AbdulAlhazred
Legend
No such barbarity is inflicted on math and science majors. We drew the line at Rawls!They don’t let you leave American social history programs alive without reading him.![]()
No such barbarity is inflicted on math and science majors. We drew the line at Rawls!They don’t let you leave American social history programs alive without reading him.![]()
So, one answer to the question you asked could be obtained by looking at actual RPGs that (i) satisfy this desideratum, and (ii) have been mentioned in this thread.I don't think they intend for omniscience to be required. The problem is that their stated requirement includes the need to be omniscient. What they have said is they need to be informed so as to be able to make a meaningful decision. Well, what does informed mean?
No. I'm not advocating for anything. I'm expressing a preference for an approach to play, and especially to framing and action resolution, of the sort described in this post.So can I read this to be that you're advocating for player knowledge to deliberately exceed character knowledge?pemerton said:In other words, that it doesn't matter if it is the GM who is deciding all the consequences. Now of course anyone who wants to is free to play that way, but it can hardly be surprising that there might be others who regard that sort of play as a railroad: everything in the fiction is coming from the GM, with the players making essentially random suggestions as to which bit of their stuff the GM should bring into play.
Yes there are. I have many actual play posts which talk about the use of scenarios from the core book and the Episode Book for Prince Valiant. Here's one: https://www.enworld.org/threads/prince-valiant-actual-play.654732/Are their published adventures for your preferred games? How does that even work, if the player is so involved on authoring the fiction?
So let me put it another way: if the GM comes up with the world on their own, and tells me what is in it, and uses that stuff they've authored to establish all consequences, then whatever I bring to the table, in my conception of my PC, my aspirations for my PC, etc, are like your example of the digging of the hole. Nothing about the game changes because of them.By not letting the hole have a bearing on the game. Let's say you managed to dig a deep hole in the ground, using only your fingers. If the GM doesn't want the fiction to include the hole, then nobody falls in, traffic moves around it, nothing interesting is found at the bottom, no interesting events occur because of the hole, and not having the guards/mayor/local council/whoever stop/fine/arrest you for making it. You made a hole, but it means nothing to the game.
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That's railroading. Coming up with the world on their own, however, and telling you what you know about it isn't.
I have never said that the GM creates none of it.Sure. But you can't possibly expect that you will create all of it and the GM will create none of it? What would you do if you and another player have conflicting ideas about what's going on right here?
And once again there is more in heaven and earth than is dreamed of in your philosophy . . .just don't see it as being consistent with the concept of the controller of any character always rolls for that character, which seems so blindingly obvious as a precept it's unexpected that I have to type it out.
So, this is an interesting question. I think that the range of examples you give obviously falls squarely within the 'trad' range (they could come up in classic play, or I guess neo-trad play). They wouldn't come up in quite the same way in narrativist play. Stonetop, because it has a fairly established starting fiction to some degree (the PCs are inhabitants of a bronze-age type village, and the regional geography is outlined, along with a few basic customs and relationships between cultural groups). However we invented all the actual NPCs and PCs (obviously) ourselves.I'm having trouble keeping up with the madcap pace of this thread, but this bit interested me, so I'll dive in.
I typically play in relatively traditional games where the GM has much of the authority over the fiction. I wouldn't say all of the authority because it's more collaborative than that. Typically the group chooses a genre together (maybe from a menu of options from the GM) and then the players design characters in consultation with the GM. The GM puts together some sort of adventure, taking into account the genre expectations and particular characters, and play begins. Play involves players declaring actions and the GM narrating consequences, mediated by dice and rules.
Within this structure, I'm curious where the line is between a merely "cosmetic" change and something that alters "the overall direction of play." Some examples to consider:
Each example, to some degree or another, includes an element of surprise for the participants. The players did something that was potentially unexpected and this generated additional fiction. I can imagine any of these events happening whether the GM was running a home-grown adventure or something published. I can't quite put my finger on whether/how the cosmetic ⇿ substantial axis directly relates to the concept of railroading. (I admit that the latter term is not one I worry about much, despite its hot-button nature on the internet.)
- A PC buys new clothes or decides that they whistle while they walk. Maybe the clothes affect NPC reactions. Whistling might prompt wandering monster checks. Neither is likely to cause any big changes to the GM's scenario. Safely in the "cosmetic" category?
- PCs decide to do further research in town before heading off on some quest. Based on some good die rolls and GM improvisation, they learn something significant which changes their strategy (or gear or spell choices, etc.) such that their odds of success have improved significantly (or the cost of such success has been reduced). The adventure is unaltered in the sense that the GM already has a map and background info and NPCs and whatnot, but it will play out quite differently due to the choice to do some research. Still cosmetic? Or is this a substantial change?
- In the midst of their quest, the PCs encounter a dangerous adversary. They elect to engage in conversation rather than combat. Through brilliant role-playing and/or dice rolls in combination with the GM's understanding of the adversary's personality and goals, they forge some sort of agreement or truce. This has shifted the plot significantly. Perhaps patrons or allies of the PCs will be upset. Perhaps the adversary will double-cross them. The GM will have some work to do before the next session to think things through.
What if, as @Faolyn said, you're not in your home town (as is very often the case in many RPGs). Do you still author fiction then, even if your PC has no reason to know about the fiction you are authoring?
So in order for the "GM narrates more-or-less everything" method to be consistent with immersion, the PC have to be strangers?So your characters never travel anywhere new?
I mean, if your entire game takes place in a single location... sure, why not.
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most games involve at least some traveling, and many games are entirely travelogues. The "hobo" part of "murderhobo." Even my game has the characters traveling from one town to another in it.
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It's not Space Aliens if you're going from one country to the next.
However, it's entirely consistent with "only players roll," which is not only pithier, but also more straightforward and even more blindingly obvious as a precept.It's not that I don't understand any part of it, I just don't see it as being consistent with the concept of the controller of any character always rolls for that character, which seems so blindingly obvious as a precept it's unexpected that I have to type it out.
Then you would no doubt agree (for consistency's sake) that players should likewise have no in-play difference in authority over fictional elements outside of their characters like the GM, since you believe so fervently that what's good for the goose is good for the gander, right?Combine that with the idea of no mechanical in-play difference between a PC and an NPC, (a.k.a. what's good for the goose is good for the gander) and yes, this is the type of rule I'll fight against.
No. It's not. Consistency doesn't demand or insist anything of the sort. It has neither agency nor will. You demand it because of your own idiomatic game design aesthetic preferences that are not universally shared or recognized.Inconsistent all the way. If the players make attack rolls to hit NPCs then consistency demands and insists that the GM makes attack rolls to hit PCs.
Read the game rules and find out.(side question: what happens when two PCs fight each other?)
How much information does it take to meet the threshold of "sufficient"?How is this supposed to represent anything different from what I said. To quote you:
This is you asserting exactly what I just stated, that you believe agency is all or nothing, with the result being as I stated. My position remains both unchanged, and uncontested, that you cannot have agency without sufficient information to make an informed choice.
Unless I'm playing a fool as my character (which I've done many a timeThis is still the universal standard! As several of us have said before, what this implies in terms of the resulting sort of game is circumstantial. In a classic Dungeon Crawl you probably don't care, you will be expected to investigate and learn, or use tactics to mitigate negative outcomes, and that's kind of the point of those games.