hawkeyefan
Legend
In either case, while mechanics are used they're not narrated. What's narrated after a round worth of rolling is the father chopping off one tentacle while two others grab him and try to haul him out of the boat, meanwhile the daughter screams and hides under the thwart (and-or maybe inexplicably vanishes from view, if she uses her diminution ability/potion) and other tentacles flail away.
The inclusion of mechanics doesn't replace standard narration. It's typically in addition to the narration. The GM's still going to describe the events of play, they're just going to add in the meaningful and relevant mechanical bits.
Another reason to play it out round by round is that while the players don't see the DM's die rolls they do - or should - get a play-by-play narration from the DM as things proceed; which may prompt the players to have their PCs intervene quickly or slowly or not at all, depending how things go.
I quoted this bit, because I think there's a useful bit in here.
Why would the players not see the GM's rolls?
To me, that's a really basic summary of the larger discussion about player facing mechanics. Why hide rolls? There may be more than one reason, but the relevant one is so that the players don't know the result of the roll....which will allow a GM to decide the result as he likes without their knowledge.
Rolling in the open means he cannot do that (or at least it becomes much more difficult to do it) without the players knowing.
This is the advantage of player facing mechanics/processes at the most fundamental. Do things in the open, and you can't hide them.
It's that the specific information has been shared, where that specific information wouldn't yet be known in the fiction.
When you've never seen any of the father, daughter, or Kraken before and thus have no idea what makes any of them tick beyond the obvious (e.g. she's small, the beast has tentacles and can swim), why do you expect to be told exactly what their mechanics are?
I don't quite see it that way. The PCs see the father and daughter struggling on the boat, they see the kraken's tentacles attacking, they see kraken in the distance, an obviously enormous creature with just a part of it breaking the surface.
In seeing these things, the characters would have a sense of the danger and the scope of the creature and the capabilities of the father and the traits that the little girl would have. Do the characters know them precisely? No. But sharing that information with the players informs the players of information that the characters would know.
Is it more precise than what the characters know? At times, it may be, yes. Does that make it "meta"? My guess would be that for you it would be. And yet my counter would be that me having to rely on someone else's imprecise language to describe the scene would render me much less informed than the character would be, and therefore is far more meta.
The father, for example, could be a common-joe fisher or a 3rd-level Fighter in the army or a 12th-level Wizard who's retired to raise his kid; but until he does something other than row a boat you have no way of telling.
No, he was described as a soldier. Clearly, he appears to be a soldier, and likely has a weapon that he's using, and the PCs see how he wields it. There absolutely is a way of telling.
The daughter could be a polymorphed demon that the father has just summoned the Kraken to devour; you can't tell.
Oh stop it. That could be true of everything all the time, so therefore nothing is certain!!!
Such exteme hypotheticals are useless.
And in older editions where illusion spells were actually useful, the whole damn scene could be somebody's afternoon entertainment.![]()
Somebody's, I suppose.
I don't see these things as an either-or. I generally prefer the mechanics stay out of sight until they're forced to rear their ugly heads, but I also tend to dislike being railroaded and can usually tell if-when it's happening.
This insistence that folks keep putting forth that they know when they're being railroaded is interesting. I agree that at times it can be incredibly easy to notice. Some railroading is very obvious. But some is not. Some is very subtle, and more a product of the system working as designed than as anything the GM is actively doing.
I'm less concerned about the obvious stuff, because in most cases it's obvious (obviously!) but also because typically that's an example of poor GMing (except in those cases where the players may be aware of it and have accepted it).
But in cases where maybe a GM has an idea in his head about how things should go, and then everything goes that way largely because there's nothing about the rules or processes that act as a check against that.....those are more what I'm on guard for, as a GM and as a player. I don't want to do that to my players, and I generally don't want that going on when I'm playing.
Hence the preference for player facing rules and procedures. If a GM rolls openly, if they openly share DCs and similar game elements, then I am more comfortable that they are not forcing things towards some preconceived idea. It's not so much that it's an either/or as it just lessens the chance.