D&D 5E Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e

prabe

Tension, apprension, and dissension have begun
Supporter
Fog of war is fine, but MBCs example is probably more fairly described as fog of rules which, IMO, is much less fine.
I think MBC's example is one where some people will want or expect (or consider to be appropriate) different levels of situational awareness--and perhaps some people will have different ideas based on context. I can see myself being OK with not knowing, or expecting to be able to know.
 

log in or register to remove this ad

pemerton

Legend
How is this not you being entertained by them?
I don't think X enjoys Y's company and X was entertained by Y are synonyms. It may be that being entertained by someone is something that occurs from time to time while enjoying their company - eg they crack a joke, or produce some witty repartee. But most of the time when I'm enjoying people's company it's their ideas, the emotional connection, the sense of shared endeavour, etc that is at the heart of it.

My pleasure in RPGing is the ideas, the imagination, the discovery, the cleverness, the luck. It's not a version of going to the theatre.
 

gorice

Hero
I've been reading this thread with great interest, since it relates directly to some problems/questions I've been having in play recently. I hope no-one minds if I make a couple of observations.

Firstly, I think preferring purely in-universe ('diegetic', I guess) descriptions of things is a real and valid aesthetic preference. It's one I happen to share. The problem is, in D&D-style games, the diegetic and mechanical elements often have an extremely tenuous relationship to one another. In 5th edition D&D, an ogre and a troll are both 'large', savage humanoid creatures, but a troll has significantly more health and does much more damage than an ogre. Without mechanical or metagame information, there's no way for a group of players to properly assess the danger posed by a large humanoid.

This has been a serious problem in my current 5e campaign. Recently, I almost killed the entire party when they blundered into a fight whose danger and stakes weren't properly telegraphed. At this point, I've decided to bite the bullet and start providing at least some rough mechanical information about enemies to my players. A better long-term solution might be not to play D&D or similar games.

The discussion about sandboxes reminds me a bit of something people used to talk about regarding sandbox videogames, which is the distinction the Russian Formalists made between fable (the events of a story) and plot (the way information is revealed). In a 'dead' sandbox, the fable about how the skeleton king was sealed inside his necropolis is fixed, but the plot about how that information is uncovered, if at all, is in the hands of the players. This is clearly 'story before', but it is not in any way a railroad.

In a 'living' sandbox (I have some experience running these), the environment is initially 'dead', but continues to evolve based on both its own logic (I guess this is 'story before') and the actions of the PCs (this may be 'story now'). To give an example: in one game, a player wanted their PC to commit a very public, incendiary crime in a city, and frame another faction for the crime. They rolled well, so the city authorities responded by cracking down on this faction, which led to a virtual civil war (though not in quite the way the player intended, due to some predetermined setting information the player was unaware of).

Now, I really don't want to re-litigate any ancient arguments about threefold models or whatever, but I think the ambiguity (to me) of the example I just gave might be due to the fact that story now/story before/story after isn't the only goal of this style of play. Creating an immersive, life-like world is a central priority. Maybe I'm missing something important, though.
 

I don't think X enjoys Y's company and X was entertained by Y are synonyms. It may be that being entertained by someone is something that occurs from time to time while enjoying their company - eg they crack a joke, or produce some witty repartee. But most of the time when I'm enjoying people's company it's their ideas, the emotional connection, the sense of shared endeavour, etc that is at the heart of it.

My pleasure in RPGing is the ideas, the imagination, the discovery, the cleverness, the luck. It's not a version of going to the theatre.
This seems to be a semantic disagreement. I would say that all that is entertainment in broad sense. Overall point being that intent of an RPG sessions is to be an enjoyable experience to participants, and all participants endeavour to contribute to that.
 

hawkeyefan

Legend
This seems to be a semantic disagreement. I would say that all that is entertainment in broad sense. Overall point being that intent of an RPG sessions is to be an enjoyable experience to participants, and all participants endeavour to contribute to that.

I think it's easy to see "entertained" as a passive thing. Like I'm entertained by a movie or a concert or a football game. It's more about things that others are doing than it is about me. I'm an observer.

When I'm hanging out with friends or playing a boardgame or RPG, I don't think of it as being entertained. I think of it as socializing or playing a game.

I get the confusion as we generally think of "entertaining" as equaling "fun"....but I do think there's a distinction.
 

Campbell

Relaxed Intensity
So for me when I'm playing or running a roleplaying game I'm engaging with the game in front of us. I'm not generally reading the room like a standup comedian and tailoring my play or the game to hit emotional high points for the people I'm playing with. Hopefully we all enjoy it. We can talk game design, scenario design or technique if someone is not into it, but in the middle of play I'm just playing the game. It's not fundamentally different to me than say playing poker. I hope the people I play with are enjoying the experience, but when I choose to raise or fold I'm not super concerned with Brian's feelings*. I also do not expect Brian to be super concerned with my feelings when he goes all in and takes my money.

*No Brians were actually hurt in the making of this post.

Aside : Part of the reason I have adopted this approach over time is that I have experienced so many damn misfires on both sides of the screen with people assuming they knew what was fun for each other. The Robin Laws' player type analysis in particular has led so many GMs I have played with over the years try to tailor play in ways that was just not fun for me. I have also made a number of missteps on my side of the screen even with friends I have had for well over 10 years.
 
Last edited:

I've been reading this thread with great interest, since it relates directly to some problems/questions I've been having in play recently. I hope no-one minds if I make a couple of observations.

Firstly, I think preferring purely in-universe ('diegetic', I guess) descriptions of things is a real and valid aesthetic preference. It's one I happen to share. The problem is, in D&D-style games, the diegetic and mechanical elements often have an extremely tenuous relationship to one another. In 5th edition D&D, an ogre and a troll are both 'large', savage humanoid creatures, but a troll has significantly more health and does much more damage than an ogre. Without mechanical or metagame information, there's no way for a group of players to properly assess the danger posed by a large humanoid.

This has been a serious problem in my current 5e campaign. Recently, I almost killed the entire party when they blundered into a fight whose danger and stakes weren't properly telegraphed. At this point, I've decided to bite the bullet and start providing at least some rough mechanical information about enemies to my players. A better long-term solution might be not to play D&D or similar games.
That is fair concern, and it is indeed quite true about D&D. Then again, I don't think it is unsurmountable problem. If it indeed is true in the world that trolls are more dangerous than ogres then that is diegetically knowable in the same way than in real world it is knowable that tiger is way more dangerous than a tapir even though they're roughly the same size.

Though with things that have levels it gets weirder. If humans can get to past level ten, then then a thing that looks like human can be way more dangerous than an average troll! But I try to treat levels as 'true' in the fiction too. You don't just randomly encounter high level people, they would be legendary mythic heroes known far and wide. So when introducing NPCs I try to communicate their 'epicness.'
 

So for me when I'm playing or running a roleplaying game I'm engaging with the game in front of us. I'm not generally reading the room like a standup comedian and tailoring my play or the game to hit emotional high points for the people I'm playing with. Hopefully we all enjoy it. We can talk game design, scenario design or technique if someone is not into it, but in the middle of play I'm just playing the game. It's not fundamentally different to me than say playing poker. I hope the people I play with are enjoying the experience, but when I choose to raise or fold I'm not super concerned with Brian's feelings*. I also do not expect Brian to be super concerned with my feelings when he goes all in and takes my money.

*No Brians were actually hurt in the making of this post.

Aside : Part of the reason I have adopted this approach over time is that I have experienced so many damn misfires on both sides of the screen with people assuming they knew what was fun for each other. The Robin Laws' player type analysis in particular has led so many GMs I have played with over the years try to tailor play in ways that was just not fun for me. I have also made a number of missteps on my side of the screen even with friends I have had for well over 10 years.
On one hand I get what you're saying but on the other hand I feel that RPGs, (at least how I like them) are pretty drastically different from, say, poker. It is group improvisational storytelling/theatre, which I feel kinda requires certain level of being in tune with what the others are feeling and what they're going for.
 

pemerton

Legend
Player has authored a goal finding her sister that has been taken by a fiendish cult. Or did she join them? Whilst infiltrating the cults hideout, several things go awry, and would, if game rules were strictly followed lead to the sister perishing before he had a chance to talk to her. But GM uses subtle force to prevent this from happening. The sister survives, the character confronts her, dramatic reveals and some hard decisions follow.

This is not to say that the sister dying would have necessarily ruined things, it would have been a different sort of story. But if players are hyped about certain things coming to pass, I think it is fine for GM to use their tricks to help that to happen.
Sure. But sometimes player input might result the game stalling and nothing interesting happening. Or something happening that the players actually didn't want to happen. And I don't think it is wrong for GM to nudge things into more interesting or preferable directions on such occasions.

<snip>

Let's say this is the scenario. The player whose sister is missing is really invested to this storyline. It is the driving force of their character. This is important to the player. The characters infiltrate the cultist hideout. The PC's sister has joined the cult, but the characters don't know this, they just think that the cult has kidnapped her. Though they suspect things might not be quite as they seem. Also they have one new character. One player's character died in the previous session, and they're now playing a hot-headed fire sorcerer. Before this (and when the GM designed the scenario) the party had no AoE to speak off. They have a clever plan to get in unnoticed, but due a series of unlucky rolls and perhaps some bad decisions they get discovered just as they're about to enter the main chamber where the cultists are gathered for some sort of ritual. Unbeknownst to characters, one of the hooded cultist is the PCs sister. Some characters, including the one looking for his sister would want to negotiate, but the sorcerer, assuming that battle is about to ensue and seeing several cultist clumped together decides to take out as many of them as they can and unleashes a fireball. This fireball is powerful enough to kill any cultist who fails their save. Let's also assume that it is an established rule in this group that only PCs get death saves, and any non-PC who runs out of hit points is dead.

Assuming the GM has predetermined which cultist is the sister and she is in the fireball's area, is it force if they fudge her saving throw so that she survives?
It seems to me that there are multiple things going on here that could cause problems.

First, the GM is using pre-authored notes as an important component of action resolution - eg the presence of the sister in the AoE of the fireball - but does not want that prep to be binding.

Second, the GM is bringing high-stakes material into play - again, the presence of the sister in the scene - but is not revealing those stakes to the players - who therefore risk killing the sister without knowing it.

Third, the player is performing action declarations, like fireballing in the general vicinity of where they expect the sister to be, and wants a guaranteed outcome of a reunion with the sister.

No wonder it's a fiasco!

There are really straightforward GMing techniques that can avoid (1) and (2), and also encourage players to reduce the sort of hold that is found in (3). One is to prioritise situation over backstory. Another is to use the AW framework of soft moves before hard ones. In this example, a soft move could be anything from a sign or clue that the sister has joined the cult, to actually catching a glimpse of her face beneath the cowl of her hood. Then the players would know what is at stake when the cult discovers them.

If the sorcerer nevertheless proceeds to fireball, the risk to the sister is on that participant, not the GM.

I'd prefer that situation to be set up a bit differently so that if we failed to find the maguffin, then there were other things to do. Either other ways to engage the path we were on with some kind of consequence for not finding the maguffin (perhaps we have to find some other clue or information and as a result we've lost time, and so a threat has increased or timetable has progressed, etc.) or else some other thing to do.

Alternatively, in the way you've described it, I'd rather the GM just let us find the maguffin rather than leave it to chance that we find it. If i's necessary in order for the game to not grind to a halt, why risk that happening? Just say we found it after searching for a while. Maybe have a roll determine how much time is needed to find it, and then you can advance related factors accordingly.
The whole notion of the Macguffin makes me wary. Why are the PCs hunting for this thing that is nothing but a plot device?

I know D&D modules are full of this stuff. It is a marker of very strong GM control of the fiction: what the situations will be; what the stakes will be; what the protagonist goals will be; and often, as in this immediate discussion, what the outcomes will be.

The way Edwards describes story before games seems consistent with how adventure paths and pre-written scenarios are meant to play out, in that it is defined as "meaning the basic course of events is pre-conceived and treated as something to be implemented" in which the GM is responsible for such things as "Sequence and climax," "Staying on track," "Staying on schedule." So the experience of a kind of reactive sandbox that @FrogReaver and I are attempting to describe may fall under the description of "story before," but strike me anyway as quite different than the type of game Edwards describes here. He doesn't really talk about it much here except a bit at the end, but I would have thought that sandbox-style games (including the classic hexcrawls and megadungeons) would correspond more to "story after."
Perhaps. I don't think I've expressed an opinion, have I, on whether your or @FrogReaver's RPGing is "story before" or "story after".

That said, I think a hexcrawl is more likely to produce "story after" than a sandbox where the PCs encounter "quest givers" like the faction who will provide the information if the PCs raid the outpost. To me that has quite a hint of "story before". Likewise in some of FrogReaver's hypotheticals about how various sorts of action declarations might lead to encounters with Orcs or similar enemies. That also has quite a hint of "story before".

I agree with you that sandbox games correspond more to "story after".
As I've said, I think it depends on the details of the sandbox. A sandbox in which players move their PCs among plots and factions with the expectation of play being that the PCs will get caught up in these seems to me to have a hint of "story before". It would be "story after" in @Malmuria's example of the PCs sitting in a tavern while the GM narrates all the action of the NPCs around them.

This is Edwards on "story after":

between sessions or at the start of a new one, the players learn how what happened last time generated plot events, which are now the context for whatever actions they might take this time. The point is that play itself doesn’t make a story “on the ground,” but provides raw material for selective interpretation and use by one person afterward, the results of which are then folded into the next round of play. . . .

in playing this way, appreciation of the setting may well be a front-and-center, experiential aspect. I haven’t been sympathetic to the idea but it may have quite functional applications given that priority.​

I think at least some metaplot heavy FR-ish or Planescape RPGing must look like this.

If the factions etc are situation but not quest-givers, then maybe we have neither "story before" nor "story after" but "story now". The reason I've been assuming we don't is because @FrogReaver and @Malmuria seem to be contrasting their RPGing with story now, rather than presenting it as an instance of it.

best practices for gms: build your situations around the goals of the characters, present opportunities for them to impact the situation; and for players: be proactive

Best practice: don't be constrained by your prep.
My view on this is very much what I posted in the earlier thread:
I think it can help in many discussions, both about D&D but even moreso when branching beyond D&D, to recognise that these difference are possible, and that there is no single way of approaching the authorship of the fiction that is identical to RPGing as such.
If I'm GMing Burning Wheel, then your suggested best practices make sense. If I'm GMing Moldvay Basic, then I don't think they're best practices at all.
 

pemerton

Legend
This seems to be a semantic disagreement. I would say that all that is entertainment in broad sense. Overall point being that intent of an RPG sessions is to be an enjoyable experience to participants, and all participants endeavour to contribute to that.
It's not mere semantics, in my view.

Every now and then I go running or cycling with a friend. The point is that is an enjoyable experience. We are not entertaining one another.

There are many GM advice books that advise the GM on how to be an effective entertainer (eg funny voices, elaborate descriptions, etc). When I say that I don't play RPGs to entertain or be entertained, I am rejecting that advice.
 

Remove ads

Top