Rolemaster probably had a chart for that.
I played it as my primary game for nearly 20 years.No idea. Never read it. Never played it.
Luckily I'm posting in a thread where no one's game or style is framed as "invalid" or "wrong".
Rolemaster probably had a chart for that.
I played it as my primary game for nearly 20 years.No idea. Never read it. Never played it.
Deadly diseases are a part of our world. Brothers die all the time to disease or random violence in such a way that we cannot intervene.
In the real world we don’t lack agency because we can’t control these things, we have agency despite our lack of control over them. Because, even though we have no control over such things, we do have meaningful choices about how we respond to them.
That’s what real world agency looks like.
In the real world, people are subject to forces/processes that they can't control.I’m not saying this is okay because it happens in the real world. I’m saying that such bad things happen to your relatives and friends isn’t typically viewed as a lack of agency on your part.
You're fine to hereThis. A sandbox doesn't care about dramatic arcs. Drama can arise (i've mentioned drama and sandbox) but no one has plot immunity (not PCs, not NPCS) and in a sandbox,
The properly run sandbox has some amount of PC influence that precludes full setting control, because of the agreed upon rules systems, and the simple factor that, in a sandbox, player actions matter.the gm has full setting control.
We don't disagree here.In the real world, people are subject to forces/processes that they can't control.
Imagined worlds don't "unfold" according to their own causal processes. Because they're imagined. They have to be authored.
So the analogue of forces that people can't control becomes decisions made by another participant in establishing the imagined world. In the context of the sandboxes being discussed, that is the GM.
But that's not my point. I'm not saying you should prefer this method of authorial content generation because it's more realistic. In fact my point isn't about authorial content generation at all. My point is about agency and the real world factors in because I'm using agency in the real world to compare your conception of agency to. And guess what? There is a noticable difference. Agency in the real world doesn't require you to have power over a particular thing whereas agency in your conception does. Take a dragon. You say the person that has no chance of killing the dragon has less agency than the one that can. But agency isn't about you achieving your goals, agency is about you having meaningful decisions. And even when faced with an unkillable dragon you have meaningful choices. Do I run? Do I hide? Do I bargain? Do I lure it away? Do I help others get away from it? Etc. All are meaningful decisions in relation to the dragon situation and it's that capacity for making meaningful decisions that is agency.I don't really see how reiterating this point about your preferred allocation of authorial power is meant to persuade me (or anyone else) that players have more of it and GMs less.
That's not my argument at all.What you seem to be doing is arguing why players in such games should be satisfied with having less authorial power than the GM: because the GM is the analogue in their game experience of forces/processes they can't control in the rest of their life experience.
I can't really keep up with all the posts, but I just wanted to say that randomness isn't a 'fix', and it isn't about the 'GM fiat' so much as it is about the whole concept of what the agenda is. I play an RPG so that I can participate in an interesting story which is about characters that I RP (and their associates, etc.) not about narrating the outcomes of dice rolls. I have no problem with dice as a way injecting some suspense into the game and avoiding utterly predictable outcomes. So, in some sense I don't have this huge problem with randomness factoring into the 'find the brother scenario', but if the end result is simply determined by some single random toss of the dice which is utterly unrelated to anything taking place in the narrative, that is just IMHO bad storytelling. Why is that interesting? It is 100% about the dice! Give me a scenario where my character can take some huge risk and roll some dice and maybe it impacts the outcome, that's dramatic, but some DM just rolling "sorry your brother died 3 years ago, the dice say so." doesn't really cut it. That was 8th grade sort of level of play... I want something more sophisticated that delivers the goods better.I asked something similarly just now. I suspect the issue has more to do with the GM's fiat to make unilateral setting declarations removed from mechanical play procedures.
Technically, if it affects anything on a character sheet, in BW, it requires a roll. Likewise, if it requires a PC believe or disbelieve something, it also requires a roll. That's a quirk of BW/BE/MG because it's part of how Luke Crane has solved the problem of the charismatic player with the non-charismatic character using player abilities to dominate the story. Burning Wheel has a specific mechanical limit on RP power over the game. It's unusual in doing to the way it does. It's not unique, but it is rare. Vincent Baker has similar mechanics in some of his games...I think, in the oft-cited examples from BW, that roleplaying would be impossible without the resolutions (We found the tower; I found my brother). I think that in any system that boils down to "The GM Decides" where the GM is convinced/persuaded by roleplaying (along the lines of what I understand @pemerton to mean by "free narration") that the resolution is directly derived from the roleplaying. I think that in any system or instance where the odds of resolution are affected by what has been roleplayed, roleplaying and resolution are intertwined.
First off if I read your post correctly, sorry for your loss. As for the resolution to your example, I am uninterested as a player or referee in wish fulfillment. I am interested in the experience as a player, I am interested in creating an interesting experience for my players to adventure in. By experience I creating a place with people with personalities, locales with details, and sometime natural events.I'm not being macabre here. I'm dead serious. A satisfying roleplaying game about being a caregiver/priest or merely someone who doesn't want to give up on a loved one will not include the sort of fiat/inexorable "Rocks fall, you die", lack of agency despite all efforts, reality of life that sometimes shapes these kinds of things. It would include the very real prospect of healing, it would abstract the unnecessary, and it would systemitize in a way that creates an integrated feedback loop where the emotions experienced and mental fortitude erected actually impact the physical fortitude of both the afflicted and the caregivers.
Leaving all of that up for exposition + theatrical amplification + GM decides sounds like the most horrible experience I could imagine (and yes, it maps pretty damn well to my real life experience!)!
What I do is little more than being a tour guide.I coined (I believe at least...I don't ever recollect seeing it before that) the term "Setting Tourism" (as one of the key aspects of this type of play) a long time ago for precisely the reasons you're outlining above (even using the analogy).
Because themes and tropes arise of human experience. Rather than artificially and arbitrarily (even as a group decision) incorporate them I recreate the situations that give birth to them.Couple questions:
1) Why do you not try to suss out "what is interesting" (that is, what is the premise and what are the themes and genre tropes of play) prior to play and have table time focus on that?
Many games are systemitized precisely around this idea in order to deliver a consistently rewarding experience with respect to "what is interesting." My Life With Master is very different than Moldvay Basic D&D is very different from Dogs in the Vineyard is very different than Blades in the Dark is very different than Torchbearer is very different from D&D 4e is very different from Apocalypse World precisely because "what is interesting" is a foundational question that is asked and answered before starting.
What I ask is "What are you interested in playing?" Usually it starts out with a broad genre.What do you think you gain and what do you think you lose by not preemptively asking this?
I ran a campaign using GURPS with two PCs. They played criminals, members of the Thieves Guild in the City State of the Invincible Overlord. Basically just brutes. One thing led to another a couple of session in and they wound up killing the local gang leader when they were not supposed to. When the Guild Lieutenant came around looking for them, they killed him too. At this point they decided what the hell and started working up the guild hierarchy one by one. Executed their plans quite well and more importantly they caught the guild in a way that left them flat-footed for a while.2) Do you have a play excerpt in mind that you could share where your own play led to "the brother died (or some derivation of that theme)?" Not like a "story hour" but actually sharing with us what went on under the hood ("Brother Alive Beginning State" > action declarations > action resolution > GM evolution of fiction/gamestate change > rinse repeat until "Brother Dead End State").
That would be helpful.
Now, this is kind of interesting in terms of contrasting with my own position. I see it as a bit paradoxical that NOT having the choice to play a 'powerless' (in some sense) character grants you MORE agency. That doesn't seem right to me...In my personal definition of agency that’s power.
absolutely no power does translate into a lack of agency.
but one of the most important agency determiners is the question: can you cause important things to change? And you can cause important things to change with no real power.
the way you have set up the conscripts situation he doesn’t sound like he has much agency. But add a few details and that assessment could change.
Agreed! In fact the player cannot (Czege Principal) be the one to dictate the resolution, as that spoils the process. They are simply entitled to the allocation of a certain quantity of 'dramatic energy' to their quest. The result should be dramatic, in doubt, and lead to character exposition, usually all driven by some sort of struggle/dilemma introduced into the situation, often by the GM (and possibly guided by dice, etc.). It is OK, if in the final analysis, after all the story has reached its culmination, that some failed check results in "the brother is dead." Hopefully that will lead on into even more interesting territory, but I guess it could come at the end of an arc and just end, if other things are 'on the burner' that can provide the needed 'dramatic energy' from there on.@hawkeyefan but certainly 'your brother is dead' is a valid outcome of a journey of finding said brother? (And not automatically a dramatically unsatisfying one.)
Tabletop roleplaying doesn't work if the referee is not a fair arbiter.Players in this theory are like subjects in some pre-Democracy European Kingdom, they are mere subjects. If they exercise some freedom it is either simply a grant of the power of the Sovereign (GM), or an act of rebellion!