Campbell
Relaxed Intensity
You want to fight me naked? Gross.When I run 5e, I require all players be naked. RULE ZERO, FIGHT ME!
You want to fight me naked? Gross.When I run 5e, I require all players be naked. RULE ZERO, FIGHT ME!
Right! Players should be happy to get the kind of narrative control where they can propose that a thing happens but have to check with the GM to see what actually happens. I mean, if a player says, "the mighty Bob the Fighter attacks the kobold with his sword, using the techniques his master taught him, and crying his warcry, "Glory to the Master!" but then rolls a 1, and the GM decides what Bob actually does is drop his sword and impale his own foot, that's certainly a good bit of narrative authority.Is there a difference in player narrative authority and player authority over their character's attempted actions?
I think the relationship there is that player authority over their character's attempted actions is 1 type of narrative authority. The type of narrative authority being objected to is player authority over 'much' more than their characters attempted actions. To me any difference there would probably have the single biggest impact on my play experience. Given others strong preferences for story now (which allows player narrative authority over more than their characters attempted actions) I'd say I'm not alone in finding this to have one of the largest impacts on play experience.
I hear there's Jello.You want to fight me naked? Gross.
The issue is that you either didn't read what Thomas said, or didn't understand it.Oh... huh. I guess I'm confused. You loved the post where @Thomas Shey did this and now agree that your response to that post was a rebuke for doing it.
I mean, I think it's pretty valid for me to be confused by your intent, here.
I.e. players do want input, they just don't want it in areas they consider to be part of the GM role. And this is not the same as being passive. Capisce?Thing is, its not usually that tidy. Most players don't want no input; they just have sharp lines where they want their input to stop (often anything beyond the reach of their character's actions, and almost always beyond the extent that directly bears on their character's backstory) and anything beyond that makes them uncomfortable and requires them to engage with parts of the game existence that, if they put it bluntly, if they wanted to do they'd be a GM.
I don't think its so much "passive" as "sharply bounded."
But that sort of thing can easily be shifted from action declaration resolved by a check - eg BW Wises or something similar - to an action declaration resolved by GM narration ("drama" resolution, to use Tweet's and Edwards's terminology). The declaration is I try and recall what I know about wizards' towers around here - in D&D the basis for that declaration might be training in some sort of Arcana or Lore skill, for instance - and then the GM says what it is that the PC remembers.I can't say for certain, but I expect your take on action declaration would conflict with the folks I'm thinking of; their take does not seem to allow for the same breadth of possibilities that your take on action declaration would allow.
For example, your declaration that your character recalls that Evard's tower is in the area would likely result in some aneurysms by these folk. Their perception of what constitutes "meta" knowledge is pretty rigid. They'd determine such facts as being the sole purview of the GM, and any intrusion on that to be breaking character.
In other words, what principles does the GM follow in establishing backstory, and framing scenes, in response to these sorts of action declarations?I also want to exert indirect influence over the fiction, in the following sense: having sent signals about my priorities for my PC (via various aspects of the PC-build process), I want the GM to take those seriously when exercising their authority over the shared fiction (eg framing, authoring setting, narrating consequences).
A further thought, following from my post 1495, and treating @hawkeyefan's Folk Hero story as more fodder for analysis
Um, yes. I follow that entirely. What doesn't happen is that this view isn't not accepted in these threads. What @Thomas Shey says is exactly what's meant by the previous term "passive." It's fully understood that these players are engaged to the point of declaring actions for their characters. When you compare this kind of play -- declaring actions only and hesitancy to drive play in other ways -- compared to play that does expect and demand players much more actively drive play, then one way possible to shorthand this is "passive." There's no real difference here other than a swap in terms. Which may, or may not, be more descriptive.The issue is that you either didn't read what Thomas said, or didn't understand it.
I.e. players do want input, they just don't want it in areas they consider to be part of the GM role. And this is not the same as being passive. Capisce?
Sure, there's nothing that openly encourages them to ignore such, but there's nothing that encourages them to listen to such, either, I'd say. And I think the assumed approach leans more toward the former than the latter.But that sort of thing can easily be shifted from action declaration resolved by a check - eg BW Wises or something similar - to an action declaration resolved by GM narration ("drama" resolution, to use Tweet's and Edwards's terminology). The declaration is I try and recall what I know about wizards' towers around here - in D&D the basis for that declaration might be training in some sort of Arcana or Lore skill, for instance - and then the GM says what it is that the PC remembers.
And this then comes right back to what I posted not far upthread:
In other words, what principles does the GM follow in establishing backstory, and framing scenes, in response to these sorts of action declarations?
As far as I know there's nothing in the D&D rulebooks that encourages, let alone requires, the GM to ignore these sorts of player-sent signals in the exercise of their authority over backstory and situation.
Come now, do you want to fight, or dance?DANCE FOR ME, GM!!!!