Isn't this at odds with the argument that DM's can do anything they want in 5e. This is a serious question and I'd like to know how both the players can have too much control and the DM have absolute control (and I understand if that's not your position and won't take offence if you say that).
Thank you for the reply! I never considered props like a jenga tower. That sounds like a great mechanic and instills tension, but not Horror IMO. I honestly didn't follow how GM Force or a Doom Pool creates horror either. They create tension, not horror. I can see where creating tension can help facilitate the feeling of horror, but those are not mechanics of horror IMO. But maybe that is just me, probably is.Consider Dread's Jenga resolution mechanic.
What do you need for horror?
* Vulnerability (physically, mentally, emotionally)
* A teetering sense of control over outcomes...particularly if that spirals
So if you want systemitize actual horror, you need to actually inject play with these things. Horror cosplayed is not actual horror. Because there is too much control and not enough vulnerability.
So consider how best to systematize these things. The jenga tower as a resolution mechanic is a great way. Its also why GM Force (a GM going outside of the rules to actively subordinating player input/volition) is a useful technique. However, you can systemitize GM Force so that it no longer becomes actual Force (see (b) below) because its now inside of the rules to subordinate player input/volition. (a) A jenga tower as a primary resolution mechanic and/or/also (b) the GM having some kind of table-facing currency that ebbs/flows and builds up like a Doom Pool in MHRP that the GM can deploy at their discretion to wrest control of the trajectory of play from the players and say "this awful thing happens right now" are two robust means to ensure the above.
If you look at the inverse, this is precisely why D&D struggles to do actual horror (eg not cosplayed horror). Its because PCs are so robust (in every way, including controlling recharge/recover mechanics) and the resolution mechanics don't possess all the facets that make (a) and (b) work (actual GM Force or GM-facing mechanics feel very differently upon play than something like a Jenga Tower or a scary Sword of Damocles like Doom Pool...perpetually building toward some terrible end).
My cursed problem collection now has one more peculiar specimen. Never thought about it that way before.Its much more complex than a simple configuration of "a lot of control/mandate" vs "limited control/constraint."
First you have to consider how asymmetric power relationships manifest in any given situation. Then you have to consider how the play agendas and authority distribution intersects with that asymmetry. Then you have to consider how aspects of the system/play are table-facing and aspects of the system/play which are GM-facing intersect with all of this.
So for instance, 5e possess the following qualities:
1) Rulings Not Rules + GM as Lead Storyteller + Role (and the mandate afforded that role) to ensure a memorable is told at the table and people have "fun."
2) An admixture of table-facing and GM-facing aspects of play that can wax/wane/change as play unfolds.
3) (1) + (2) above is a mandate for the deployment of GM Force at the GM's discretion to facilitate their role and responsibility.
4) However, simultaneous to that is a Skilled Play imperative that undergirds all D&D play since time immemorial.
So you've got competing priorities here. The typical GMs resolve this is they keep both the Skilled Play Imperative ball and the Storyteller Imperative ball in the air and do their best to decide when one needs to be sacrificed for the sake of the other. How GM-facing the game is, how asymmetric the power relationships/authority distribution is, how much the offscreen matters all serve as their cover for a lot of this stuff.
So consider the Rest/Recharge. The players have played Skillfully in a scenario (be it a dungeon crawl or a plane-hopping excursion or a wilderness trek or whatever). They've relatively dominated but they've expended enough resources that they want to attempt a Long Rest to Recharge.
* The Table-Facing aspects of play all say that the Wizard and the group's contingencies should allow this Long Rest to occur.
* The Skilled Play Imperative should say that the Long Rest should occur.
HOWEVER...
* The Storyteller imperative is at tension with whether the Long Rest will occur. Its going to lead to unrewarding, anticlimax if it occurs.
* The GM-Facing and the asymmetric power relationship say that the GM can just deploy move x, y, or z (or all 3 if they wish) to ensure that the Long Rest Recharge doesn't occur. There is nothing systemitizing this. The GM is just extrapolating the fiction in order to make this happen...but the important part here is that their first principles to justify this "block" are The Storyteller Imperative requires the Long Rest Recharge to be disabled.
Its entirely possible for the GM to extrapolate the situation naturalistically such that the Long Rest Recharge should be enabled. Again, also, its entirely appropriate to extrapolate that the Long Rest Recharge should take play from the Skilled Play Priority.
But they execute the block (by using move x, y, z) because they deem the Storyteller Imperative as the most important priority here.
I hope this explanation and example shows how asymmetric power relationships, authority distribution, Rulings Not Rules (meaning the game isn't tightly encoded and procedures aren't all table-facing), table/GM-facing dynamics (that are togglable at GM discretion), Storyteller Imperative, Skilled Play Priority are almost invariably going to lead to points of tension during play where a GM is going to have to choose between "having their cake" and "eating it too."
This is very different than the sort of control (lackthereof) that is systemitized in a game like Dread or via a mechanic like a Doom Pool.
I don't disagree with this...You see, the main difference is, even an utterly mediocre GM can grab BitD, just follow the rules and get pretty decent results. Just following the rules of D&D can lead to a great game remembered for centuries or a game so naughty word everyone within a mile from the table would get hanged without a trial by the role-playing secret police. Or anything inbetween.
A good, experienced game master can run a game with nothing more than a sheet of paper, a pen and two asscheeks, sure. That's how I start my design process, and it works great to me. But can we count on a good, experienced game master when designing rules? Of course not.
Then, there's another thing worth discussing. You can't know what you don't know.
When you already are familiar with the genre, know the tropes and stuff, that's one thing. You can emulate it to some extent, even if you end up putting more work into it than necessary.
But what if you don't know the thing the game is about? To hell with newschool, let's talk oldschool. I know pretty much nothing about caving, but when I use, say, Veins of the Earth, I get a claustrophobic cave-dwelling experience that I wouldn't be able to get on my own -- again, because I can't know what I don't know.
Not sure I agree with everything here, need some more time to process what you're saying but thanks for answering.Its much more complex than a simple configuration of "a lot of control/mandate" vs "limited control/constraint."
First you have to consider how asymmetric power relationships manifest in any given situation. Then you have to consider how the play agendas and authority distribution intersects with that asymmetry. Then you have to consider how aspects of the system/play are table-facing and aspects of the system/play which are GM-facing intersect with all of this.
So for instance, 5e possess the following qualities:
1) Rulings Not Rules + GM as Lead Storyteller + Role (and the mandate afforded that role) to ensure a memorable is told at the table and people have "fun."
2) An admixture of table-facing and GM-facing aspects of play that can wax/wane/change as play unfolds.
3) (1) + (2) above is a mandate for the deployment of GM Force at the GM's discretion to facilitate their role and responsibility.
4) However, simultaneous to that is a Skilled Play imperative that undergirds all D&D play since time immemorial.
So you've got competing priorities here. The typical GMs resolve this is they keep both the Skilled Play Imperative ball and the Storyteller Imperative ball in the air and do their best to decide when one needs to be sacrificed for the sake of the other. How GM-facing the game is, how asymmetric the power relationships/authority distribution is, how much the offscreen matters all serve as their cover for a lot of this stuff.
So consider the Rest/Recharge. The players have played Skillfully in a scenario (be it a dungeon crawl or a plane-hopping excursion or a wilderness trek or whatever). They've relatively dominated but they've expended enough resources that they want to attempt a Long Rest to Recharge.
* The Table-Facing aspects of play all say that the Wizard and the group's contingencies should allow this Long Rest to occur.
* The Skilled Play Imperative should say that the Long Rest should occur.
HOWEVER...
* The Storyteller imperative is at tension with whether the Long Rest will occur. Its going to lead to unrewarding, anticlimax if it occurs.
* The GM-Facing and the asymmetric power relationship say that the GM can just deploy move x, y, or z (or all 3 if they wish) to ensure that the Long Rest Recharge doesn't occur. There is nothing systemitizing this. The GM is just extrapolating the fiction in order to make this happen...but the important part here is that their first principles to justify this "block" are The Storyteller Imperative requires the Long Rest Recharge to be disabled.
Its entirely possible for the GM to extrapolate the situation naturalistically such that the Long Rest Recharge should be enabled. Again, also, its entirely appropriate to extrapolate that the Long Rest Recharge should take play from the Skilled Play Priority.
But they execute the block (by using move x, y, z) because they deem the Storyteller Imperative as the most important priority here.
I hope this explanation and example shows how asymmetric power relationships, authority distribution, Rulings Not Rules (meaning the game isn't tightly encoded and procedures aren't all table-facing), table/GM-facing dynamics (that are togglable at GM discretion), Storyteller Imperative, Skilled Play Priority are almost invariably going to lead to points of tension during play where a GM is going to have to choose between "having their cake" and "eating it too."
This is very different than the sort of control (lackthereof) that is systemitized in a game like Dread or via a mechanic like a Doom Pool.
Thank you for the reply! I never considered props like a jenga tower. That sounds like a great mechanic and instills tension, but not Horror IMO. I honestly didn't follow how GM Force or a Doom Pool creates horror either. They create tension, not horror. I can see where creating tension can help facilitate the feeling of horror, but those are not mechanics of horror IMO. But maybe that is just me, probably is.
Not sure I agree with everything here, need some more time to process what you're saying but thanks for answering.
Well, it is fair to say that each PbtA game has a certain COLOR to it. They obviously each occupy a genre, and then within that genre they MAY invoke some specific rules that are either related to the overall genre, or provide this color. Of course some/all of it might also be provided by things like creatures, gear, etc. Surely the available moves and playbooks will form a significant part.Yeah I'm extremely familiar with Dungeon World but I think I'm being dim. What/where are the knobs? It seems to me that DW would be pretty bad at supporting LotR, for example, because the classes/monsters/moves don't align at all well with that vibe, whereas Conan would be absolutely fine, as would a Shrek-esque fairy tale (which is perilously close to D&D anyway - the first D&D adventure I wrote was based on an episode of The Gummi Bears...). Warhammer would be fine as long as you didn't want it to be old-skool WHFRP-style (i.e. "You are a gravedigger, you own rags and a shovel, you die in the first combat you get into"), and the characters were the equivalent to inquisitors, knights, low-end wizards, assorted elfs and so on.
So if you're saying "DW runs a broad swathe of D&D-esque fantasy", sure, but even with the players and DM trying to make only LotR-esque moves (which is already slightly frown-inducing), the mechanics of the game are going to make it well, play out more like the movie version of The Hobbit (and not in a good way).
LotR really feels like it would be it's own separate hack, possibly not even based on DW.
Indeed I thought I recalled one and there is one and it's even on my DriveThru RPG wishlist lol: Fellowship 2nd Edition - A Tabletop Adventure Game - Liberi Gothica Games | Fellowship Playbooks | DriveThruRPG.com
To me DW is consciously (and highly successfully) trying to emulate D&D and D&D-isms, which means using it for other things, with the best will in the world, doesn't work great.
But maybe I'm profoundly missing something.
Yup and I think it relies on the players to very much support that, which not every player is great at (there's maybe a whole separate discussion about the ease of procuring players who are able to play in different styles).
But my point was that FATE does offer actual knobs/tools for genre emulation, whereas broadly speaking, PtbA games don't. Rather each PtbA game tightly customized to a specific genre. Even one that seems superficially close to what you want may prove unsuitable because a major mechanic may revolve around something that isn't going to work in the scenario you want. This is an actual downside to PtbA's approach. I have several perma-shelved PtbA games becauses they're cool, and I got them because I thought they'd work, but in fact they had some particular major mechanic which wasn't right for what we wanted to do.
I understand the mechanic (at least I think I do), but I don't see how that is a horror mechanic.. Can it help, sure. But it can also help do things that are not horror. It is not, IMO, a be-spoke horror mechanic.Youre very welcome.
Try this.
Look at how a Doom Pool synthesizes all the aspects of “Jenga Tower as action resolution.”
* Oh no, the dice pool is building...things are growing increasingly dangerous...more out of my control. Who knows when it’s going to “go off” and everything goes to hell <like looking at the increasingly teetering tower>.
* Player makes a move <GM deploys Doom Pool to shut down the player move and send things calamitously spiraling out of your control>. OH NO! ITS ALL COMING APART! <Jenga tower collapses and badness happens>