Realistic Consequences vs Gameplay

I mean, it's Temple of Elemental Evil.
Been about forever and a week since I ran that one. :)

Well, there's spinning adventure out of something, and there's giving endless, detailed descriptions of things that you're not gonna take anywhere because you don't care and aren't going to.
I may have no intention of taking anything anywhere as DM but that's not to say the players won't grab on to some random shred of description or event and run it to the moon.

I just have to be ready and able to deal with it if and when they do.
 
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Never heard of Yojimbo - what is it, and should I know it?

I could have gone into quick descriptions of each building or shop e.g. what the building is made of, whether it abuts directly to the next one or not, etc., and would if asked. I know for my own part that even while making that up (which I did while typing the post) I was able to get a pretty good picture in my own mind of what that street looked like; and remember what I was typing up were just the one-liners for secondary sites; I didn't bother typing up the long - as in, room-by-room - description of the Curio shop and its back area or the long write-up of the Wit and Wisdom and its usual occupants.

It depends on the imagination of the players as to how much info is needed for them to be able to form a useful picture in their minds of what's being described

They're adventurers - what else are they supposed to be doing?

The one-line notes merely give info as to their most basic basis of interaction with the PCs should such interaction arise. I've no idea what you're complaining about here.

EDIT TO ADD: by the way @pemerton , the quote attributed to me in the post of yours I quote above (post 897 for me) was not something I posted.
The post that was incorrectly attributed to you was mine. I recall, earlier this year, several users posted in meta saying that quotes were sometimes being misattributed. Might be that same bug.
 

My take on this is that what Lanefan describes does not lead to verisimiitude or immersion.

When I think of village scenes, I think perhaps of The Prancing Pony in LotR, but even more I think of the village in Yojimbo. That is brought to life by the dynamics of the situation, and a couple of locations with colourful "backdrop" NPCs eg the coffin-maker.

Lanefan is providing a tactical read out. I don't feel that it establishes verisimilitude or depth at all.

The idea of shops as "quest-givers" also doesn't add depth in my view. Because it implies (i) PCs who have nothing more going on in their lives then the quest for quests, and (ii) NPCs whose live revolves around being participants in an adventure game rather than actually living their own real lives.
I think it was well detailed for the description of a particular section of street. Certainly it could have used a few colorful details, but as @Lanefan already stated (and which was my impression as well) it was just a brief write up of locations.

You could convey that this is a bad part of town by describing the rank scent of garbage that hangs in the dead air. Alternately, you could suggest that this is a well-cared-for area by describing the colorful flowers planted alongside the road which dance as a cool spring breeze gusts through them.

Comparing a section of street to the Prancing Pony or the town in Yojimbo seems a bit of a mismatch. In the former, you're comparing a section of street to a busy inn, while in the latter you're comparing the section of street to an entire town. That's apples and oranges IMO.

I don't get the sense of a tactical readout from his description, although I do think it could be fleshed out a bit. Given that in the original example the players are looking for assassins (who are in the orphanage) it seems like a good assortment of locations in the area. Of course, if you value expediance, you could just have them track the assassins to the orphanage and start with describing the orphanage they are standing next to. However @Lanefan was angling for more of an investigative scenario, where the players need to figure out where the assassins are hiding.

I never described the shop keepers as "quest givers". Those are your words, not mine. I said that they don't need to be red herrings, and can serve purposes outside the assassin hunting scenario. I offered three possible uses that they could serve (resupply, information, and needing something). That wasn't an exhaustive list of possibilities, just low hanging fruit within the context of a D&D game, illustrating that it doesn't take much to transform these elements into more than just red herrings. Other possibilities might include a character taking an interest in an NPC as a friend or even romantically. The possibilities are quite open ended.


Maybe it would help if I describe my approach for designing NPCs. Central to their design is one or more motivations. The motivation is what drives the character.

We've been discussing them as traits in this thread, but when properly done I believe they need to be actual motivations. The baron's is that he has a fragile ego and wants to be respected. He also wants to overcome the darkness of Ravenloft (though the way he goes about this isn't remotely useful). The honorable guardsman's is that he wants to uphold his honor.

From there I'll add something distinctive about that NPC, some detail that stands out about them. This could be their appearance, or a personality quirk, a scent, or anything really, as long as its notable.

The baron has his weird (for Ravenloft) positive outlook, while the guardsman might bear many scars as a result of the constant duels he fights to maintain his honor.

Then I figure out what their capabilities are. What resources do they have to accomplish their goals? This might admittedly be simply imploring others to help them.

The baron has authority over the town, as well as the guards who serve him. The guard might simply have his fighting prowess (if he's a personal guard) or he might also have some authority if he's a member of the city guard.

Finally, I fill in any missing details that I think are relevant, though I avoid going overboard here. The players frequently do things that I don't anticipate, so improvisation is to be expected.

Note that I don't do this for every possible NPC in my game (that would be excessive). Just the ones that I think might matter. Although that's somewhat misleading, as I tend to start by populating a town with some interesting NPCs and then having them be around town to interact with (or not). Sometimes the PCs latch on to a throw away NPC (an urchin they asked for directions) and I end up retroactively fleshing out an NPC who already exists because it was improvised. Even when I improvise though, I try to keep those three elements in mind.
 

You're not disagreeing. I said the same thing!

I went further and said that in paradigmatically maps-and-notes-based play (ie classic D&D, OSR-ish RPGIng) I don't even think the idea of "railroading" is really apposite. The flaws of those games are boring dungeons, killer dungeons, Monty Haul dungeons etc.

In a different sort of RPGIng maps don't have to be railroading either - in my Classic Traveller game I used floorpans of the Annic Nova when I adapted that old module to run a Alien-type scenario. That wasn't a railroad because the players' didn't have goals about what they would find in the vessel or how to make it through the vessel. So the particular geographic layout was essentially neutral vis-a-vis the players' goals.

But in examples like entering the castle or making it into the tower via the catacombs or finding one's way out of the dungeon after being teleported away by a crypt thing then the geography is fundamental to the players' goals. And at that point it absolutely can give rise to railroading.

The same thing becomes true in relation to NPCs and NPC reactions. Deciding in advance that the NPC likes donuts and doesn't drink wine seems like most of the time it will be harmless: if the players want their PCs to get on the NPC's good side by giving a gift, they're going to have to take a stab or ask a friend of the NPC what s/he likes. Provided it doesn't become too tedious that all seems like harmless, maybe even fun, colour.

But if one of the PCs is a baker, or is a vintner, then the GM's choice there takes on a whole new significance and runs a very signficiant risk of being a railroad, or a shutdown of that PC, or something similar in that neighbourhood. Because the baker PC presumably uses the provision of baked goods to make friends; likewise the vintner PC presuably likes to engage others with his/her love of fine wines.

In saying all this I thik I'm mostly just elaborating on what @hawkeyefan has been saying. But I think I'm also adding a gloss that we can't say, in the abstract, that some techncque (eg maps-and-notes) is or isn't railroading. It depends on the particular context of play. But I think we can say that some techniques are not well-suited to some fairly common approaches to play: eg NPC-as-puzzle (ie the analogue of maps-and-notes in social resolution) may not be well-suited to a game that wants vibraint, verisimilitudinous, rich and engaging social encounters. With the OP as Exhibit A as to why.
I'd probably still disagree about the nature of maps vis a vis railroading and player goals, at least in the abstract. A map can be a railroad, for sure, but that's down to map design. The maps that are probably index a preference on the part of the designer to limit options and the force the action in particular ways. Obviously I missed you general thesis that it's mostly a matter of can and not will, to which I wholeheartedly agree.

As far as NPCs goes, I also agree with the above, but I think the example your using, of bakers and baked goods, is perhaps somewhat trivial as far as railroading goes. If the NPC is abstemious then that is a pretty significant part of their character. That doesn't make them not gracious though, so it wouldn't have to affect the player necessarily. It's also the case that a hundred different gifts might do in that case, and the fact that one linked to a PC won't in that case doesn't really register for me as railroading. Not because of the character or choices particularly, but because it doesn't make sense to me that the whole game world is full of people who love muffins just because one of the PCs is a baker. Don't get me wrong, I agree with the spirit of what you're saying, and it's possibly nitpicky of me to engage with the specific example.

If I'm reading what you mean as NPC-as-puzzle correctly, which I think broadly means that the NPC has one handle and it's the job of the PCs to figure out what it is, then I'd agree that it's a poor way to inculcate vibrant social interact. That's not really a character though, it's a cardboard cutout. I don't approach NPC design or play that way at all.

Well I don't know much about how you run D&D because I don't think I've seen you post much actual play.
That's mostly on purpose. I find that examples of actual play tend to sidetrack conversations. If I had one that fit a convo perfectly I'd use it, but mostly it feels like trying to fit the evidence to the thesis for me. Also, my memory for the fine details of play is poor for the most part, at least as far as being able to recount them as blow by blow recaps. I envy your ability to summon up that level of detail seemingly at will.
<snip>

To finish this post: if your maps and notes are not to resolve action declarations, what are they for? I can tell you what mine are fore - eg as in the example of the Annic Nova. They're to support framing. The same thing happened when we played Wuthering Heights: we needed to know how long it would take to carry a body from Soho to the Thames and so I Googled up a map of London. From that we could get a time range, which then interacted with the rule that a ghost (ie the ghost of the PC's body which was to be dumped in the Thames) manifests a certain number of minutes after death.

But I know from this and other threads that @Lanefan and @Maxperson are using maps-and-notes to resolve action declarations. This comes through absolutely clearly in the most recent discussion of the castle to be entered.

What do you use maps and notes for?
I think there's something pretty interesting to be unpacked here. When you say you use them to support fictional framing, I feel like I agree with you, as in that's what I use them for. However, if you asked me what well framed fiction was specifically good for, I'd probably say to aid in adjudicating actions. The two ideas seem pretty closely linked to me. There must be some nuance there that I'm missing in order for you to present those a two quite different processes.

One difficulty, for me at least, is that NPCs and physical spaces don't play the same way, or at least I don't use them the same way. I don't usually bother with physical maps for anything smaller than a real dungeon, and even then, I don't really see the connections of the physical space as something that limits player choice in a negative way. I mean obviously it does limit choice, when there are only two corridors you have only two choices, but that seems trivially obvious. Maybe it's because I don't have room contents in the way that a published module does that I'm struggling here. My 'dungeons' tend to have sorts of inhabitants, and sorts of possible treasure, and there may be some loosely strung together encounters, but those aren't tied to rooms. The idea that X is waiting in room Y has never made any sense to me, as it makes the place enormously static rather than responsive to the players actions. As soon as the players hit a dungeon, the inhabitants are in motion, and where the players might encounter X, Y or Z, has everything to do with their choices and nothing to do with the map. My maps are just a tool to keep me colouring inside the lines when it comes to obeying the laws of physics, really.

As for NPCs, what I actually do in play varies a little. I will have notes of some kind for important NPCs, but in other cases I don't. In the latter case the fiction guides my responses and thus adjudication. So lets say the players encounter a guardsman of some kind. If I don't have notes, his responses and personality are going to be defined by what a 'usual' exemplar of that role would be in the fiction. A poorly paid guardsman snoozing next to a dilapidated warehouse door is one thing, and the highly trained and motivated guards outside the kings bedchamber are something else. In each case I don't have anything predetermined about responses, I just react to whatever the PCs decide to do as an approach in a way that makes sense for the role of that NPC. That is modified in each case by any success or failure states from PC actions that might apply going in (a failed stealth check, a successful performance check for a disguise - stuff that sometimes gets rolled for before engaging with an NPC).

I don't ask for SI rolls to start, I ask for declarations. There, the answer to what do you do? sets the parameters for how the actions unfolds. My description prior to that question usually contains some information that the players can use to guide their actions - the guard seems nervous, or the clerk seems busy and annoyed. If I have notes, those also often have some drives or personality traits that I'll use to frame an ongoing interaction when they matter. My first hurdle for social interaction is usually about objections. If the PCs are asking for something and there's no reason the NPC shouldn't comply, then there's no rolling involved. In the case of a nervous guard, the fact that he's nervous is probably the initial hurdle, set in the context of him doing his job. To go back to your bakery example, if I had an NPC who from my notes was abstemious and also a dick, that will inform his response to the offer of pastries. It won't dictate his response mind you, because that completely negates all the nuance that exists in various specific player approaches and declarations, but it will inform his response.

I'm not sure where that leaves me on the question of what do I use notes for relative to framing versus adjudication.:unsure:
 

I know that we're mostly in agreement or at least like-minded in this thread, but I wanted to express some disagreement with this.

Whether different degrees of difficulty correlate to meaningful decisions seems, to me, and once again, to depend on details of system and orientation of play.

I would agree with that. My comments in this thread have primarily been about 5e D&D. So for that comment about difficulties and meaningful decision points, I meant something like a party being level 5 and very focused on combat (in D&D, imagine that!) looking at the front gate and the overwhelming forces there, versus considering the sewers which will likely require some locks to be picked and devices to be disabled, which is not their strong suit.

So they have to decide on the path to take, leaning onto their strong suit despite the odds, or taking a path that does not play to their strengths.

Just a hastily sketched example to clarify what I meant.

When I run Blades in the Dark, this isn’t relevant at all, for a variety of reasons.
 

I think it was well detailed for the description of a particular section of street. Certainly it could have used a few colorful details, but as @Lanefan already stated (and which was my impression as well) it was just a brief write up of locations.

You could convey that this is a bad part of town by describing the rank scent of garbage that hangs in the dead air. Alternately, you could suggest that this is a well-cared-for area by describing the colorful flowers planted alongside the road which dance as a cool spring breeze gusts through them.

<snip>

I don't get the sense of a tactical readout from his description, although I do think it could be fleshed out a bit. Given that in the original example the players are looking for assassins (who are in the orphanage) it seems like a good assortment of locations in the area.
I wasn't commenting on a lack of detail or a need for "fleshing out". More that it didn't really give me a sense of being there. It's presented as a static state of affairs rather than a situation that draws me in. There's a long tradition of that in RPGing, especially but not only D&D, but I don't find that it creates verisimilitude or depth.

An alternative approach would be to mention simply shops and buildings, and narrate a pie-seller or curio-seller or preacher vending her wares - which one is chosen depending on what the players (via their PCs) are interested in. I think that might be more likely to draw the players into the situation, which I think is the best approach to depth and verisimilitude.
 


I wasn't commenting on a lack of detail or a need for "fleshing out". More that it didn't really give me a sense of being there. It's presented as a static state of affairs rather than a situation that draws me in. There's a long tradition of that in RPGing, especially but not only D&D, but I don't find that it creates verisimilitude or depth.

An alternative approach would be to mention simply shops and buildings, and narrate a pie-seller or curio-seller or preacher vending her wares - which one is chosen depending on what the players (via their PCs) are interested in. I think that might be more likely to draw the players into the situation, which I think is the best approach to depth and verisimilitude.
Sure, having NPCs hawking wares on the side of the road is a perfectly fine option. But what if that isn't the feel you're looking to convey for this particular neighborhood?

What if the street is deserted when the PCs arrive, maybe because the presence of the assassins keeps people off the streets (scary people who recently moved into the area)?

Sometimes it makes sense for a scenario to be fairly static until the PCs stir it up. I disagree that such a scene can't be immersive. Obviously, you stated your opinion and I accept that for what it is. However, IME, I've run and played through plenty of immersive scenes that consisted of a single character and their surrounding environment.
 

This is what action resolution is for, isn't it?

But if we're talking about "wrong conclusions" outside the context of failed action resolution, then we're back into RPGing as puzzle-solving. Which is one way but not the only way, and tends to push play towards expedience.

My wording "wrong conclusion" was echoing the post I was quoting. A better phrase than "come to the wrong conclusion" is "make mistakes." If the PCs can never make mistakes--if (as an example that I'm not saying anyone is running or advocating) you're running something that looks like a mystery but the murderer is the person the PCs decide it is, then at least one consequence (wrongly accusing someone) is off the table, innit? Which points to something I've been circling around and coming back to, that if the PCs can't lose they can't really win, either; if the state of the fiction is the same no matter what they choose, their choices don't make any difference. If--to refer back to the example I was responding to--the PCs don't do the research to find the sewer entrance to the castle, they don't find it, and they probably end up facing (and probably fighting) a competent guard force--unless they think of something else, find some other option: Yes, that's going to come down to the GM's judgment, but at least in a game like D&D (especially 5E) that's (a large part of) what the GM is there for.
 
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