good fit for my group, and that I'm unconvinced that it would appreciably reduce the DM's workload.
 

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The pantheons at least need to be fully designed before roll-up so players know what their options are should one or more want to roll up a Cleric.
Yes, having a pantheon gives players some options up front. But, not having it done up front may allow the player to add to the world by crafting their own deity for their cleric PC. This goes to both the point about allowing the players to craft world elements to make the more invested in play, and also on reducing some of the workload of the GM.
What hawkeyefan said. Players making up their own gods seems one of the easier things to accommodate in a typical Conan-esque fantasy world.
 

What hawkeyefan said. Players making up their own gods seems one of the easier things to accommodate in a typical Conan-esque fantasy world.

Or doing what I did, and declaring there aren't gawds in the setting (mainly because I don't like the way that TRPGs deal with deities). Figuring out how to wave my hands the right way so clerics, et al., still work took a little thought, but I'm OK with that.
 

I often forget that not everyone has the same understandings that I do, and for that, I apologize.
You've mistaken quotation marks being used to actually quote something for... I'm not sure what. I certainly didn't misuse the term, and I very much understood how you used it. You've used it poorly.

But- 1) that is not what was said.
It was the extended position. If D&D being the dominant game is indicative of revealed position, then the other, less preferred games being niche is a direct result. I don't know how you can make the points you've made using reveal preference and avoid this. If you're arguing you didn't specifically say this, then, sure, you didn't specifically say this.

2) Revealed preference is a specific term used in economics that I often use (h/t Paul Samuelson). I am not using it all willy-nilly. At its core, it is the rather simple observation that consumer preferences are revealed by their purchases.
Confounding factors is also a term used in economics.

That's why I made the joke ealier-

Put another way, "I think vegetables are great," said the guy, munching on another bag of Cheetos.

This doesn't show anything at all -- it's a very poor example and doesn't show revealed preference at all. It shows that someone thinks vegetables are great while eating something else. They may like Cheetos as much as vegetables. They may be hungry and vegetables aren't available. We don't know. And this problem translates to your assumption of revealed preference for D&D -- it's borne up solely by unspoken assumptions and can't be conclusively determined by the data.

The tension is between stated preference ("I think vegetables are great") and revealed preference (the purchase and consumption of Cheetos). .... man, jokes, like frogs, do not do well when dissected.
Those things aren't at odds, though, so it fails at more than being a joke.

Later, when you said the following:
All that can be said is that the large majority of RPG players play 5e edition*. That doesn't tell us much else as to why, or even if those D&D counts include also playing ither games.

I replied-

In a certain way, nothing means anything, does it?

In a another, also certain way, revealed preferences count for something. Not quality, but something.


Again, notice the joke. The counterpoint between the nihilistic framework (nothing means anything) and the experimental/evidentiary framework that you demand (revealed preferences, aka consumer behavior) that "count for something" - not quality, but something.
No, because the "revealed preference' here is your guess -- your bias, your assumption, your thinking -- dressed up in a fancy term. Your 'joke' here is about as interesting and useful as your previous one -- it's a pithy sounding set of words that don't actually work to do what you want them to.

Now, not to get to far down the wormhole (as unfortunately happened in a discussion about opportunity cost), but revealed preferences (RP) are often contrasted with stated preferences (SP), as in my Cheetos joke. More importantly, looking at RP alone can help you avoid worrying about normative discussions regarding quality.

Looked at another way:
People might have an SP of one thing (what they think people might want to hear, or what they will tell people they want, when they don't have to make a choice between competing alterantives; the second issue is one that @Nagol referenced and can be a continuing issue when conducting surveys or focus groups and people provide SP).

But the SP doesn't always match the RP. RPs are how people actually behave. It doesn't make it right. It's not a sign of some objective quality.

...but it is important, because it shows what people want. And to the extent you care about empircism (as you do) RP is insanely important.

The way I look at it is that RP is useful to me because it always reminds me that despite my everlasting belief that there are only two kinds of music (county .... and western), the existence of large and popular markets for other types of music most likely indicate that there is something appealing about those other kinds of music to other people.

Or, as I might put it .... "Not quality, but something."
Again, you haven't done the work here, just assumed something and attached a fancy term to your assumption to lend it credence past it's value. D&D is the market leader by more than a fair margin, granted. It's game people like, granted. Is this indicative of reveal preference?

Maybe. But, if you recall my mention of confounders, we can't say for certain. Let's talk about those. A lot of people here, on ENW, seem to harbor a great deal of unawareness of different ways to play D&D. And that's in the self-selected group that spends time on the internet in a forum that talks about games, ie, a cohort more likely than the uninterested in having exposure to games. Further, there's quite often long thread arguments on D&D on how it actually works at a fundamental level. So, whatever D&D is, it's at best a collection of disparate preferences using the same ruleset. And, that's interesting -- we argue quite often about what D&D is, and disagree, so there's already some fracture to the theory that playing D&D shows some kind of revealed preference for something, as the different kinds of games played show that what's actually happening is people are playing related games, not the same game. And that shows that there's a bunch of different preferences under the D&D tent. D&D handles this by 1) being GM directed -- what the GM says goes so the GM chooses the preference set in a game and collects players that are amenable to those preferences and 2) building the concept of 1 into the rules. This is the power of Rule Zero to distort the preference set -- D&D allows GMs to dictate different games according to their preferences and not according to the ruleset, thereby creating a broader appeal at the cost of unification.

So, D&D is actually a multitude of games under an umbrella. Are they games that are uniquely D&D, then, can we can the umbrella is the revealed preference? I don't think so. There are too many table variants to D&D to call them really uniquely D&D. And, one of the more common statements in regards to this is to point out to GMs asking how to do type of play by suggesting other systems that do it better. This is, also often, rejected because people find value in staying under the D&D umbrella. That, then, starts to get at a root confounder -- that D&D is popular because people are unwilling to abandon playing the popular game. You see this on this board time and again -- someone is suggesting a radical rebuild of the D&D engine but wants to promote it as D&D to get players, even if the rebuild no longer looks anything like D&D.

And, then there's the popularity argument being that most people are going to be introduced to gaming through D&D. Even now, one of the largest 'infection' vectors D&D has is streamed games. These aren't popular because they're D&D, but because of the players involved and the story told. Matt Mercer, for instance, is more than willing to ignore the rules for drama that sells. And, that's good, he should do this, because his motivation isn't preservation of D&D, or even selling D&D, but selling his videos. So, if most people are introduced through D&D because it's popular, that reinforces it's popularity -- it's a well known loop. This kind of loop shorts out preference by market pressure, peer pressure, and ignorance of other options.

And that last, ignorance of other options, is pretty big. People who have had fun doing a thing are very resistant to the suggestion that they do some other thing to have fun. Why? Why bother? And, that means that they're not going to spend much time learning about other things they could do to have fun. Even if presented with those options, the opportunity cost is high -- I could do this thing I like or try this other thing and maybe not like it. This driver can be seen here at ENW, when other games are discussed they often get little response unless an argument about the game starts -- which is fairly common. And, many of those arguments are due to people either not letting go ingrained D&Disms or insisting that games that don't do D&Disms are somehow flawed. Like, maybe, in this thread, where other games are dismissed because they aren't popular.

Heck, this thread is pretty extra special in that regard, as your argument is more that techniques originating from non-D&D games should be dismissed because they aren't from D&D, and since most people play D&D and not those games, they clearly prefer the D&D way of doing things. Except, there isn't a D&D way outside of a broad umbrella which these things actually fit under. So, in reality, your entire argument is an example of someone using technical jargon borrowed from other fields to define the argument in a way that their preferences are supported and others are dismissed. The irony to this is that you've started a thread complaining about this very thing.

tl;dr: You're making a bad argument abusing technical terms from other fields so you can validate your assumptions and dismiss other arguments.
 

This doesn't show anything at all -- it's a very poor example and doesn't show revealed preference at all. It shows that someone thinks vegetables are great while eating something else. They may like Cheetos as much as vegetables. They may be hungry and vegetables aren't available. We don't know. And this problem translates to your assumption of revealed preference for D&D -- it's borne up solely by unspoken assumptions and can't be conclusively determined by the data.
Given what @lowkey13 is trying to say to you, I think we can safely assume that the person in question has vegetables available. Given equal opportunity, a statement about how they like vegetables while eating the cheetos, reveals a greater preference for cheetos.
 

Given what @lowkey13 is trying to say to you, I think we can safely assume that the person in question has vegetables available. Given equal opportunity, a statement about how they like vegetables while eating the cheetos, reveals a greater preference for cheetos.
So, we have to draw all possible positive assumptions to save @lowkey13's point? That would be ironic, given that he's more that willing to assume negative things to dismiss other posters, even in the face of repeated attempts to correct course in polite ways. I don't see why we need to treat lowkey with the kids gloves and assume things so his points have some merit when he can't be bothered.

But, even taken with your assumptions, the "revealed preference" for Cheetos says nothing at all about the statement on vegetables being false. And, as this "joke" was a lead in to the D&D popularity argument, and those assumptions you've made don't follow that transition, then even if you can imagine a way for the "joke" to be a useful example of reveal preference, it's still useless in the D&D context. This is an example of making one argument using a logical chain and then rapidly switching to a different case and trying to use the same chain of logic. It's the setup to a bait and switch, or a motte and bailey style of argument. Saving the motte argument through helpful assumption making doesn't help the bailey argument.
 


I think it would be good to back to the point where you don’t engage with me, and I don’t engage with you. Solved a LOT of problems, apparently.

Until such time as they fix the ignore system we will just have to do it the old fashioned way.

Thanks.
I'm not sure which of my problems this solves. but I can see the upside for you. Have at it.
 


That’s true. I mean, when you go for the triple crown of arrogant, thoughtless and humorless, it is unsurprising when self-reflection never follows.

At leas I’m only cursed with one of the three. Bye.

Whereas, I think you're a perfectly fine poster whose one poor quality (in my opinion) is a strange predilection towards construing others as acting in bad faith when they disagree with you.

Edit: huh, not sure your edit actually improved things. I had hit the reply earlier but failed to successfully hit post so I caught the original.
 

Into the Woods

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