This is not my experience.... As a result, having the players drive the narrative is rather out of fashion today. The pendulum will swing back the other way sooner or later...but I fear it will be quite a bit "later" at this point.![]()
This is not my experience.... As a result, having the players drive the narrative is rather out of fashion today. The pendulum will swing back the other way sooner or later...but I fear it will be quite a bit "later" at this point.![]()
Okay. I see a rising tide of viking hat DMs and people insisting on DMing tools which inherently take agency away from players. What else am I supposed to think?This is not my experience.
Okay. I see a rising tide of viking hat DMs and people insisting on DMing tools which inherently take agency away from players. What else am I supposed to think?
Well, you could be right.Okay. I see a rising tide of viking hat DMs and people insisting on DMing tools which inherently take agency away from players. What else am I supposed to think?
What's a "viking hat DM"?Okay. I see a rising tide of viking hat DMs and people insisting on DMing tools which inherently take agency away from players. What else am I supposed to think?
You can read about it here, but the TL;DR (as said in that post) is "It describes a DMing style where basically what the DM says, goes, end of story." The original post from RPG.net had someone describing it in...colorful language that isn't acceptable here on ENWorld. Suffice it to say, the person who coined the term felt that players should promptly and unquestioningly obey/relent/etc. The "Viking Hat" is...openly imperious, I guess is the best way to put it.What's a "viking hat DM"?
You can read about it here, but the TL;DR (as said in that post) is "It describes a DMing style where basically what the DM says, goes, end of story." The original post from RPG.net had someone describing it in...colorful language that isn't acceptable here on ENWorld. Suffice it to say, the person who coined the term felt that players should promptly and unquestioningly obey/relent/etc. The "Viking Hat" is...openly imperious, I guess is the best way to put it.
I feel none of them say anything explicit about it either way, because the core of "viking hat" is about arbitrary (in both senses of the term) authority.Do you feel any of the poll answer options indicate a "viking hat" DM?
That has gameplay implications though, because now you're disincentivizing making checks in the first place. I don't necessarily mind more extreme results than "the status quo prevails" for player actions, but to the extent possible in a given situation, that's precisely the sort of thing I'd want to be knowable to players ahead of time. If every failed check is supposed to affect something I care about roughly equally negatively, what is the reason to pursue any particular course of action outside of "whatever I'm most likely to succeed at?"I have found a great deal of value in minimizing the amount of information truly hidden from the players. That is, I'm not saying you should be absolutely and instantly forthright about all possible facts. Just that never, ever telling a lie or ending an investigation with "you find nothing" etc. has been really positive. Because, by avoiding such actions, you cut out a great deal of problematic metagaming. Players no longer need to fight their own distrust. Instead, use those failed rolls as a way to reveal something they wish wasn't true (as DW puts it, "Reveal an unwelcome truth") or bring a problem to a head such that the players now have to do something about it instead of just passively investigating, or other such things that drive action rather than merely terminating stuff with (narratively) unproductive failure.
I am of the if-they-ask-tell-them philosophy.I have found a great deal of value in minimizing the amount of information truly hidden from the players. That is, I'm not saying you should be absolutely and instantly forthright about all possible facts. Just that never, ever telling a lie or ending an investigation with "you find nothing" etc. has been really positive. Because, by avoiding such actions, you cut out a great deal of problematic metagaming. Players no longer need to fight their own distrust. Instead, use those failed rolls as a way to reveal something they wish wasn't true (as DW puts it, "Reveal an unwelcome truth") or bring a problem to a head such that the players now have to do something about it instead of just passively investigating, or other such things that drive action rather than merely terminating stuff with (narratively) unproductive failure.
If the DM is playing ball, sure. I find a lot of them aren't willing to do that. The whole "DM empowerment" movement has been rather successful at teaching DMs that giving your players a micrometer is Extremely Bad for any of various reasons (most of which I consider alarmist at absolute best). As a result, having the players drive the narrative is rather out of fashion today. The pendulum will swing back the other way sooner or later...but I fear it will be quite a bit "later" at this point.![]()