Crimson Longinus
Legend
Nah. I compare real apples to imaginary apples.My point is you compare apples to oranges.
Nah. I compare real apples to imaginary apples.My point is you compare apples to oranges.
Doesn't ring a bell, but OK.LONG ago (several years, maybe A FEW years) didn't we have a thread, where the example was something about meeting some dwarves, and then deciding to go on a mission for the dwarves, something something. The upshot was someone, @Lanefan or maybe it was someone else, being convinced that you were railroading the players if you didn't describe every single detail of pretty much everything such that there was a choice to open this or that uninteresting door, etc. even if it had nothing to do with the story and lead noplace anyone had expressed any real interest in.
Which has several side effects.So, there is your answer. If the agenda is not "resolving the dramatic tension inherent in the PC's conflicts" or something along those lines, then it must basically be "inhabiting someone else's life" and every detail needs to be there. Of course this logic falls apart a bit on closer inspection, because nobody is gaming the choice of which of the row of three privies to frequent, or when to drink some water, or etc. So, clearly, the argument here is over "Level of Detail", with the more narrative agenda being happy to skip over, or at most summarize, any activity which isn't directly germane to that agenda (IE any doors which lead to uninteresting places are either narrated as "you find nothing interesting here", or simply never mentioned/don't exist).
As I note just above, it does play into agency.Maybe this focus on detail is just a way of recovering some form of agency for the players?
Eventually IME the players settle on a general level of detail they're cool with, which can vary even from scene to scene. The Dwarf-and-cart was one where we-as-players were happy playing it all out (though the DM wasn't!), but I'm pretty sure once we got the damn Dwarf into the cart (I think via a combination of restraining spells and rope, in the end) that the rest of the journey was pretty much handwaved other than occasional checks to see if the Dwarf had escaped his bonds.I mean, if you spend much of your time deciding if the dwarf rides the pony or not, or what type of soup you ask for at the inn, etc. then clearly the GM is unlikely to impose something. I think, at least in some cases, this is the reason. GMs, at least IME, at this juncture are likely to 'blow things up', that is forcefully refocus at some point onto some less fine-grained agenda (IE while you're eating your soup an army of orcs shows up at the front gates, or something like that). I well recall a GM of bygone days for whom this was a trademark type of move. Honestly it wasn't a bad technique, but it smacks a lot more of scene framing than anything else!
Good point. There's macro-agency (e.g. over the direction of the story. or over setting elements) and micro-agency (e.g. over what gets explored next, or which passage to take). Some of you seem much more concerned about macro-agency; I'm more interested in micro-agency and whether those decisions are meaningful.In any case, if you look at things at different scales of granularity, there may be less difference between one style and another, in play, but a LOT of difference in terms of the ultimate trajectory of the game.
Nah. I compare real apples to imaginary apples.
People in real life have agency over their lives. They however cannot affect the external world except via their actions. In a game where the player cannot affect the external game world except via the actions of their character, they have the similar sort of agency over the life of their character
I don't know what darkbard has in mind: but in the real world, I live in a place that is appealing to me, and I associate with people who have common interests with me. And I don't achieve those states of affairs by walking up to "the external world" and hitting play on a narration device.This here is why your comparison is fraught. You make assumptions about what real life is that are not demonstrably supportable and then extend the analogy to a game with finite structures.
The only merit I can see in having the main focus of play be the activity of triggering the GM to tell me his/her notes is that I, as a player, might work something out.I really don't know what this fixation with puzzles is.
To a point. While the GM knows what's relevant (because the module says so!), the sense of what's relevant and what is not for the players/PCs often only arises after the PCs (try to) interact with any given element.On levels of detail, and which to elide: I still think that this is a case of the Gygaxian form enduring past its original function.
The classic dungeon has two characteristics relevant to this particular discussion: (1) it is very sparse/austere in its detail - all its relevant architecture and contents can be spelled out in a workable, human-generated and managed, key; (2) establishes a definite sense of what is relevant and what is not.
Having just run S1 Lost Caverns, which Gygax wrote (though admittedly a few years after the DMG) I can say there's a fair amount of attention paid to colour of walls-floors-etc. at any point where it differs from bland gray stone. What you see as an absence of attention might simply be the presence of an assumed default.That second is a function of tradition as much as anything, but the traditions seems to be quickly established and pretty easily teachable. For instance, doors, floor, ceilings are important in terms of their role in entry, egress, traps etc. But generally the colour of these things is not relevant - which we quickly learn from the absence of descriptions of colour of things in the sample dungeons in Gygax's DMG, Moldvay Basic etc.
In an ideal situation, yes. Even better, there'd be a holographic scene presented to fill in all that stuff.Likewise we don't need to write down in the key, nor narrate at the table, every crack or lip or uneven finish in a wall: that only matters to finding secret doors or climbing walls, and in both cases can be subsumed into the roll for success.
And if a GM starts narrating the colour of room ceilings, or the cracks in the walls, that's a sign that these matter in a way they typically don't.
Where things start to go haywire is the GM who thinks one day I might run a dungeon where the ceiling colours matter and so, to avoid meta-gaming, I'm going to narrate the colour of every ceiling from the get-go. Generalise that to everything else one can conceive of being relevant - cracks in walls, poorly-finished stonework, etc - and we get an absolute nightmare. Take this out of the dungeon and into any realistically inhabited place, and it gets worse - do we really have to key, and then narrate, every bucket, bale of straw, etc in every inn and every peasant hovel?
I don't know what darkbard has in mind:
None of these processes in the real world is remotely comparable to, or resembling of, a GM drawing a map and writing up a key.
Lanefan, your claim here is simply not true.Which has several side effects.So, clearly, the argument here is over "Level of Detail", with the more narrative agenda being happy to skip over, or at most summarize, any activity which isn't directly germane to that agenda (IE any doors which lead to uninteresting places are either narrated as "you find nothing interesting here", or simply never mentioned/don't exist).
First, it still ends up being the GM who decides what, in the fiction, is germane to that agenda. Sure the players/PCs might be setting that agenda but the GM then decides where it'll play out and how - as in by what means - it'll resolve.
In real life you also have an imagination. This imagination allows you to...Here is why I haven't engaged in your "real life agency vs gaming agency" compare/contrast (and why I think its fraught and not apt at all):
1) In real life, I have an autonomous nervous system (putting to side the Hard Problem in cognitive/neuroscience for a moment). I am not blind, deaf, dumb, olfactory-impaired et al. I navigate the world through (a) 1st order perception, (b) my hard-earned cognitive biases that translate things to me without "myself" even knowing it, and (c) my vigilance to filter out my cognitive biases.
...imagine your PC having all those senses, inputs and cognitions noted above as 1) and then use what you imagine your PC perceiving through those inputs/cognitions to inform what you have that PC do, and why.In a TTRPGing game with a shared imaginary space, none of (a), (b), or (c) is true as a matter of initial orientation to the fiction and gamestate. I'm working entirely through a cipher or the lens of a second party (GM). I'm then having to work through the process of orienting myself to this secondhand perception, sussing out how this cipher/lens has encoded information so I can make it intelligible (to my cognitive framework) and then work through my own (b) and (c) after that process is done.