OK? I don't think I've made any comment about what you do, or should, want.some days I just want to stab somebody (metaphorically), or see what's beyond the horizon. And what I have does that just fine.
OK? I don't think I've made any comment about what you do, or should, want.some days I just want to stab somebody (metaphorically), or see what's beyond the horizon. And what I have does that just fine.
No. You keep misdescribing my position. I can only assume it's because you don't know how AW, BW etc work.And yet you keep doing it.
It's the notion of "plot thread" that tells me I want another game.??? But you wanted this plot thread? You created it in your backstory. Your actions will influence how it goes on to develop, the GM put it in the world for you and says let’s find out how this develops together but now suddenly you’re all offended at it’s existence and want to go play another game???
So if the GM doesn't frame the PC into a scene with the ambassador, but instead frames the PC into a scene which is a type of prelude or foreshadowing to the ambassador, or is some other sort of situation on the docks - where the ambassador's presence looms even if they're not onscreen - that's good stuff.For the same reason I assume movies don’t begin at the climax and then only run for 15 minutes, finding out how you’re getting to that point is half the fun
Please read the following description of play closely:If I've misunderstood please explain what you mean because
...about the techniques that are used to establish stakes, consequences, and "what happens next". Which are all about the GM, not the players.
To me means the player gets to control fiction of the world. That when your character goes to investigate the library you get to add your ideas on what is there. If the DM is the sole author of what is in the library you consider that railroading.
If I'm wrong, I apologize. But you haven't corrected me yet.
All I have done, as player, is - at PC build - author my character, including relationships to Aramina and Xanthippe; and, in play, author my action declaration: "I search the upper floor of Evard's tower for spellbooks".The player authors the action declaration, "I search the upper floor of Evard's tower for spellbooks". Now, this happened in BW, so the rule for the GM is "say 'yes' or roll the dice". The GM is expected to say "yes" if nothing is at stake (where what is at stake is relative to the players' evinced concerns for their PCs). In this case, there clearly was something at stake: Aramina, Thurgon's travelling companion, had brought them to the tower to find spellbooks, and that was why Thurgon was searching for them. So the GM called for a check (my guess would be Scavenging, though I can't recall for certain anymore).
If the check succeeds, then intent and task are realised: Thurgon finds spellbooks for Aramina.
If the check fails - which it did - then Thurgon's intent is not realised. What he actually found were letters, that appeared to reveal that his beloved mother Xanthippe is, in fact, the daughter of the evil wizard Evard.
The player (me) did not author the fiction, but plah was not a railroad: the stakes and consequences are not being established solely by the GM. They are being authored having regard to my (the players') evinced concerns for my PC - his Beliefs (about Aramina and Xanthippe), his Relationships (to Aramina and Xanthippe), etc. To use the language of AW/DW, this is an example of the GM being a fan of the characters.
Okay, that's a bit facetious. The outcomes were either, you found spellbooks, thus, you as the player narrated something about the setting, or you didn't, and the GM narrated something that was related in a principled way to something the player authored about the setting, the character of their mother.Please read the following description of play closely:
All I have done, as player, is - at PC build - author my character, including relationships to Aramina and Xanthippe; and, in play, author my action declaration: "I search the upper floor of Evard's tower for spellbooks".
The GM then applies the basic rule for resolution - say 'yes' or roll the dice - and then narrates the consequence. As it happens, this did not involve finding spellbooks, because the check failed. If it had succeeded, the GM would have narrated Thurgon finding spellbooks.
To reiterate: all that I authored, in play, was Thurgon's action - his searching for spelbooks. That is not fiction outside of the PC.
The setting is at least as important as the characters. It's just not as important as the players.
Yes, I certainly do. The players can also go off on their own and pursue personal stuff if they so choose. It's all up to them, and it's all their choice.
So then I guess my next question is: when you game, and the PCs do something, who determines what happens as a result? Random dice rolls on a table? If the GM decides that if the PCs don't do a thing, something happens--is that railroading?To add to what @TwoSix said:
If all the player is allowed to choose, and if the significance and consequences of those choices, are all settled by the GM's prior authorship of setting + "logical" extrapolation from that authorship, then (it seems to me) everything that happens is some sort of complex combination of GM-authored elements plus extrapolations.
That's why I call it a railroad: everything that happens in the fiction falls within an already-GM-defined set of possibilities and combinations. And GM pre-definition is the essence of a railroad.
That others enjoy some GM pre-definition, but not others (eg where the suite of permitted possibilities and combinations is more narrow) is naturally their prerogative. But their preferences aren't mine!
No. A rule that says, if the dice come up a certain way, everyone agrees that a certain things happens, isn't player-authored.I think you actually are supporting my earlier proposition that the primary difference is the player's ability to dictate elements outside of their direct PC actions.
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So, this is player authored fiction.
Suppose that, in your preferred approach - which I take to be the first of my three - the player declares the action, and the GM realises they have no notes on the contents of this tower! So now they have to make a decision. At that point, the player's action declaration, through a game mechanism, has caused a change in the setting outside of the character's control.The player's action declaration, through a game mechanism, caused a change in the setting outside of their character's control.
You say this as if it's trivial. Whereas - as this very thread shows - it is a fundamental difference in RPG design and RPG play.the player's choices are a constrain on the GM, and there's a separate mechanism that requires the GM to say something. Essentially, it's just speeding up the plot hook process to happen on every given roll, with specific constraints on what kind of hooks can be offered.
I think there is a degree of tension between these two paragraphs.You could try a little harder with "character." If you're setting your own goals for the pawn, repeatedly, I don't know that it actually needs anything else to be a character, except a retelling of events.
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Are we doing the same hobby? Because I'm increasingly not sure we're actually doing the same hobby.
Does the "I" in this example switch from you to the PC at some point? It seems that it does.We might use a resolution system where the player gets to contribute stakes and hence help inform consequences.
Here are some actual play examples (the system is Burning Wheel):
I use the action resolution rules prescribed by the system.So then I guess my next question is: when you game, and the PCs do something, who determines what happens as a result? Random dice rolls on a table? If the GM decides that if the PCs don't do a thing, something happens--is that railroading?