hawkeyefan
Legend
Gee, that makes me all warm and fuzzy knowing that I've finally met the keeper of ultimate truth.![]()
Not at all. But I know what I was trying to say!
Right. The player decided that something relatively important actually happened even though they didn't state that it happened when we were prepping to leave. I understand the flashback scenario as part of a game, I just dislike it unless it's truly trivial stuff. You may not consider it going back in time, but based on the descriptions I've read in other discussions on this topic, I would.
Well there's no actual time in fiction. It's all artifice. We can do whatever we want.
I think how suitable such a rule may be depends on the game and the genre/vibe. The impact of such a rule on how real the fiction may seem to someone will vary. As I said, if I'm playing a warrior and I say I unsling my shield, and the DM says "Oh, you didn't say you brought it" that's going to be much more jarring to me than if I'm allowed to retroactively declare that I have it.
It's very contextual in that sense. But I will add that D&D retroactively determines things pretty routinely. Sometimes what people find acceptable and what they don't seems a bit odd to me.
Or ... another example. I can't declare that my character has established business connections in the town we're visiting if I haven't previously established that reality with approval from my DM.
I think it depends. In 5E, there are backgrounds that say you can declare such connections, and they don't mention needing DM approval to do so. The rule itself implies that no such approval is required.... otherwise, why would it exist?
There is no objective reality in a fictional game so calling something objective is meaningless. Every judgement, every opinion of how well the world is represented and how real if feels can only be subjective. The character affecting the world outside of their actions that can impact the world feels less realistic to me.
I agree with the first two sentences here. For the third, I think this is an example of you mixing up the player and the character.
Preparation ahead of time versus improvising things at the time of the game have nothing to do with DM control.
No? They seem to impact each other, I'd think. Like if a character finds himself in a burning building and the player says "My character jumps through the window".
If the DM has to decide if there are windows present at the moment of play, that would seem to give them a good deal of control over what the player is allowed to do, no?
I'm not sure how I can be any clearer. The game world my PC inhabits feels more real if the only impact I have on the ongoing fiction of the world is due to the actions and deeds of my PC. I enjoy the game more, it feels more logical, if the DM controls the fiction of the world. It doesn't change whether I'm the DM or playing a PC.
This is a clearly stated preference. Previously, it seemed you were mixing up player and character, or claiming the world was more objective the more the DM had control and so on.
Depending on the campaign, as a player I have an impact on the world outside of my PC is when I'm establishing my character's background story. Even then, I make proposals and the DM makes the final call. There may be times when I ask for additional clarification for the description of the world (i.e. "Is there a blacksmith in town?") but that's not changing the fiction of the world, it's just the DM deciding if something they didn't include in the description really does exist.
So you think that the DM needs that level of control? Or is that just the way you like the game to work?