D&D General Railroads, Illusionism, and Participationism

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Taken at face value, these seem like invitations to the GM to author and reveal backstory - about families, cultures, fauna, locations, spirits and magic.

They don't seem to impose much constraint on the GM.
I think they would be invitations to ask more questions and aren't bad starting points, but they do require considerably greater elaboration in order to know exactly what sort of elements to frame into a scene that involves any of them. I would prefer that the players are the primary generators of that elaboration, but DW at least is certainly happy with starting here and having the GM simply ask the players to elaborate (and maybe frame the questions in ways that also engage the GM's interests, which are certainly a legitimate factor).
These seem like rather generic motivations. They don't seem to impose much constraint on the GM: a very wide range of pre-authored situations and scenarios for FRPGing involve liberating and helping those who are suffering, perhaps by destroying darkness.

There's also nothing here, nor in the previous bundle, that puts any pressure on the GM - nothing like (eg) my family, being honourable, would never be oppressors! or the spirits at their heart are liberators of those they touch. (Those are just two things I made up now that generate potential conflict or pressure between some of the topics in the first bundle and some of the goals in the second.)
Right, but again, they are at least signposts, though fairly vague ones. My impression would be that they should be expanded upon in the session 0 process to a point where at least something like the statements of belief you mention here would be evoked and could then be incorporated into play.
These seem potentially more constraining, but it's a bit hard to tell without more detail - what does it take (eg) to earn the loyalty of the clan, to remain loyal to the liege-lady, to attract a loyal student? If the GM is just authoring all this as they go along, then the these motivations would mostly seem like devices that give the player a reason to have their PC do what the GM is implicitly suggesting.

On the other hand, if the liege-lady is trying to oppress others via her dark magic, or the clan is at war with the spirits, or the only prospective students are children of the darkness, that could shake things up a bit!
Yeah, and these are exactly the sorts of places that I would go with these kinds of things. You could frame such scenes, and I suspect they would quickly lead to some more substantive declarations by the players. Certainly the actions of the PCs when confronting them would serve as character defining episodes. I think they would lead into further scenes pretty effectively.
Here are Thurgon and Aramina's goals and related build elements (Beliefs, Instincts, Relationships, and in Thurgon's case Reputations and Affiliations):

Thurgon's Beliefs
*The Lord of Battle will lead me to glory​
*I am a Knight of the Iron Tower: by devotion and example I will lead the righteous to glorious victory​
*Harm and infamy will befall Auxol no more!​
*Aramina will need my protection​
Thurgon's Instincts
*When entering battle, always speak a prayer to the Lord of Battle​
*If an innocent is threatened, interpose myself​
*When camping, always ensure that the campfire is burning​
Thurgon's Relationships
Xanthippe (Mother, on family estate (Auxol))​
Aramina (sorceress companion)​
Thurgon's Reputations & Affiliations
+1D rep last Knight of the Iron Tower​
+1D aff von Pfizer family​
+1D aff Order of the Iron Tower​
+1D aff nobility​
Aramina's Beliefs
I'm not going to finish my career with no spellbooks and an empty purse!​
I don't need Thurgon's pity​
If in doubt, burn it!​
Aramina's Instincts
Never catch the glance or gaze of a stranger​
Always wear my cloak​
Always Assess before casting a spell​
Aramina's Relationships
Thurgon (knight companion)​

By no means are these the most evocative or powerful PC builds imaginable! But they do contain a degree of specificity which channels the action in a certain direction:

  • the tension between pursuing glory and looking after family, which opens the door to such unwelcome truths as that Evard was Thurgon's mother's father;
  • tension between pursing glory as a member of an order, yet being the last member of a (failed?) order - which invites various sorts of unwelcome truths to be revealed, and also manifests in meeting members of that order via Circles built on the relevant Reputation and Affiliation;
  • tension between pursuing glory and more homey things like campfires and cloaks (the GM hasn't really lent into that one yet, though I remind him from time to time);
  • conflict between Thurgon and Aramina over the nature of their relationship;
  • strangers who are affronted by someone who won't look them in the eye.

I would expect Bonds and Alignment in DW to often tend towards similar sorts of possibilities of tension or conflict.
They can, though IME it can be a bit hit-and-miss. Also, bonds get fulfilled and then you move on to new bonds, so there's a sense in which they are more episodic themes than long-standing things. Like, if you imagined Star Trek as DW, then you might have a bond of the episode that elucidates some aspect of the relationship between Kirk and McCoy, but it won't be the same one each time. One time it might be questioning the Dr's absolute loyalty to the Captain in the face of some inexplicable action (the episode where Kirk tricks the Romulan Commander and McCoy is in the dark as to what he's up to, does he relieve the Captain, or follow orders). Another time it might be a question of giving the Captain advice that is painful to his friend but he needs to hear (I don't have a specific example off the top of my head). The relationship is always there but you do have to keep inventing new bonds to explore it.
 

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I remember that one, and yep, that was me: guilty as charged. :)

And I still stand by that assertion.

Which is probably a big difference between our approaches, as to me exploration of terrain is as - if not more - important than exploration of character.

That, and if the tunnels had been played out in detail who's to say the PCs wouldn't have given up and turned back partway through, as a proactive player choice rather than something reactive (or just narrated) after a poor [Find-Your-Way]* die roll.

* - insert suitable-to-system term here that covers an attempt to find a path through a quasi-maze.

To me it's still force either way; it's perhaps just that a scene-framing system is more accepting of its use in this manner.
Yeah, I gotta disagree with this. We skip boring bits in the game all the time; we don't need to model the characters' lives 24/7 in the real time. Now it could be argued that this is not a boring bit and thus shouldn't be skipped, but that's more a matter of taste rather than it being about force.
 

If the player invents everything from whole cloth, well, that may be alright. But it's also quite possible for there to be abusive uses of such freedom, the "well my backstory says..." thing. I'm sure you've read the hilarious CoC story about Old Man Henderson, for example. But if the player knowingly ties their character to something another player (including the DM) added to the world, they'd better be ready for moments where they'll hear "you would know X."
I fail to understand what this means. That is, it seems to only have meaning in terms of a game where the paradigm is testing the players against a series of GM delineated 'tests', or where there is a necessity to navigate a story line designed by the GM. What, in Story Game (and particularly Story Now) play would be 'abusive'? No such abuse seems possible IMHO because there isn't some sort of 'testing' going on. I mean, OK, players could theoretically engineer the story to only achieve certain outcomes and try to subvert 'play to see what happens'. However, I don't think they can really succeed, and even if they can, isn't this just sort of an example of degenerate play? I mean, what is the alternative, that the GM is now in charge of the whole story! Or at the very least that the player's input is highly restricted and is never allowed to impinge on the GM's freedom to make up whatever challenging situation he wants.

I mean, lets use a classic example. What if a DW PC acquires the ability to fly telekinetically as a move. This is of no real consequence in DW terms. The GM can still frame scenes and bring pressure to bear on the PCs goals, beliefs, whatever. In classic D&D OTOH this is a big thing. It means many tests which the GM has devised are now moot, the player can simply describe the PC as bypassing them. While the GM can make up different challenges, this is going to impact their existing prepared material, etc. It may negate entirely plotlines which they have prepared. In DW it would be inconsequential if the player declared a 'ring of flying' as an heirloom, but it would be totally unacceptable in classic D&D! At most one might criticize it in DW terms as possibly invalidating some tropes, or something like that. It certainly has no significance in game process terms.
i) The GM or other players. Surely you've had games where two players collaborate on a shared backstory element, like attending the same school, growing up as best friends, or being family members? That inherently induces moments where someone else can invent backstory your character would know, but that you didn't generate yourself.
ii) Who said everything is 100% pre-established? I literally said it wasn't such, that some things are intentionally left vague or not explored because perfectly nailing down literally everything would be tedious.
iii) That....wasn't the point. I was just giving an example of "if you grew up in <this culture> you would know <random but relevant fact>." But if you need it to benefit the player, perhaps they decide to blend into a funeral procession and thus need to get some white duds stat.
I don't think anyone objects to framing a challenge in terms of needing some specific clothing. Then the question is "Hey, you're a guy with a very strict moral code, here's a robe you can steal that will do the trick, do you rip it off and use it, or..."; something like that... As for one player's backstory stepping on another's, let them work that out! They're all adults, maybe they'll ask you to clarify, which is fine too. Since no one person at the table OWNS the backstory/setting, there's no toes to step on. It is just a logistical/process issue.
Things being unmoored from fictional tethers is just...if the player says they're from the Shield Dwarf clan, that creates tethers. Either I as DM am allowed to build new stuff about the Shield Dwarf clan, or I'm not. If I'm not, the player now has carte blanche to make the Shield Dwarf clan whatever they want, whenever they want, which sounds hella abusive to me.
Again, what is this 'abusive' of which you speak? Abusive of what? The prepared backstory? I mean, remember, this is about the characters and their beliefs and goals and whatnot. Sure, maybe the player CAN invent some backstory that gets him out of a jam, but how does he even deploy that in DW? DR, nope! SL, nope! The GM can ask him a question, but then its on the GM. No real abuse can exist in any practical sense, AFAIK. The worst that happens is the GM thought he was going to frame scene X next, and now maybe its going to be Y instead due to some factor that the player invented in the meantime.
If I am allowed, then necessarily things I invent after the game starts can't be something the player knows to begin with, so I have to tell them. If I'm allowed to do so, but am absolutely forbidden to tell the player any of this, then they can invent whatever they like no matter how it might contradict past experience in play, hence, unmoored.
DW doesn't permit the players to contract existing canon, which is to say all the fiction which came before. At most they might recontextualize something. Again, the GM would have to have at least opened the door here.
I'm...not sure what my confusion is supposed to be, so...I can't really respond to this.
I think there's still a sense in which GM ownership of the milieu is an active concept in the way you describe play and game process. As DW is envisaged, this should be impossible. At the very worst a player might say something and the GM or other players might respond with "huh, that would step on what happened last week." or there is the other possibility which is like "no, laser guns are not genre appropriate in Dungeon World." Aside from those cases, which are just about "narrative hygiene" there isn't really any sense in which the GM owns the milieu at all, and anything a player asserts when asked a question should be sacrosanct.
My players have responded positively to maps so I'm trying to use them. A player had also given feedback from some random-gen stuff we did a while back, saying he felt there was no tension nor merit to the choices to navigate around, when he knew that whatever we generated would be in whatever direction they travelled.
Right, and this kind of sentiment seems to arise from the playing of a game who's agenda is exploring geography. That's not a bad agenda for a game, it is just not what DW was really primarily intended to focus on (IMHO, feel free to disagree). If the agenda is exploring character concept instead, then the map and key stuff would seem unmoored and undirected to many, because it isn't really ABOUT anyone (it could become about some character, and DW isn't against having maps, just against having CANONICAL maps that specify everything).
So, with this map, it's...pretty damn abstract (a big circle with loose blob neighborhoods marked on it). It gives loose descriptions like "Palace District" or "Hydroponic Gardens," so that (to address the above feedback) there truly is a real difference between going north vs south or the like, but only at a very high conceptual level. The characters have only gotten a loose idea of what's present in the city, so "their" map identifies all neighborhoods adjacent to one they've been to.
What I would say is that this is fine, it is pretty much how maps are defined in DW's rules (leave spaces, I think that generally means not to be overly specific). The question then is what character traits and drama is driving the characters? Why does it matter where the Palace District is vs the Hydroponic Gardens? I would say that there should be some sort of moves that the GM has made/is making that are going to MAKE that matter, and in terms of something that relates to the character's bonds and alignment! It could be related to moves like 'divide the party' or something like that. Certainly different PCs might be wanting to go to different areas at the very least.
Play may reveal new information (like that the right-at-the-gates market square they started in was actually a slave market) or cast new light or a variety of other things, but the map exists so that there actually is a fact of the matter about the result of travelling in various directions. Again, this is like the "murder caper" thing: if there is no fact of the matter about who's guilty, there's no merit in discovering guilt, because it'll be either whoever the players decide is so, or whoever the dice-whims point to. If there is no fact of the matter about where things are located, then there's no merit in choosing north vs south, because things will appear in either the illusionism-based order the DM wants, or whatever the dice happen to produce.
Right, and I agree, and the point of DW, as-written, doesn't appear to be 'solve a murder mystery' or 'map out a ruined city'. Those may be episodes that take place in play, but the subtext is what is important, like "How does the Bard cope with the realization that his mentor committed a heinous murder?" or "Why did my Uncle try to forbid me from visiting these ruins, did he have an ulterior motive? When it is revealed how will it impact my loyalty to my family?" etc. The actual layout of the city, or the process of REALLY SOLVING a murder are not the stuff of DW, as-written. At least that is, again, IMHO.

I would generalize this too. While some Story Games will allow for a GM to map out a complete plot such as a murder mystery, the formulation and mechanics would inevitably lead to some sort of exploration of dramatic themes of some kind. That is what makes these sorts of games what they are. They don't share much in the way of character with games like D&D in terms of being ABOUT the physical environment or facts in the fictional world. Those are a scaffold, or more like a stage upon which the business of play takes place. Without the fiction there cannot be dramatic tension, but play is about the tension and how it is resolved, much like Hamlet is about the consequences of murder in a royal court on those living there. It isn't ABOUT the murder, it doesn't even happen during the story!
This, however...could be a thing. I take expansive views of alignment, but it doesn't trigger consistently every session. Probably more than half the time. If it's supposed to be every time...then yeah, I'm using Force by incompetence. That's disheartening to admit, but honestly I expect some incompetence on my part.
I wouldn't consider there to be a formula here. Certainly PC's alignment is an important concept to address, but its not like the rules state how often you have to dig at it. I will note though that it is helpful to think about what is determined in a DW game. The PC's class abilities and such, and their ability scores, are pretty much canned stuff aside from a few specific choices (you do get to put your scores in whatever abilities you want, mostly for example). Where players have complete freedom, the things that ACTUALLY MATTER about the character in DW are bonds, alignment, and class features beyond the starting ones (equipment also, but I don't think of it as determinative of much). So, the GM should really be thinking front and center about the PC's bonds and alignment, every scene is really in relation to those.
 

Lanefan

Victoria Rules
Yeah, I gotta disagree with this. We skip boring bits in the game all the time; we don't need to model the characters' lives 24/7 in the real time. Now it could be argued that this is not a boring bit and thus shouldn't be skipped, but that's more a matter of taste rather than it being about force.
If it has potential downstream effects on the adventure (in this case, how quickly they get where they're going, if at all, and what that time difference means in terms of what they find and-or face on arrival) then IMO it should probably be played out.

Now if you're contriving a scene where no matter how long the PCs take to get there they'll arrive just barely in time to interrupt the ritual* then sure, it doesn't matter; but those type of contrivances are IMO awful adventure-writing and pretty much without exception come across as blatantly contrived whether in a game setting, a movie, or wherever.

* - or otherwise interact in some dramatic way with whatever the next scene is, where such interaction wouldn't make sense had the timing been different.
 

If it has potential downstream effects on the adventure (in this case, how quickly they get where they're going, if at all, and what that time difference means in terms of what they find and-or face on arrival) then IMO it should probably be played out.
In theory. If you track time with such detail. Which I don't.

Now if you're contriving a scene where no matter how long the PCs take to get there they'll arrive just barely in time to interrupt the ritual* then sure, it doesn't matter; but those type of contrivances are IMO awful adventure-writing and pretty much without exception come across as blatantly contrived whether in a game setting, a movie, or wherever.

* - or otherwise interact in some dramatic way with whatever the next scene is, where such interaction wouldn't make sense had the timing been different.
Nah. Such dramatic timing is perfectly fine. And I'm sure most GMs do it to some degree. The interesting thing happens at the place the PCs are and when they are there.

Also, it matters if the issue was presented as highly time sensitive in the first place. And often it isn't.
 

Regarding the talk about who decides what colour of clothes people wear in funerals or whether the countess is the murderer. I think in certain way these are rather different sort of things things. The first is about broad setting details "this is the custom in this country" whereas the latter is about specific individuals and events. (And sure, I can imagine some situations where the line between these two would blur.) But I imagine it wouldn't be particularly incoherent for the GM to have control of the former in a Story Now game, whilst not having control of the latter. Because certainly you can play Story Now game set in some established setting or even in the real world? So in such situation the players can't just freely establish such broad setting details either. So it would be just like that, except instead of consulting setting book/wikipedia for such details, the GM provides them.
 

hawkeyefan

Legend
@Crimson Longinus Typically the setting is something established by all participants in some way. In most such games, the settings are sketched out and each individual group will finalize the details. Once things are established, then future play is constrained by that.

Even in a game where the setting is based on a real world location or era, then the participants are constrained by the tropes/elements of that setting. These may be very broad only and unconcerned with specifics. It depends on the game and the group, but most games I’ve played or read that fall into this category are much less concerned with like historical accuracy than they are with interesting play.
 

Ovinomancer

No flips for you!
Regarding the talk about who decides what colour of clothes people wear in funerals or whether the countess is the murderer. I think in certain way these are rather different sort of things things. The first is about broad setting details "this is the custom in this country" whereas the latter is about specific individuals and events. (And sure, I can imagine some situations where the line between these two would blur.) But I imagine it wouldn't be particularly incoherent for the GM to have control of the former in a Story Now game, whilst not having control of the latter. Because certainly you can play Story Now game set in some established setting or even in the real world? So in such situation the players can't just freely establish such broad setting details either. So it would be just like that, except instead of consulting setting book/wikipedia for such details, the GM provides them.
In a fictional story, what's the difference between authoring a bit about the culture of a whole country or people and authoring a bit about who committed a murder? These are the same process -- I imagine them, I tell other people about them. So, then, what makes the process of authoring work within a game? The structure of authorities and constraints. There's nothing special about the fiction authored after all -- no difference in effort or reality between imagining Custom A or Custom B, or imaging murderer A or murderer B. So, then, it's the process of how we find out who gets to author what when, why, and how. This is how games work.

In D&D, it's a very simple structure -- if it's not a character action declaration (not result, but attempt) or something about what a character feels or thinks, then it's the GM's authority. There are some constraints, although 5e really kicks those in the nuts with it's Rule 0 iteration which gives the GM authority to ignore constraints at any time for any reason. Still, we're all probably aware that if you just run over the players and do whatever or are unfair you won't have a game, so there's still some teeth to constraints even as the system spits on them. But, if we imagine we're playing in a principled way, then maybe those constraints are "it has to match the prep" and "it has to follow." These are, I think pretty common (although the prep one is often weaker). This sets the GM up as the source of all backstory and it works. But it's not the only possible structure of authority and constraints, and arguing that it is or must be because of some imagined difference in fictional things is really just smuggling in assumptions based largely on a limited experience. Now, you can absolutely have preferences for authority/constraint structures, but this is truly a matter of arbitrary taste -- it's not based on any objective value structures.
 

In a fictional story, what's the difference between authoring a bit about the culture of a whole country or people and authoring a bit about who committed a murder? These are the same process -- I imagine them, I tell other people about them. So, then, what makes the process of authoring work within a game? The structure of authorities and constraints. There's nothing special about the fiction authored after all -- no difference in effort or reality between imagining Custom A or Custom B, or imaging murderer A or murderer B. So, then, it's the process of how we find out who gets to author what when, why, and how. This is how games work.
Yes, in broad sense making stuff up is making stuff up. Still, I think the distinction I made is coherent enough. Although of course connected, settings and events are different things. So it is distinction that can be made. Now, if you don't care about such distinction, that's another matter.

In D&D, it's a very simple structure -- if it's not a character action declaration (not result, but attempt) or something about what a character feels or thinks, then it's the GM's authority. There are some constraints, although 5e really kicks those in the nuts with it's Rule 0 iteration which gives the GM authority to ignore constraints at any time for any reason. Still, we're all probably aware that if you just run over the players and do whatever or are unfair you won't have a game, so there's still some teeth to constraints even as the system spits on them. But, if we imagine we're playing in a principled way, then maybe those constraints are "it has to match the prep" and "it has to follow." These are, I think pretty common (although the prep one is often weaker). This sets the GM up as the source of all backstory and it works. But it's not the only possible structure of authority and constraints, and arguing that it is or must be because of some imagined difference in fictional things is really just smuggling in assumptions based largely on a limited experience. Now, you can absolutely have preferences for authority/constraint structures, but this is truly a matter of arbitrary taste -- it's not based on any objective value structures.
I don't know what this has to do with anything.
 

Ovinomancer

No flips for you!
Yes, in broad sense making stuff up is making stuff up. Still, I think the distinction I made is coherent enough. Although of course connected, settings and events are different things. So it is distinction that can be made. Now, if you don't care about such distinction, that's another matter.
No, there's not distinction here that actually matters to RPGs. There's nothing inherent to the fiction imagined, but rather the process -- the authorities and constraints -- that make the difference. IE, there's no difference between me imagining a culture or murderer and you doing the same. The only bit that makes either of these imaginings useful to an RPG is which of use has the authority to have our imagining enter the shared fiction. And what constraints we're under for what we can enter into the shared fiction.

To expand this a bit, the only difference between the player imagining who killed the Duke and the GM imagining who killed the Duke is who gets the say to make their version the one that's entered into the shared fiction. The GM imagining the murderer is not some special or different process, or privileged in any way, over the player except for those authorities. The same applies to cultural details. And, between imagining murderers or cultures, there's again little difference because anyone can imagine anything at any time. It's what constraints that apply that matter -- is it the proper time in game to author a murderer or a culture?

And, once we realize that it's actually the authorities and constraints that matter, it makes it much easier to look at a different structure and walk through the process of play and how it differs.
I don't know what this has to do with anything.
I had hoped a different statement of it might help, as this is one of the points that's been made repeatedly and seems to not be landing.
 

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