What is the point of GM's notes?

Yes, I defined it previously, and game examples. Protagonism is where the focus of play is on the character's dramatic needs.

Dramatic needs are things that the character is about -- ie, things that are defining for the character -- and that you can hang a story on all by itself (ie, it can drive an entire story arc in play). I'm not talking about scripting, here, but that the dramatic need is the impetus for story. The examples I gave including such things as "I will get revenge on the murder of my family, no matter the cost." This is meaty -- it's defining, and it's something that a lot of story can hang on.
And this is all absolutely wonderful...provided you're the only player in the game.

But most of the time you're not; there's other players as well, which rather demands that all the "I will..." or "I am going to..." parts of those examples need to somehow be converted to "we will..." or "we are going to..." - i.e. the goals (dramatic or otherwise) need to be party-as-a-whole goals rather than individual goals.

Otherwise, to be a bit blunt, it all sounds rather selfish.
 

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Which of these do you have the problem with (it can be more than one):

1. There is an undetected guard atop the wall, as detailed in the GM's prep.
2. This guard automatically sees the climber when then crest the top of the wall, because they have a clear view of them in this situation.
3. That this guard then raises the alarm that the PC hoped to avoid by climbing the wall.

I think that once we nail this down, we can probably proceed. I mean, I don't think that your position is that there cannot be a guard on the wall because that would violate the goal of the action declaration. If it is -- if you're talking about it being bad faith to NOT change prep because it would violate the player's goal for an action, then I'm struggling to understand why you're running D&D and not a game that does this kind of play better. Or, maybe it's that you think that the GM should just skip straight to the narration of the guard atop the wall raising the alarm, because you called for a check? That's an interesting take, although I'm not sure you're going to actually get a lot of traction on the with the D&D players -- there was a very recent thread about climbing a tower with a rope where the majority of posters felt that the physical act of climbing absolutely required the check, regardless of goal, so they'd absolutely call for the check to see if the wall was climbed and the goal to avoid notice wouldn't have been part of what the check was meant to resolve.
If nothing else the check determines where the PC is if-when noticed by the guard: at the top of the wall or the bottom.

That said, this is one of those rare instances where a failed check (and a creative DM) might work at least somewhat in the PC's favour: if the DM decides that the reason the check failed was because the PC noticed or heard the guard up top and stopped climbing! Or, perhaps: the check failed, the PC is still on the ground, the guard aloft remains unaware of the PC's presence, and the PC has to come up with a Plan B before those other guards round the corner.

It's one of those situations that arise now and then where achievement of the PC's stated goal isn't necessarily in fact the best result for the PC.
 

And this is all absolutely wonderful...provided you're the only player in the game.

But most of the time you're not; there's other players as well, which rather demands that all the "I will..." or "I am going to..." parts of those examples need to somehow be converted to "we will..." or "we are going to..." - i.e. the goals (dramatic or otherwise) need to be party-as-a-whole goals rather than individual goals.

Otherwise, to be a bit blunt, it all sounds rather selfish.
This claim seems to be based on a lack of experience with integrating individual PCs' dramatic needs into one game. It can be done. There are fairly well-known ways of dong it. It's not rocket science, not untrodden ground.
 

Yes, this sounds low protagonism to me. Contrast this with a game like Burning Wheel, which play is entirely funneled through the PC's dramatic needs, and you'll notice a large difference.

And it's perfectly fine for this difference to exist. Different games do different things.
But what about D&D makes it unable to do these games well. My group chooses not to do an entire campaign focused on PC dramatic needs but that's not the same as stating D&D doesn't serve us well when we do or that D&D couldn't handle it well.
 

I don't think I'm the one who brought D&D into the conversation. You did post an example of how you prep for D&D, and the notion of player-author PC dramatic needs didn't figure anywhere in it. That's not a criticism, just an observation.
The prep would be the same but the focus would be different. See the post where I explain that said focus would be communicated to me via discord on the Wednesday before our Saturday or Sunday game. I would still prep the same but the focus of the prep would be on the goals and needs of the PC's my players have communicated to me.

This statement actually seems to confirm my belief that you believe there is this rigid, "proper" way to prep in order to infus ones games with protagonism. On the other hand I don't believe that there is one true way to prep said games but am concerned only with whether the result is
And players can't author dramatic needs for their PCs without enjoying authorship responsibility in respect of key NPCs, places and events. A player can't establish a revenge goal, for instance, without establishing that some or other NPC wronged his/her PC in some or other fashion. A player can't establish a goal to redeem a family member or family line without establishing the existence and dubious past of the relevant NPCs. Even a more abstract goal, such as being the greatest explorer of the age or showing that Elvish ideals can triumph over Orcish ones, can't be the focus of play without the GM paying significant regard to it in framing situations, meaning that the player is setting significant constraints on the GM's framing decisions.
I disagree with all of this. If the player and DM are transparent with one another and communicate well outside of the game a player can have goals & needs that are addressed in game without having to author much, If any, of what you claim above.

A player might prefer to fully create the assasin who killed their clan one fateful night leaving them the last of their bloodline with a burning need for vengeamce...or they could just state their clan was assassinated and they seek revenge on the murderer as backstoryand goals while leaving it up to the DM to create it all. You are laying out a method/preference but not the only method/preference for achieving protagonism in play.
 

I don't know what @Ovinomancer's answer is, but the fundamental difference in 4e D&D is that skill challenge's are closed resolution that produce finality. They are part of a family of closed-scene resolution frameworks first found (I believe) in Prince Valiant in incipient form and in Maelstrom Storytelling in full-fledged form and perhaps reaching its apogee in HeroWars/Quest.
Is there a specific statement of this as a rule in 4e? Mainly that the DM can not override, introduce hidden fiction that affects or alter the outcome of a skill challenge?
 

Hiya!
Can you say a little more about how this relates to actual play? What difference does it make to what happens at the table that you as GM have written down all this stuff about what the Thieves' Guild is doing?

I'll try. :)

What it does is allow me to handle the "winging it" part of DM'ing (which is most of DM'ing if you think about it; choosing names, choosing if the little 12 year old bakers daughter has a cat or a dog or a duck as a pet, deciding if the inn is surrounded by lush grass, or sparse weeds, if the birds are singing, or if it's the sound of ravens, etc; all the "dressing", so to say). When I have a general idea of "The thieves guild is doing X, they have sent Y to do Z...who will return when Y has enough information to be useful", that lets me "wing" other things that MAY come up during play.

For example, if a Player suddenly, in a spark of genius, just blurts out: "Wait. We're investigating the Thieves Guild's possible involvement. What if they actually ARE involved? Wouldn't they be, you know, trying to spy on us to see what we know or how close we're getting? Ok everyone...keep an eye out for someone following us!". Now, I know that there is a thief who is, indeed following them. So now I might have to assign a DC or roll one (usually my go to; start with a base, then make a roll and use that; say...DC 8 + 2d4; I get a 6, so DC 14). Every Player at the table says "Good idea. We are all going to keep looking over our shoulders more. Actually, I'm going to do a double-back; everyone keep heading to the docks, I'm going to head around here (points to map), then here and here (map again), then come back here (where they are right now on the map) and see if I can see anyone following us".

Well now I have a thing to deal with! :) Because I know the thief is focused on the GROUP, not an individual; so there will be dice rolled to determine if the Thief notices the PC behind him, or vice a versa. Also, if the 'sneaky' PC manages to catch the Thief; I know what the thief was doing, how long, and why. Any Roleplaying won't be based on simply "rolling dice to beat a DC"; we can actually RP it all with very little dice rolling, and this feels MUCH more organic and believable than "Ok, roll a DC 16 Diplomacy".

So the "play" events that unfold are based on something already happening (as they typically do in an RPG), but due to a note I know when, who, what, why and how (to some degree), and it is a visual reminder. Now, of course this is generally a normal thing a DM does when running an adventure; know what the bad guys are doing (this is normal, right?). But there are less "important" notes that can be had as well. For example, what if the PC's were NOT actually looking into the thieves guild? What if they were tracking down an evil cult of Cthulhu worshippers? Thieves Guild probably doesn't care...but they might THINK the PC's were looking into them. So, spying. Fast forward a half dozen or so game sessions. The Cultists are dead or captured and the PC's are hanging out at the inn, enjoying their victory. ... ... I can "wing it" and decide that the thief who was spying on them a few months ago, recognize them and approach them. "I know of your exploits, good Adventurers! I also know of your removal of those foul Cultists! Thank you, their, lets say, 'meddling', caused my employer quite the difficulty. [starts using Thieves Cant]. My uncle is particularly impressed, having several nieces and nephews who get up to no good every now and then. He was concerned they might fall in to the cult and it's desires, having seen soo much. As a loving uncle, he is glad to get back to normal, well, once all the corpses are flushed out of the system, to to say Can't have them rotting up the city, right? There may yet be cultists hiding in our midst. A small fortune could be had if someone didn't mind getting dirty doing corpse disposal. I'm certainly not up for it. At any rate, thank you for your help, may the Golden Eye of Horus be ever watchful. Until the next moon, fair-well, brave adventurers! {Thieves Cant translation: my guildmaster has a lot of underlings and we would like you to deal with some rivals and blame it on the cultists; we'll pay you a lot of gold, you have until the next full moon to decide}".

Basically, those notes can lead to little tid bits of inspiration and story/plot's that can crop up after the 'main' adventure is over.

^_^

Paul L. Ming
 

The Temple being in a place suggests that it is used both in framing eg "You've arrived at such-and-such. You see the gleaming black marble of the temple of Olath."

It sounds also like you use it to resolve action declarations. eg "We look around - what do we see?", then you check your notes, observe that the PCs are near the temple, and so reply "You see the gleaming black marble of a temple." Or alternatively - "I'm looking around for the Temple of Olath - can I see it?" and you respond by checking your notes and map, and on that basis answering yes or no.

With the secret entrance/back way, you seem to suggesting the same general approach - using the map/notes to resolve the action declaration. (With the possible exception of mood-dependent departures.)
Yeah - pretty much. It's there so that when a player says "I look around, what do I see?" I'm less likely to need to make up something on the spot, because doing that all the time is too much brainwork. But the notes don't rule out any changes I might decide to make on the fly.
 

This statement actually seems to confirm my belief that you believe there is this rigid, "proper" way to prep in order to infus ones games with protagonism. On the other hand I don't believe that there is one true way to prep said games but am concerned only with whether the result is
I haven't said much at all about how to prepare a protagonistic game. I did say, in post 159, that in protagonistic play "the GM's pre-play notes do not serve the function of establishing the principal parameters for framing or for action resolution." Which is true.

Prep in AW or DW mostly consists of preparing fronts. (I say this based on reading the respective rulebooks.) Prep in Burning Wheel mostly consists of "burning" NPCs and/or monsters. (I say this based on both reading the rulebooks and having GMed the system.) In AW, DW and BW, the principal parameters for framing emerge out of previous moments of resolution, not out of the GM's pre-play notes. In AW and DW the parameters for action resolution following from that framing plus the framework of the various moves; in BW they follow from that framing plus the intent and task declared by the player in declaring the action.

Map-and-key prep of the D&D sort has no role to play in either system. Of the 7 sorts of prep that you mentioned as typical for your D&D prep, the following three do not figure in prep for AW, DW or BW:
2. Suggestions for what the result may be for certain decisions or actions the players/PC's may or may not make during gameplay.
3. Includes maps for geography and/or structures I expect the players/PC's to encounter and interact with.
6. Various tables for random generation of things such as neighborhoods in a city, weather during travel, random encounters, etc. Depending on what direction I expect the game session to go in.

And the following works quite differently from how it works in typical D&D prep:

1. General facts about people places and things the players may or may not encounter.

In standard D&D prep, those general facts are treated as constraints upon action resolution, whether that be in determining the success of a search for a secret way into the temple, or determining whether there is a guard atop the wall where the PC is trying to hide, or whether there is coin in the chest that the PC searches. The GM may be at liberty to "change" these general facts at the time of play, but that is a unilateral permission.

In AW, DW and BW - as I have stated - GM prep notes do not play a role in framing the outcomes of action resolution.

I disagree with all of this. If the player and DM are transparent with one another and communicate well outside of the game a player can have goals & needs that are addressed in game without having to author much, If any, of what you claim above.

A player might prefer to fully create the assasin who killed their clan one fateful night leaving them the last of their bloodline with a burning need for vengeamce...or they could just state their clan was assassinated and they seek revenge on the murderer as backstory and goals while leaving it up to the DM to create it all.
From your second paragraph, it follows that the shared fiction contains a central NPC - the assassin - and a central past event - the murder of the PC's clan members. This is an example of what I said upthread in post 163: the player has exercised "a significant degree of authorship responsibility in respect of key NPCs, places and events in the shared fiction."

Is there a specific statement of this as a rule in 4e? Mainly that the DM can not override, introduce hidden fiction that affects or alter the outcome of a skill challenge?
From the 4e D&D PHB, p 179:

In contrast to an obstacle that requires one successful skill check, a skill challenge is a complex situation in which you must make several successful checks, often using a variety of skills, before you can claim success in the encounter. . . .​
Whatever the details of a skill challenge, the basic structure of a skill challenge is straightforward. Your goal is to accumulate a specific number of victories (usually in the form of successful skill checks) before you get too many defeats (failed checks).​

From the 4e D&D DMG, pp 72, 74 76:

An audience with the duke, a mysterious set of sigils in a hidden chamber, finding your way through the Forest of Neverlight - all of these present challenges that test both the characters and the people who play them. The difference between a combat challenge and a skill challenge isn’t the presence or absence of physical risk, nor the presence or absence of attack rolls and damage rolls and power use. The difference is in how the encounter treats PC actions. . . .​
Define the goal of the challenge and what obstacles the characters face to accomplish that goal. . . .​
Level and complexity determine how hard the challenge is for your characters to overcome. The skill challenge’s level determines the DC of the skill checks involved, while the grade of complexity determines how many successes the characters need to overcome the challenge, and how many failures end the challenge. . . .​
What happens if the characters successfully complete the challenge? What happens if they fail?​
When the skill challenge ends, reward the characters for their success (with challenge-specific rewards, as well as experience points) or assess penalties for their failure. . . .​
Begin by describing the situation and defining the challenge. Running the challenge itself is not all that different from running a combat encounter . . . You describe the environment, listen to the players’ responses, let them make their skill checks, and narrate the results.​
When the characters overcome a skill challenge, they earn the same rewards as when they slay monsters in combat - experience and perhaps treasure. The consequences of total defeat are often obvious: no XP and no treasure.​
Success or failure in a skill challenge also influences the course of the adventure - the characters locate the temple and begin infiltrating it, or they get lost and must seek help. In either case, however, the adventure continues. With success, this is no problem, but don’t fall into the trap of making progress dependent on success in a skill challenge. Failure introduces complications rather than ending the adventure.​

This is all pretty clear, as clear now as it was a decade ago: a skill challenge is the resolution of a particular challenge/situation that arises in the fiction; the players (and their PCs) succeed or fail based on their checks made within a "clock" framework of successes-before-failures; and the success or failure is just that: either the players (and PCs) achieve their goal within the situation, or they do not.

As has been extensively discussed in many threads over the years, a number of which I would imagine you have participated in, the challenge in GMing a skill challenge is narrating movement towards overall success with each individual skill checks (this is essential or else a final overall success will not make sense within the fiction) while leaving open the fictional "space" for narrating both individual failures (if subsequent successes do not succeed) and overall failure (if the "clock" reaches an overall failure state rather than an overall success state). This is a context where pre-play prep may play a role, as notes of possible consequences and complications can help with managing this task. A key difference between the role of notes used in this way, and notes used in a map-and-key style, is that the notes do not serve as any sort of constraint or, or determiner of, the success of action declaration. That is determined via the die roll. Rather, they are a type of "aide memoire" for managing the fiction that emerges on the way through the challenge - the narration of results referred to on p 74 of the DMG.

You are laying out a method/preference but not the only method/preference for achieving protagonism in play.
I am talking about the methods used - including the role of GM prep notes - in the games that I am familiar with, and in the case of BW and 4e have experience with, that support protagonistic RPGing.

I haven't said much about Prince Valiant yet in this thread, but I'm happy to do so: the short version is that pre-prep notes in Prince Valiant consist of establishing a single situation that will (1) engage the players who are, by default, playing knights errant, and (2) has a trope-ish NPC or creature as its core antagonist. There is no use of map-and-key in resolution, and no general apparatus of notes concerning geography, architecture etc that is typical of D&D play. We could also talk about Cortex+ Heroic/MHRP, which like Prince Valiant eschews map-and-key completely, and which deals with some of the challenges of skill challenge-type narration by using the Scene Distinction device (and hence does not benefit in the same way from pre-play prep of aides memoire) but poses its own GMing challenges in managing the Doom Pool.

If someone else wants to talk about other ways they are doing protagonistic play they should by all means do so. But in the context of this thread actual play examples are going to be far more interesting and relevant than abstract speculation.
 

pemerton said:
Can you say a little more about how this relates to actual play? What difference does it make to what happens at the table that you as GM have written down all this stuff about what the Thieves' Guild is doing?
For example, if a Player suddenly, in a spark of genius, just blurts out: "Wait. We're investigating the Thieves Guild's possible involvement. What if they actually ARE involved? Wouldn't they be, you know, trying to spy on us to see what we know or how close we're getting? Ok everyone...keep an eye out for someone following us!". Now, I know that there is a thief who is, indeed following them. So now I might have to assign a DC or roll one (usually my go to; start with a base, then make a roll and use that; say...DC 8 + 2d4; I get a 6, so DC 14).

<snip>

Because I know the thief is focused on the GROUP, not an individual; so there will be dice rolled to determine if the Thief notices the PC behind him, or vice a versa. Also, if the 'sneaky' PC manages to catch the Thief; I know what the thief was doing, how long, and why. Any Roleplaying won't be based on simply "rolling dice to beat a DC"; we can actually RP it all with very little dice rolling, and this feels MUCH more organic and believable than "Ok, roll a DC 16 Diplomacy".

So the "play" events that unfold are based on something already happening (as they typically do in an RPG), but due to a note I know when, who, what, why and how (to some degree), and it is a visual reminder.
Suppose that the players do not blurt out anything about possibly being followed by guild thieves. What, then, is the effect on play of the GM having made notes about what the Thieves' Guild is doing?
 

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