D&D General Railroads, Illusionism, and Participationism

Status
Not open for further replies.
Drop the premise, and the "difference" disappears. DW, BW, Cortex+ Heroic, Classic Traveller in its 1977 version - all of them drop the premise.

I will simply note I feel this distinction exists in games where players have plenty of ability to create things on a metagame level. The fact they're allowed to do so does not make a lick of difference in the distinction I'm making.
 

log in or register to remove this ad

Once I see a post that articulates this difference without using language such as "editing" or "rearrangement" or "disrupting" - ie language that assumes that someone has already authored the setting such that that component of the shared fiction is now set - then I might be able to follow it a bit more clearly.

"Editing" as I use it does not make any such assumption. If you have a problem with that, you do.

But what I'm reading at the moment is arguments that if a certain premise about how setting is authored is accepted, then certain action declarations are importantly different. I said much the same thing upthread:
Can anyone tell me what the difference is in a way that doesn't rest on that particular premise about backstory/setting authority?

As I said, I consider it just as accurate in games where players have plenty of setting creation capability. There is still a difference between what the players are doing and what the characters are doing, which is why I've argued the hit-the-orc versus make-a-forge comparison so strongly. I'd argue your posture is more about not accepting a difference between ingame actions and metagame actions. You're welcome to not consider that a meaningful difference, but I think it is. In a traditional game a GM does more of his work on a metagame level and the players on an in-game level, but even there there's some of both (character creation is, after all, fundamentally metagame), but that doesn't make them the same.
 


I thought I was finally understanding, but I'm not sure what you mean by "that ring is already a critical focus of play" when the lore spouting is happening.
Look at the forge spout lore. Why were they looking for a forge? Then needed, as in dramatic need, to fix the paladins armor. This was a focus of play. No move to recall details about a forge would have been made if it were not directly related to such a dramatic need, present now in play. Players are not just thinking of nifty baubles elsewhere -- the PCs have pressing needs and urgent problems right now and those must be dealt with.
I can offer a somewhat parallel example from a different system - Burning Wheel.

Burning Wheel doesn't use the same mechanics as AW/DW. Of well-known RPGs, a PC sheet in BW looks a bit like a RQ or RM sheet - there are stats and derived attributes, skills from a long list - Sword-fighting is a different skill from Mace-fighting; Blacksmithing is a different skill from Silversmithing; Intimidation is a different skill from Interrogation is a different skill from Command is a different skill from Ugly Truth; Great Masters-wise is a different skill from Towers-wise is a different skill from Gynarch of Hardby-wise; etc.

Resolution is say-"yes"-or-roll-the-dice: which is to say, if nothing is at stake in the action declaration the GM just says "yes", the fiction changes as appropriate, and we keep going. If something is at stake - and the main criterion for this is the player-authored PC Belief - the a check must be made. In this case, intent-and-task coupled with let-it-ride apply: if a check succeeds, the task succeeds and the player's intent is achieved; if a check fails, the GM narrates a consequence which must go against the intent, and which may (but need not) mean that the task failed; either way, there are no retries.

If my declared action for Aramina is to recall the location of Evard's tower (task) because I (as my PC) want to know a place where I might find spellbooks and other magical lore, then the first question is is anything at stake? In this case the answer is an easy "yes", as Aramina has a Belief that I'm not going to finish my career with no spellbooks and an empty purse! And this is far from coincidence: the BW rulebook gives the following instructions (among others) to players (p 552 of Gold edition):

Use the mechanics! Players are expected to call for a Duel of Wits or a Circles test . . . Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving!

Participate. . . . If the story doesn't interest you, it's your job to create interesting situations and involve yourself.

So on this occasion I was doing just as instructed: getting things moving, and creating interesting situations, by invoking the mechanics (here, the Wises mechanics).

Next, then, is the question of which skill to check. I helpfully suggest to the GM that Great Masters-wise seems apposite, given that Evard was undoubtedly one of the great masters I (as Aramina) would have learned of during my training as a Neophyte Sorcerer (which is where I acquired my skill in Great Masters-wise). The GM set the obstacle, having regard to how obscure such knowledge would be for someone learned in the doings of the Great Masters. I made the check, and succeeded. And so Aramina recalled what she had hoped to. In due course (by no means straight away) Aramina and Thurgon made their way to the tower.

We can step back and identify what assumptions both BW and DW rest on: they assume that there is always going to be play taking place, that PCs will be in challenging situations and declaring actions for their PCs; and they assume that it matters whether, in these situations - both how they begin and how they resolve - the PCs are advancing towards their goals, or failing/being defeated. For the player, the pleasure of play has two parts. One is always occurring: the player is getting to declare actions for their PC and find out what happens. The other is intermittent: the player is getting what they as their PC want.

They actively do not assume that an important part of play is learning the content of the GM's notes, or solving puzzles/mysteries which the GM has planned in advance and posed to the players (via their PCs). So consider the example someone posted upthread, of the PCs wanting to cross a river. For some PCs, making a Boatwright or Carpentry or Shipwright or other salient crafting check might be the way to tackle that problem. For other PCs, making an Orienteering check, to find a crossing, might be best. For yet others, making a Bridge-wise or Rivers-wise or Trails-wise check might be best. In Thurgon's case, my approach is to make a Circles check to find a friendly former member of his order ready to carry Aramina and Thurgon along and across the river on his raft.

In actual play, some of these possibilities might be more or less optimal, depending on fictional positioning and obstacles (though "optimal" here is tricky, because a skill can only advance in BW if it is checked against a variety of different difficulties; so only facing easy checks means your skills never advance). But all are playing the game. All will be resolved using the same basic process. The idea that some approaches involve "easy mode" or circumvent/subvert challenges is completely misplaced. (I think one assumption being made here is that there can be "no/low risk" checks. I gather those are a thing in 5e D&D play. They're not a thing in DW or AW.)

As I've said, DW doesn't play identically to BW. But I think it's near enough, for present purposes, that the points I've made generalise to it too.

It feels to me like a "quantum collapse spell" if I'm supposed to create a specific memory for my character during the play session and then I get a solid chance of that coming into existence (aka "having always been true"), especially if the background likelihood of it doesn't seem large.

<snip>

Saying I'm remembering that the Castellion's son in the nearby capital owns the Archmage Embry's Ring of Invisibility that has a big ruby (all come up with on the fly during play), feels a lot different for me to come up with in play as player than saying I'm trying to remember any local stories of someone with an item that lets them turn invisible and checking for rumors of that if not.
I look at it this way: if you (as your PC) have heard a rumour, it's almost certainly going to be more specific ("They say the castellion's son has magical ring with a giant ruby set into it") then generic ("They say there are rings of invisibility in them there parts").

So who gets to tell you what you remember? Someone has to author it. My own experience is that coming from the player increases authenticity, ownership and immersion in/inhabitation of character. Whereas being told by the GM what I've learned over the course of my life is like having someone else play my character. Or, as GM, is like being asked to play the player's character for them; which I prefer not to do.

Q1: Is it enough for you as a DM for a player to try to kick off some lore spouting by saying the character was sifting through their memories and historical knowledge (or maybe physically searching the area if that felt more appropriate for the PC) for a dwarven or other forge? Or would I need to mentally create some facts about a particular forge in the area and say I remembered those details and wanted to check if my memories were correct?

Q1a: If the answer to Q1 is the later:
If you had a player who found the later annoying but the former just fine, would you as DM be ok with letting them use the former and not giving you the extra detail to work with?
I have never GMed DW. The trigger for Spout Lore is the player's consultation of their accumulated knowledge about something, so that's what is sufficient (ie that the player has their PC do that). But given that the GM has to (on a success) provide information that is interesting and perhaps relevantly useful, and those are relative concepts (ie interesting to someone; useful to someone for some purpose), if the player doesn't make this clear in their action declaration I as GM will have to ask. I've done that when GMing 4e D&D, and a player has wanted to declare a knowledge-type check and hasn't made it clear what they are hoping to recall, or to achieve via their recollection. The harder this is - the more I have to pull teeth to get (what BW would call) "intent" - the more frustrating to me as GM.

As far as fleshing out details of what is recalled, that is highly contextual. But it certainly makes my work as GM easier if players play their PCs, including their backstories and memories, given that I've already got plenty on my plate framing scenes and managing NPCs!

Q2: In your game as a DM, how hard of a compulsion do you feel to have the particular memory be accurate, as opposed to being something else that was interesting and useful? (Would it usually be a forge right nearby? Or would it often be something usable as a forge that might need some travel?).
This is utterly contextual. It also depends on system - eg in Burning Wheel the result of a successful check is that intent and task both succeed, so if the task is to remember where Evard's tower is in order to know the location of a possible source of spellbooks and other magical lore, then if the check succeeds that's that.

In DW the constraint that follows from a success is "interesting" and, if the success is 10+, also relevantly useful. Upthread I suggested a possible narration that might depart from Forges yet honour that constraint. But I also posted, and followed up with a bit of back-and-forth with @Manbearcat and I think @Ovinomancer, that the most straightforward way to have something interesting and useful is to have the posited recollection be true!

Another constraint is also at work here in DW: the GM has a duty to be a fan of the PCs. I think it would violate this duty if the GM consistently narrated successes in such a way as to make the PC look like they are confused or haphzard in their memories.

And I think part of the reason for that constraint, in this context, is the following: how does it improve play to routinely substitute the GM's conception of what might be interesting and useful for the player's?
 
Last edited:

I will simply note I feel this distinction exists in games where players have plenty of ability to create things on a metagame level. The fact they're allowed to do so does not make a lick of difference in the distinction I'm making.
The whole framing of this as "creating things on a metagame level" is not dropping the premise. There is nothing "metagame" about Spout Lore. It is the character doing something, namely, remembering.

There is still a difference between what the players are doing and what the characters are doing, which is why I've argued the hit-the-orc versus make-a-forge comparison so strongly.
I simply don't agree with this.

In D&D, when a player successfully rolls to hit an Orc, one thing the player is doing is making it the case that the Orc didn't dodge. That's not something the character does - which we can see from the fact that RQ breaks it out and makes it something to be settled by the player of the Orc. Likewise when a player rolls to climb a wall, and succeeds, they make it the case that a bee didn't sting the character at a crucial moment. That's not something the PC does.

Every resolution of an action declaration implicates causal processes, and beings, beyond the character whose action is being performed.

That's why some people say that all a player can do is state that their PC "tries" - they are drawing the boundary in such a way that it is always open to the GM to interpolate "but you fail" (eg because stung by a bee, or because the Orc dodges) without the player getting to make a roll that would settle that further thing.

It's obvious that some people thing that Dwarven-forges-being-present is more exciting than bee-stings-being-absent. But that's purely a difference of topic, not of process or structure. It's no different from your description, upthread, of the decision about the heirloom sword as a trivial one.
 

The whole framing of this as "creating things on a metagame level" is not dropping the premise. There is nothing "metagame" about Spout Lore. It is the character doing something, namely, remembering.

Unless the item was already in place, it absolutely is. The character can remember things, but only things that exist. If something has not been established yet, fundamentally it doesn't exist.

Obviously, a lot of things need to be done that way by somebody, but if you don't see the difference between "I do an action that produces a result based on already established situations in the game" and "I do an action that produces a result that there's no particular reason to assume is true in the game" then I'm not going around about the difference again.

Again, this has nothing to do with who does it, a player or the GM, and everything to do with what is being done. If the GM makes this forge exist when it didn't previously its metagame, if a player does it its metagame. It has absolutely nothing to do with which person sitting around the table does it. Some people playing may care, but that's not, and has never been what I've been arguing and your attempt to tell me why I am is wearing very, very thin.

I simply don't agree with this.

And that's why I've said this conversation is pointless. Because at this point all we're effectively doing is going "Is!" "Is not!" Both of us think our points are clear and neither of us thinks the other is, and that's been obvious for many pages now. I don't see anything either of us have done but repeat the same statements based on premises the other doesn't buy for a while, and I don't think either of us is going to.
 

But not to the AP. Again, you're coming from a completed play point and insisting that this play report depends on these characters for its details.
How did you get the idea that I'm coming from a completed play point?

I'm doing almost the opposite, and saying that if you or I or any other neutral observer were to sit in on a game for half an hour where a darkside thief was going through any given adventure the run of play we'd see during that half hour would be considerably different from what we'd see if the character was a stereotypical tank of a paladin, even if the characters happened to be dealing with the same encounter when we happened to be watching.
 

Just a quick add-on for context of understanding the dramatic need for the Paladin armor repair (which hopefully demonstrates the snowballing nature of DW move resolution and how decision points around cost drive play) which triggered the later (morning after the carnage of the animated bone dragon obliterating Camp 2’s archeological dig site (this giant dragon ossuary).

When the miasma spilled out of the ossuary and the dragon exploded from the site, it decimated the place (kiling or maiming or wounding the academy’s personnel; this was a disclaimed fortune roll to find out which).

Alastor the Paladin had a 4e-inspired custom spell move called Divine Sanction (DS). Once successfully cast, it allowed him to use the Defend move at Near range against a creature afflicted by the sanction. This was done after the initial catastrophe (a common move by @darkbard in order to control the battlefield and protect Maraqli or his Cohort Rose or NPCs).

Alastor was already laboring under multiple Debilities (which is a punishing and difficult to resolve -1 Ongoing to stat x). He used DS on the bone dragon (the impetus being to protect Rose or the dig site’s chief scientist) and challenge the dragon to attack him instead.

When protecting Rose from certain death, he got a great roll on his Defend move (so 3 Hold). However, that Hold goes quickly when you have to (a) soak an attack in the stead of someone else, (b) challenge the creature to subsequently attack you, and (c) halve the (significant) damage/remove the Messy or Forceful Tag.

There wasn’t enough Hold to shut down the Messy Tag so it was going to either be a brutal Strength Debility (his shoulder wrenched from its socket) or his armor ruined. @darkbard (wisely IMO) chose the armor to be ruined. Both of them suck hard, so you can make a case for either.

So now you have a Paladin missing 2 Armor (Armor in DW is mitigation, not AC like in 4e). That’s a big deal.

Maraqli ( @Nephis PC who did the SL move that has drawn the controversy) is a Wizard so she has Ritualist as a stock Playbook move. We settled on the below for a Make Whole Ritual (these things are in the move):

* a Master Smith's Hammer or Anvil

* A bar of fine steel (consumed)

* Elemental fire or lightning

Ritual move and 6 Tick Project Clock


If you had some Resuddium (disenchant a magic item), you could enchant it!


We then made a World Move to see if the dig site’s forge (used to fabricate all of the infrastructure for the dig which included a huge elevator system and find-processing center) survived the calamity. One of two things then happened:

(A) The World Move failed and the site’s forge was ruined in the carnage.

or

(B) The World Move succeeded and the forge survived but Maraqli’s Ritual move failed and she ruined the forge (she remembers it being (B)…I don’t recall).


Anyway, that triggered the Spout Lore move and then a dangerous adventure around locating the forge and making up content/obstacles to that effort.

I want to say my other thinking at the time if they got a 6- for the Spout Lore was that I would activate the Ancient Blue Dragon that was portended as a soft move earlier in play (whereby it was seen up in the peaks by pilgrims the group met on the initial stage of their Journey, the result of a Scout move where the player selected Danger and Discovery but the Danger didn’t manifest because the Navigator’s move was 10+, and particularly aloft hunting around Camp 2) as being drawn by the calamity at the site; some kind of reveal an unwelcome truth/show signs of an approaching threat as a terrifying roar reverberates through the ruined camp, off in the vast expanse of the glacial wilderness (the time of the puzzling through her books meeting the enormous racket of the triage/salvage effort and awakening the dragon from its slumber).

I don’t know what move I would have picked on a 6-, but I remember the menu of things that popped into my head (the quenched forge being ruined by an unknown calamity of the distant past was another…another still was bringing in one of their two Antagonists - an impossibly ancient Langolier like entity from the Far Realm…it’s interest in the site as a nexus of power also a soft move activated from prior play) as the two players deliberated on the move to be made and then dragged their feet on rolling for fear of a bad result! It didn’t get to that point!
 
Last edited:

Can I ask what scale we are talking about when filling in blank maps?

I mean, if the world has a northern mountainous forest, and the player says I am a barbarian from the north mountains. And then they go on to describe how it is full of geysers and hot springs and a magic cave; couldn't that easily get plugged in?
Probably, yes, unless I already had ideas for said northern mountains.
But if they said I am a barbarian from a tropical rainforest, and just from an ecosystem standpoint, there is no place to put it, wouldn't they just be creating a new continent?
If there's no tropical rainforest on the map then why would a player say that when asked "where on this map are you from?".

Most of the time we somewhat randomize where a PC is from unless a player has a preconceived idea (rare); dice (usually d%) are rolled with low meaning you're fairly local, high meaning you're from somewhere else, and extremely high meaning you're from that other continent or off-world or wherever.
 

These categories seem inapt to describe what's happening in DW play. Let's say that the character has a dramatic need to get the ring -- it's really important to them. In this case, there'd never be a Sprout Lore move like you're talking because the game would already be about this ring and play would be about what the PC is doing to overcome the challenges to get this ring. If it's not a dramatic need of this PC, then we'd similarly not see the move because play wouldn't be about it.
There's a third option, which you don't hit here and I think is what the original example was referring to: that the dramatic need to get the ring only just now came up out of nowhere due to something else encountered in the fiction (to wit, another such ring owned by someone else), well after play started and maybe or maybe not related to anything else going on in the campaign.

In other words, it's an unexpected sidebar to the main campaign, or a random interrupt.
 

Status
Not open for further replies.
Remove ads

Top