D&D General Fighting Law and Order

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Player narrative control has always been a divisive subject in regard to D&D.

I remember starting a thread on this board (back in the 3e era). I posed the, I thought innocuous, question of can a PC find a shortcut in an alley (say with a streetwise check) when the DMs map doesn't show one.

It was a split thread, with many people favor but also quite a few vehemently opposed to giving the player even that kind of control.

For me it would depend on approach. The urchin background for example lets you get around in half the time because you understand how cities work. If it matters to the game, the player can remind me of that and I'll narrate it. In part that may be because I have interesting ideas other than just "an alley" that I can now introduce. If it's just an alley that's not on a map (how detailed is that map anyway?) it doesn't really add much. On the other hand if I can introduce a "rooftop highway" or some other idea that people use to bypass certain areas that could be a cool addition to the city's lore and something I might be able to build on.

But it doesn't seem like it would end at an alley. There's a lot of different ways of handling this, but I think it's a topic for a different thread.
 

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And before the campaign begins, I have no problem listening to players and maybe taking their suggestions to heart in the worldbuilding. What I don't want is a player generating fiction about the world not related to their PC at the table. Once the campaign begins, the players are responsible for their PC only.
Everyone has different thresholds. Whether before or later doesn't really make a difference to me. A good idea is still a good idea if comes before the campaign or during it. I will consider any good idea. That being said, it has not come up much during a campaign. Most of the world building that happens during the campaign is a result of the characters actions & interactions and the players don't have much time to think about proactive world building - nor do I!
 

There is another advantage to getting input from others in creating the world: the way we see the world (our world, not the campaign world) tends to have a disproportionate weight on what “seems” normal, even if it isn’t the case. Allowing another’s input can counterbalance the perspective and make the world more real overall.
That was basically what I was trying to suggest - you just did a better job!
 

The question is how much would you change your life for the whims of several people. And how far would you go?

As you said, you'd jump at the chance to eat all vegan food if someone asked you too. But if someone was a meat eater, would you and the vegan eater jump at the chance to eat meat? Why not? It's the same thing. If your going to say "to honor Sally, we will have seaweed cakes" and you would expect everyone to eat them. Then you should also do "Well, Hank likes meat so in honor of that we have ribs", and expect everyone to eat them. I have a feeling you'd disagree, so why does it not work that way?
Well, if you don't eat meat for a while, eating it can make you sick. So no, I wouldn't expect a vegetarian or vegan to eat meat just to please someone. On the other hand, people who mostly eat meat don't suddenly get sick by eating vegetables for a meal. Also, there's nothing stopping one from having a ribs-based dinner with vegetarian side dishes.

It's called acceptance. A person who refuses to accommodate another person's food choices and needs isn't accommodating, whether we're talking all-meat or pure vegan.

The type of person that does not want to see stuff, is unlikely to be a movie watcher anyway. After all if they have even a short list, they can't watch like 90% of all movies. I don't often do a kids movie night, but when I do, I ask parents to check out the IBDM movie notes for parents and decide if they want their kid to see the movie.
Do you think all movies are the same? Or that the only options are "deals with dark subjects front and center" and "stuff for small children"?

If you can't tell by my type, I am Super Clear that I run an Adult Unrated Game. The examples I give are people joining the game under falsehood, or just outright lying that "they are fine with everything".
So? You still don't bother to give a head's up?

No. It was just a passing over of the things sold in the underdark market, but just the words were enough.
So I guess you don't bother to give a head's up, since you must've mislead people as to what your "adult unrated game" means.

I'm sure a wringer DM....though the Old School term is Meat Grinder.
Personally, I don't understand the flex. As a GM, I can at any time go "rocks fall, everyone dies." Merely spreading it out to a bunch of different encounters isn't all that fun or interesting.

I don't agree here. I think the strength and uniqueness of an RPG is anything can happen any time. Character death might just happen, though most often is the player 's chosen path. But I don't do "the character has plot armor for 99% of the adventure"

I agree a bit more on success, and it's why I Railroad hard to make it at least possible to happen....for the players that step up to do it.
Have you considered, instead of railroading, just writing a book? Then you never have to worry about those pesky PCs actually going against your plans.

Or is this in fact just an elaborate troll? I can't remember ever hearing anyone saying they "railroad hard" as if it were a point of pride.
 

Then a different term is needed, because "being a fan of" does mean you want whatever it is you're a fan of to succeed.
I guess you don't read fanfic. I swear, the more a fanfic writer loves a character, the more pain they put them through, and not always with a happy ending in mind.

Those moments arise organically now and then, which is great. But any attempt to force or script or arrange for them to happen would almost certainly be pretty obvious, and cheapen the moment.

Also, those moments are only special because they're infrequent. If they happened all the time they wouldn't be special any more.
That's where putting those cool things into the game in the first place (letting there be places where each character can show off their stuff) and good narration are necessary.
 

I agree that PCs should be doing cool things. On the other hand, I don't think cool things has much to do with power level. I've started people as 0 level kids in some campaigns and even though most challenges were a junkyard dog and a snowball fight they were doing cool things. They also encountered a "ghost"* that set up a lot of the campaign theme and permanently mutilated a couple of PCs* and had to be rescued by a valkyrie.

In any case, my point is that cool things can happen at any level. At least they can for me and I try to make them happen for my players as well.
Oh, I I agree with this very much. It’s a matter both of sufficient power and/or other resources and of thinking about what’s interesting and cool for the power and other stuff available where the characters are. It’s a matter, fundamentally, of wanting the players to have a good time. That can even include times of not much excitement or adventure if the players have a justified trust that it’s part of a larger thing that is bringing the interest and the coolness.

Do you think all movies are the same? Or that the only options are "deals with dark subjects front and center" and "stuff for small children"?
This is a good place for my favorite Roger Ebert quote: “It’s not what a movie is about. It’s how it’s about it.” The Green Inferno and The Mission are both about people of the outside world confronting what seem like weird and sometimes inexplicably violent behavior by people in the Amazon who are destined to lose their way of life. But they are not the same, to put it mildly, any more than Die Hard and High Rise are, or The Thing and Happy Feet.
 

Thanks for the explanation, but it still doesn't tell me much about limitations on the GM. Would any of this have changed the results of the OP's scenario and follow-up session? How?

It's hard to say because the entire scenario would have likely been structured and presented differently. A GM would generally approach the game in a different way than he would with a more traditional game like D&D.

But if we look at the opening itself... the PCs are at a social event, and there's a murder, and they're accused. That could be the GM making a move... Put Them in a Spot or Reveal an Unwelcome Truth. You're accused of the murder, what do you do?

From that point, things would have very likely looked different. The players could have declared that they negotiate their way out of the situation, or that they flee the scene. These would be viable options in a DW game. The players may have abilities they can use to increase their chances.

Now, if they don't address this move, or if they do and the roll goes poorly, then the GM will likely follow up with a hard move and follow through on the established threat, and have them arrested and imprisoned.

The GM isn't free to just do anything at any point. And once the players declare an action that requires a dice roll, there's a chance the result will go in a way that the GM wasn't expecting. The original scenario doesn't seem to have accounted for the possibility that the players wouldn't accept their characters' arrest.... the goal seemed to be to get them into the jail so they could meet the stranger. That's not the way the GM would approach it in DW.
 

Hopefully we end up at the same place, a fun and engaging game. Maybe we're really saying much the same thing from different perspectives. But my approach feels much more akin to the standard approach to D&D because the nature of the game is different. D&D is DM centered world narrative with as little or as much input from other players as the group wants, DW is shared world narrative. Which goes back to my other thoughts on this: if you bring in systems from other games they have to relate to how D&D actually works. DW feels much more constrained on one true way of running the game, D&D is not and never really has been. And ... now I'm just rambling. Feel free to ignore the last few sentences. :)
One thing that I would point out (more as an addendum to our discussion more than anything you say here) is the obvious point that Dungeon World is not the end-all-be-all of fantasy PbtA games out there, though it arguably has the largest fantasy PbtA fanbase out there. Some fantasy-adventure PbtA games lean heavier into D&D while some lean heavier into PbtA. However, it's generally easier to use DW as a point of comparison for introducing the game concepts than (a) the other PbtA games out there or (b) the other DW-variants that are out there.

Freebooters on the Frontier is a DW hack that leans much harder into the OSR and 0-1E version of D&D as well as dungeon-crawling, with things like random tables, hirelings and followers, and travel rules. Stonetop is a fantasy-adventure hack of DW that takes places in a pre-made Iron Age setting and that also polishes out a lot of DW.

While I like Dungeon World for bringing D&D-fantasy to PbtA, a lot of my issues with it are much for the same reason, particularly in how it leans into an older-school aesthetic* as it was in-vogue then. There are a number of PbtA fans out there who also take umbrage with DW for being "too D&D" and not "PbtA enough."

* My Unsolicited Opinion: I would greatly prefer an update to Dungeon World that leaned more into a "4E school" aesthetic. Stonetop is partially there, but it's also colored by its Iron Age aesthetic whereas I would prefer a full-on 4e World Axis fantasy version of Dungeon World.
 

There is another advantage to getting input from others in creating the world: the way we see the world (our world, not the campaign world) tends to have a disproportionate weight on what “seems” normal, even if it isn’t the case. Allowing another’s input can counterbalance the perspective and make the world more real overall.

PuffinForest has a funny video of a campaign he DMed in which for three adventures in a row, the questgiver stabs the party in the back. The DM was the only person who didn’t realize that he was reproducing a pattern.
And here we have a beautiful demonstration of exactly the kind of problem I have with absolute, unilateral power in anyone's hands at the table. (I would put quotes, because those exact words were used repeatedly and intentionally, but that was apparently scare quotes, so I'll stop.)

This DM is well-meaning. The players are happy to come to the game. The relationship between them is not inherently dysfunctional. They share common interests on many things, and everyone genuinely wants everyone else to have a good time (knowing that for that to happen, they must sometimes have delayed gratification, suffer setback/failure, or make sacrifices.) But the unilateral DM, purely by being unilateral, cannot account for or benefit from anyone's perspective but her own. The absolute DM cannot take advantage of criticism: as was explicitly said by Bloodtide earlier in the thread, even to let (say) your SO pick the restaurant tonight and agree thar you can pick next time is an unacceptable abrogation of autonomy. To adjust even that little for another is preposterous.

The DM above was only able to realize what they were doing, and that what they were doing is a problem, because they were able to listen to feedback, accept criticism as real and valid and (in some sense) binding, and adjust to the interests and needs of others. Only by talking could this problem be sighted, spoken, and solved. Yet as we have spoken with the OP, we've seen that talking was never an option here, rejected from time zero.

Good rules—prudent, instructive, guiding, specific enough to be applicable but general enough to apply widely, and other properties that are difficult to obtain but well worth the effort of seeking them—are extremely useful for addressing this kind of issue. Are they a perfect panacea? No. But like many treatments, we should not let a lack of perfection get in the way of helping in the many cases where it can help. Rules are tools. To discard them or treat them as mostly-useless garbage to chuck out whenever and wherever you feel like is wasteful. There are better ways than absolute and unilateral.

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@Oofta I have personally felt that I answered your questions about the nature of hard and soft moves previously, but evidently I have not. So here's some text from the game, and then some text from me. I don't claim to be the best DW GM. Far from it, really. My players have fun and I honestly kind of hound them for feedback (they're mostly pretty laid back so "good session" is often the most I get without poking!), but whether I'm totally true to the spirit, I don't know. Anyway, from DW itself (bold in original; italics used to identify sidebars.) First, a few of the Principles most relevant to your question, then some info about moves themselves and how to make them.

Be a fan of the characters
Think of the players' characters as protagonists in a story you might see on TV. Cheer for their victories and lament their defeats. You’re not here to push them in any particular direction, merely to participate in fiction that features them and their action.

Think dangerous
Everything in the world is a target. You’re thinking like an evil overlord: no single life is worth anything and there is nothing sacrosanct. Everything can be put in danger, everything can be destroyed. Nothing you create is ever protected. Whenever your eye falls on something you’ve created, think how it can be put in danger, fall apart or crumble. The world changes. Without the characters’ intervention, it changes for the worse.

Begin and end with the fiction
Everything you and the players do in Dungeon World comes from and leads to fictional events. When the players make a move, they take a fictional action to trigger it, apply the rules, and get a fictional effect. When you make a move it always comes from the fiction.

Think offscreen too
Just because you’re a fan of the characters doesn’t mean everything happens right in front of them. Sometimes your best move is in the next room, or another part of the dungeon, or even back in town. Make your move elsewhere and show its effects when they come into the spotlight.

Some of these are empowering, e.g. Think Offscreen Too is an explicit instruction to include dangers, problems, and events which will only be revealed when the players discover them. Some are limits, like Begin And End With The Fiction, and I would say that that is a strong limit against various things mentioned in this thread and other threads. Folks have mentioned here, for example, that the alternate copies of the PCs were rather hard to swallow as a response to their situation, and that the NPC helping them was kind of hard to make sense of (e.g., the players felt they needed to kill the guard who freed them—why? That's suspicious, and implies some conflicts over the fiction grounding the actions taken, on both sides of the screen.)

When To Make A Move​

You make a move:
  • When everyone looks to you to find out what happens
  • When the players give you a golden opportunity
  • When they roll a 6-
[Sidebar: When a player describes their action and says “did it work?” or “what does he do when I say that?” are examples of the players looking to you to see what happens. When it’s your turn to describe the effects the players are having on the world, you can make a move.]

Generally when the players are just looking at you to find out what happens you make a soft move, otherwise you make a hard move.
A soft move is one without immediate, irrevocable consequences. That usually means it’s something not all that bad, like revealing that there’s more treasure if they can just find a way past the golem (offer an opportunity with cost). It can also mean that it’s something bad, but they have time to avoid it, like having the goblin archers loose their arrows (show signs of an approaching threat) with a chance for them to dodge out of danger.
A soft move ignored becomes a golden opportunity for a hard move. If the players do nothing about the hail of arrows flying towards them it’s a golden opportunity to use the deal damage move.
Hard moves, on the other hand, have immediate consequences. Dealing damage is almost always a hard move, since it means a loss of HP that won’t be recovered without some action from the players. When you have a chance to make a hard move you can opt for a soft one instead if it better fits the situation.
Sometimes things just work out for the best.

Choosing a Move
To choose a move, start by looking at the obvious consequences of the action that triggered it. If you already have an idea, think on it for a second to make sure it fits your agenda and principles and then do it. Let your moves snowball. Build on the success or failure of the characters’ moves and on your own previous moves.
If your first instinct is that this won’t hurt them now, but it’ll come back to bite them later, great! That’s part of your principles (think offscreen too). Make a note of and reveal it when the time is right.

Making Your Move​

When making a move, keep your principles in mind. In particular, never speak the name of your move and address the characters, not the players. Your moves are not mechanical actions happening around the table. They are concrete events happening to the characters in the fictional world you are describing.
Note that “deal damage” is a move, but other moves may include damage as well. When an ogre flings you against a wall you take damage as surely as if he had smashed you with his fists.
After every move you make, always ask “What do you do?”

From there, it goes on to talk about various specific moves, such as "offer an opportunity with cost," "deal damage," "show a downside to their class, race, or equipment," and "reveal an unwelcome truth," among others. It's too much text to quote directly, several pages' worth of discussion. These more specific descriptions give guidance for how to use the various moves, including monster and dungeon moves, which are things the GM must create for each locale/creature contextually (e.g., the aforementioned ogre flinging someone away? It probably has a "fling puny enemies away" move, or something like that. Its attacks might also do that, if it has the Forceful tag, which it probably should, given the expected size, strength, and violence of ogres.)

As for my own words...

Some of the player moves in DW explicitly limit my behavior. I must truthfully answer any question asked with Discern Realities (which is why it has a defined, narrow list of questions!) If someone rolls Spout Lore (essentially, a "knowledge check"), then I must give an answer that is both interesting and useful when they roll 10+ full success, but I only need to make it interesting ("it's on [the PCs] to make it useful") for a 7-9 partial success. Some of the player moves explicitly empower me, e.g. to continue with Spout Lore, I am empowered to then ask how the character came to know whatever answer I just gave them, and the player must now answer truthfully as well. Obeying these moves, without just deciding not to because I feel like it, is thus openly and explicitly part of play; the players can see that my behavior as GM is bounded too.

As for hard and soft moves, soft is the default state, and something must happen for a hard move to apply: the players fail a roll, make a decision that ignores a threat, or take a risk knowing that there may be costs, or something similar. I no longer remember your specific intended example of a move that is "too hard," but the Principles and Agendas guide here. Always, with everything you do, you must Play To Find Out What Happens. "Rocks fall, everyone dies" is not playing to find out what happens; it is simply fiat declaring what happens. This is thus forbidden by that Agenda. Likewise, most other forms of doing something fundamentally and permanently ending something (a life, a story, a goal, an item, whatever) are "too hard" to be casually dropped whenever you feel like it: doing so runs afoul of the Agenda mentioned, as well as a few of the Principles (certainly "begin and end with the fiction" and "make a move that follows," among others.)

Likewise, moves that are too soft will fail to actually drive the story forward. Things will just sit in ambiguous "something is about to happen" land. The impending threats need to be actual threats, the opportunities-with-cost equally real in both what they make possible and what cost they will exact if taken. There is certainly a curve of learning how to provide exciting and open-ended challenges. I myself only recently realized that I've been handling monster attacks poorly, making it basically "an attack is incoming that you obviously have to dodge! What do you do?" And of course the players' answer is "I dodge." I'm having to train myself to start thinking before the attack actually rolls out, making soft moves earlier in the process so there is greater tension and more opportunity for difficult decisions and open-ended outcomes. But I realized this...by going back and rereading the book! Turns out it had had the guidance I needed all along, I just forgot it.

Something I keep coming back to here is that "begin and end with the fiction" is a pretty strong guideline, especially when paired with "draw maps, leave blanks." That is, the former says (more or less) "only do things that are well-rooted in the world and understandable through said world." The latter says (more or less), "don't prepare more of the world than you need, and intentionally leave parts of it undefined so they can be discovered later." Together, they actually put some limits on the GM's ability to just enter whatever they want into fhe fiction. There will always be some things the players don't know, that's why you are reminded to "think offscreen too," but that Principle has a shadow in how it is phrased* that must be remembered too: you should usually be thinking on-screen, but sometimes supplement that by thinking offscreen.

Most moves that would be "too hard" run aground on one of those issues. Either they aren't playing to find out what happens, or they're not beginning and ending with the fiction, or they're failing to leave necessary blanks. When the Agendas and Principles are understood and applied, and the text of individual player moves obeyed, it becomes very difficult to accidentally fall into bad GMing, and usually really easy to spot intentionally bad GMing. By making it easy to spot and call out, even if someone is tempted toward such behavior, actually doing it becomes less likely, as people will usually realize they will ger caught (or, being more charitable, they will realize there is or could be a problem and self-correct before it flowers.)

*E.g. the "Bend Bars, Lift Gates" move format has you choose from a list of descriptions, most of which are in the negative: it doesn't make an ordinate amount of noise, it won't be difficult to fix, etc. By NOT choosing any given option, the player is thus signalling that the reverse is true: it DOES make a lot of noise or it IS going to he difficult to fix, etc. Much of Dungeon World relies both on what the rules directly say, and on what must be (pretty straightforwardly and directly) true because of what is said.
 

It's hard to say because the entire scenario would have likely been structured and presented differently. A GM would generally approach the game in a different way than he would with a more traditional game like D&D.

But if we look at the opening itself... the PCs are at a social event, and there's a murder, and they're accused. That could be the GM making a move... Put Them in a Spot or Reveal an Unwelcome Truth. You're accused of the murder, what do you do?

From that point, things would have very likely looked different. The players could have declared that they negotiate their way out of the situation, or that they flee the scene. These would be viable options in a DW game. The players may have abilities they can use to increase their chances.

Now, if they don't address this move, or if they do and the roll goes poorly, then the GM will likely follow up with a hard move and follow through on the established threat, and have them arrested and imprisoned.

The GM isn't free to just do anything at any point. And once the players declare an action that requires a dice roll, there's a chance the result will go in a way that the GM wasn't expecting. The original scenario doesn't seem to have accounted for the possibility that the players wouldn't accept their characters' arrest.... the goal seemed to be to get them into the jail so they could meet the stranger. That's not the way the GM would approach it in DW.
Yeah, it's a very different approach. I wouldn't do anything similar to what the OP did, but in my D&D game what happens once their in jail depends on how I envision the jail being set up. Then think about NPCs and groups that could be interested. What do those actors do? Do the PCs have a benefactor with pull, how do I envision the legal system working, do the PCs have any chance of escaping on their own if they want?

I think the biggest issue I have with these recurring themes of "But other games..." is that they aren't really relevant. It's like telling someone what to do if you're flying a plane and get into a tail spin as advice on what to do if your car starts to spin on ice. It's just not helpful in any way.

Telling people about soft moves and hard moves in DW seems to be about as helpful as advice on when to go all in while playing Texas Holdem.
 

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