I think he knows good and well that I haven't played your kind of games. I don't think
@hawkeyefan would ask for something he knows I can't provide.
I had a feeling that may be the case, but I wasn’t sure.
Heck, you even agree with my assessment on this despite my lack of first hand experience as evidenced by your expressed agreement with that very notion in your recent posts with
@Bedrockgames. I think you even mentioned that examples of this were given by others in one of your recent posts.
What do you mean here? That examples of rules were offered?
EDIT: Wanted to add. I am a bit sensitive to bringing up lack of firsthand knowledge, as others have attempted to use that fallacy to shut down my thoughts and opinions on the subject. So while I think you are reasonable and rational and wouldn't do that, it did kind of come across that way to me initially.
What fallacy? I’m not going to try and shut you down from having whatever opinion you’d like. However, I do think that lack of experience can absolutely play a factor in one’s understanding of a topic.
I’m not going to assume that you or I understand Burning Wheel as much as
@pemerton does, for example. I’ve read some of it, but not thoroughly. Why would I assume I know as much about that game as him?
Doesn’t mean I can’t have an opinion about the game. But when it comes to how it works and what its strengths and weaknesses may be, I’d expect him to have a better handle on it.
That's progress!
I can agree that sounds like a rather large difference. Would you say it's not typical for narrative style games to give players the ability to author their own obstacles?
It’s not something I have had a ton of familiarity with. I’ve certainly played games where players will put forth things that they want for their characters to struggle with and for the GM to bring forth in the game. But that’s a bit different.
To actually intro an obstacle, like the assassin in
@Fenris-77 ‘s example from Houses of the Blooded, is something I have much less experience with. I’m sure it could be intetesting, but I expect how it is resolved would be the big question, as well as how it’s introduced and so on.
What about the ability to author the removal of an obstacle?
Sure, I think this is the common way RPGs work.
What about the ability to author a detail about an obstacle/scene that changes the nature or difficulty of an obstacle (say by narrating some NPC or faction is also present in the scene and is willing to assist with overcoming the obstacle)?
I’m open to this idea, for sure. It comes up in Blades in the Dark when players are free to add details as part of Action declaration, but that’s pretty minor. It can certainly come up in a Flashback, which gives the players a lot of leeway to bring things into the fiction, but there are costs and they do need to fit with what’s already been established.
For example, in my first Blades in the Dark campaign, the PCs were infiltrating a property that belonged to a rival faction. Things went pretty poorly for them with some low rolls, and ultimately they were confronted by a group of four armed guards. The player of the Slide (a Face-type character) called for a Flashback. The night before the score, he spent some time in a tavern where guards for this faction were known to hang out. He spent a Coin to persuade some guards to help them out, with the promise of no blowback. I advised him this Flashback would cost 2 Stress, which he happily paid.
Even with the Coin, this required a roll. The player said it was going to be a Sway roll, which makes sense. I set the Position/Effect at Desperate/Standard; I figured even with the Coin, the Slide was putting the crew in a potentially vulnerable position. These guys could simply take the coin and promise to help and then turn on them in the moment. Or worse, they could alert the whole place and have everyone ready to pounce on the PCs.
So a lot was riding on this roll. The Slide player decided to push to add an extra die to his Sway pool, for a total of 3 dice. This brought the total cost of this Flashback up to 4 Stress and 1 Coin, which is significant.
He rolls....double 6s for a critical.
So the guards don’t just ignore them and let them go about their business, they say to let them know if they can be of any help in the future. They have no love for their boss (a labor boss who squeezes all he can from his workers and destroys any attempt to unionize).
So the player of the Slide no only narrated the crew out of a threat with their Flashback, but due to the crit also made a contact for potential use in the future.