Ovinomancer
No flips for you!
EDIT: I missed a page. I will repost this with updated information.
This is where I like to point out the blatant railroading of Descent into Avernus's opening. The PC have no choice but to stat play in a specific scene, where the lead NPC of the scene gets a nice cutscene of what he's doing (it's not nice at all), and then that NPC threatens the PCs to do his bidding or they will be executed. If, afterwards, the PCs do not do his bidding in the timeframe allocated, he sends a hit squad after them. If the PCs defeat that hit squad, he sends two more, and so on, until the PCs complete his bidding or they are killed and you start over. These options are starkly laid out in the text and the GM is encouraged to use these threats to make sure the PCs are engaged in the proper course of action.My point of confusion is that I think you can be fully on with, say, using an adventure path and also not be ok with the GM calling for rolls and then ignoring them, or fudging dice rolls, or any number of similar GM practices that are annoying. So I read @hawkeyefan 's account as an example (or at this point, examples plural) of bad GMing rather than endemic to 5e. Or to use my above example: I enjoy CoC, but I would not enjoy a keeper who ignores dice rolls in a similar way. I find a term like "GM storytelling" to be too vague to really capture the variety of playstyles and practices available within "trad" games.
(Further, it has been stated that it's easier to tell or more obvious when a gm is using Force in, say, Dungeon World, but I'm not sure it's all that difficult in trad games either, as the account shows.)
This is usually, 'hey, I want to do things like you do in Florence and Rome and Paris. How can I fit this in when driving from NYC to Michigan? That's when you get, "have you considered going to Europe?" The response is usually, "why would I go to Europe for these things when I can get the same things just by stopping by some Italian restaurants and meeting some Quebecois on holiday?"That makes sense. And vice versa, if someone is planning a road trip across the US, saying to them "hey, have you thought about flying to Europe instead" is similarly not so useful.![]()
Okay, second try. You claim this is analogous, but don't do any work to show how. We have from @hawkeyefan's latest example, the GM describing a scene where the PCs are forced into an action (make a save) and then that action is totally ignored and the PCs get no chance to make actions of their own while the GM instantiates their own preferred outcome. We have player action declarations disregarded, we have system disregarded (no initiative, PCs aren't allow to take actions, the saving throw outcomes don't matter) and the GM deploys their preferred outcome.It seems to me that @hawkeyefan ’s description is analogous to the DW example of a hawk appearing out of nowhere due to a failed roll and carrying a character to a dungeon. @Ovinomancer called that a degenerate form of play for DW, and I suspect many here would refer to ignoring player rolls in D&D the same way.
An example:If a player declares an action for their PC, and fails (6 or less), and the GM makes a hard move, and that hard move follows from the fiction, how is the player input being disregarded? What am I missing?
When the players look to the GM or they offer him a golden opportunity, he could implement this hard move according to the rules, without involving any dice rolls at all. I would argue it's not the best GMing in such a scenario, but the rules dictate he may make a move as hard as he likes in those scenarios.In either system, declaring such a thing "arbitrarily" ie without regard to the resolution mechanics, would seem to be Force- ie suspending the action resolution framework.
Gm has to hope the players choose to do a thing that involves a dungeon, so he can use his prep.I don't agree it would be obvious at all. If the GM has an end result in mind, they could 9/10 get there organically.
GM then has to hope the players fail checks in the right places so he can properly introduce a situation that allows teleporting them as a consequence.
GM then has to hope the players fail another check so that he can engage the teleporting.
NOW the GM gets to implement his prep and... wait, this still isn't Force because the GM is allowed to do all of these things according to the system's say. The GM isn't overriding anything, and isn't selecting a preferred outcome over the ones otherwise indicated. He's just exercising his authority in the game!
Not going to do a deep dive into this, but the GM Guide contains points such as “make rolls matter”, and the people on this thread you are discussing with, I don’t think anyone agrees that you should disregard player agency as a matter of course.Okay, second try. You claim this is analogous, but don't do any work to show how. We have from @hawkeyefan's latest example, the GM describing a scene where the PCs are forced into an action (make a save) and then that action is totally ignored and the PCs get no chance to make actions of their own while the GM instantiates their own preferred outcome. We have player action declarations disregarded, we have system disregarded (no initiative, PCs aren't allow to take actions, the saving throw outcomes don't matter) and the GM deploys their preferred outcome.
There's an error here, and that's that you're massively extending the nature of the hard move in the dragon example and then comparing it to a different hard move where a player tries to interrupt it. The hard move here is separate the players. Originally, this was a large bird, a reasonable threat capable of doing this, but now it's being expanded to a dragon (a serious threat in and of itself and a very hard move just bringing it in) AND separating the PCs (removing the PC from the climb is separation) AND then separating the PCs again by having the players watch the dragon fly off (out of bowshot range) and take the PC somewhere far away. What you're leveraging to say this cannot be interrupted is an example of a much more contained hard move where the player is trying to prevent the move from taking effect at all. The more analogous example would be the player trying to take an action to prevent being snatched from the wall -- that has passed, it's part of the move. Once that's done, though, the play should be about what happens next -- the bird appears and snatches the player. This is about the extent of the move that can reasonably happen prior to reaction. Extending it and claiming the protection is not play that's normal. You've introduced a flawed example and are trying to claim it comparable.An example:
GM: [Hard Move] The dragon swoops down and grabs Bob in its claws. With a flap of its enormous wings, it lifts him off and flies to its nest.Player: As it's flying away, I want to aim and shoot to get it to drop Bob.GM: You're unable to scramble to your feet and line up a shot before the dragon is a dot in the distance. [Justification: Hard move is made, the players cannot interrupt it.]The GM can make a move as hard as he likes no problem, and it's within his rights to disallow the players to interrupt. There's even an example in Apocalypse World 1e where the GM outright states that the players can't do something while he's making his move (something to do with grenades and taking harm, if I recall).
It's a clear application of Force, and would be obvious for that at the table for the reasons I outlined -- it's ignoring the system say and denying action declarations to enforce an outcome the GM wants.This is within the rules, and I don't think it's an application of force, but the definition posited whereby a preferred outcome is enforced regardless of input would seem to define this as force. I would thereby argue that this definition of force lacks sufficient nuance.
The GM could make a Hard move, but what counts as a golden opportunity? This is covered, it means that the players are ignoring clear threats to do a thing. So, yes, if you have a situation where the players are ignoring a clear fictional threat of this happening and declaring actions for something else, you are free to deploy this -- it doesn't ignore system say, player action declaration, or player input but rather requires all of these to be aligned prior to deployment.Furthermore:
When the players look to the GM or they offer him a golden opportunity, he could implement this hard move according to the rules, without involving any dice rolls at all. I would argue it's not the best GMing in such a scenario, but the rules dictate he may make a move as hard as he likes in those scenarios.
Given your assumption of what move is made in your example above for DW, it is analogous -- Force is being deployed in your example, and deployed in the 5e example. Honestly, I'd say the Force in 5e is even worse, because of all of the system say that's being ignored to implement it (the entire combat engine), but they're both Force.A brief exchange between @Crimson Longinus and @Ovinomancer earlier in the thread:
By this same reasoning, a GM waiting for a 6- to come up for to implement the Dragon Capture move is analogous to the GM waiting for a failed skill check in D&D to implement a Dragon Capture consequence.
It would be, if that was what was actually happening.It is unfair to apply these differing standards to a traditional RPG and a PbtA game.
Player agency is disregarded as a matter of course in any game you care to mention. There's a reason agency doesn't appear in the definitions of Force being discussed. It's not about agency in general, but specific moments of play and what is happening. I don't have the agency to get a blaster rifle from the Duke's toilet in my Blades in the Dark game, and that's not Force.Not going to do a deep dive into this, but the GM Guide contains points such as “make rolls matter”, and the people on this thread you are discussing with, I don’t think anyone agrees that you should disregard player agency as a matter of course.
This is the "gentle guidance" and "manipulation" that is described in my quote upthread from The Traveller Book.It can work in several ways:pemerton said:How does an adventure path work if the players are really allowed to declare whatever actions they like for their PCs?
- I already gave one example: the players want to go to the Rainbow Rocks rather than the Dark Clouds. They go, accomplish want they want, and find something that makes going to Dark Clouds more pressing;
Ditto.
- The Adventure Path gives compelling reasons to go from A to B to C, and the players feel that is what their characters would do;
don't understand what this means. If the players are allowed to declare whatever actions they please for their PC, how does the table play the AP? Eg the AP contains places A, B and C and events D, E and F. What happens if the players declare action X for their PCs?
- The Adventure Path is designed in a generally open-ended manner, flexibly and with few chokepoints.
Not @Crimson Longinus.It seems to me that @hawkeyefan ’s description is analogous to the DW example of a hawk appearing out of nowhere due to a failed roll and carrying a character to a dungeon. @Ovinomancer called that a degenerate form of play for DW, and I suspect many here would refer to ignoring player rolls in D&D the same way.