Baron Opal II
Hero
I don't see how the fiction can override the DM; the dice certainly can, and the rules constrain them, but not the fiction. The fiction, as I see it, is a continually evolving state generated from the play.If the fiction is the greatest driver of the game, does that mean it should overrides the DM. Have you ever wanted to do something as the DM but stopped yourself because of the fiction? But wouldn't you consider that the DM is the highest level source of fiction? I'm not sure what the answer is; what do you all think???
I concur.Now a DM, while ultimately the arbiter of the game world and everything within it, is only the partial author of the fiction. They cannot control what the PCs do, though they can--if they want--control the outcome, or at least guide it in a certain direction.
...
Or to put it another way, the DM is the game world - they decide what exists within it, and also--to a large extent--what and who the PCs interact with. But they aren't the fiction, not alone. The fiction is a co-creation of the DM's world (and choices) and player actions.
The one that stuck with me was the "Vir moment" that he talked about. A significant but secondary character, Vir was the one that came to mind when JMS was writing a murder scene. He had planned to use a different character, but as he was writing Vir "stood up" in his imagination and said "it needs to be me and this is why." And so Vir did the deed.JMS has 2 great stories from Babylon 5... but the one that I remember best is the death of a character.
I haven't really had that moment yet, and I think it is because the characters are the protagonists. My NPCs have desires, drives, and goals, but it is the PCs that develop the "fiction" in a truly active way. I'm definitely "story-after" in that the "story" is what we talk about two weeks later after everything has gone down. I guess that would make the "fiction" the current setting and action as it happens. I'm depending on the players and the dice to provide all the surprises. One surprise I can think of is when the ranger played by the quietest person at the table stood up and moved a branch of the fiction forward by acting in a direct manner, risking himself in a manner somewhat uncharacteristic. He really wanted to talk to the transcendant entity behind the door, and it was played as a character's chance to experience the wonder of it, rather than a "let's throw the lever and see what happens."
I trained a new DM who had sat in a couple of sessions, took notes, and met me later for coffee. She was having a little trouble fitting the players, characters, NPCs and such in her mind. One thing I mentioned that really clicked for her was "I know excactly what the bad guy is going to do, how long it will take, and how bad it will be if the players do nothing. Then, either like the Fellowship or the Scoobies, the PCs enter and we see what happens." Then, on the stage of the adventure, constrained by the rules and surprised by the dice, we discover what they can do about it, and how.I think one big thing here: where does fiction come from? what is a valid source of fiction in a roleplaying game and why? Does the fiction overriding the GM imply that there is some platonic ideal of what the narrative ought to look like, which needs to be course corrected if the mechanics and roleplaying don't emergently produce that narrative? Is it the players idea of what that story looks like, or is it the GMs? If it's the GMs then isn't the GM doing the overriding anyway?
So, I don't think the fiction can or does override the DM.
Interesting question!