See, to me this is an argument to twist the fiction of the moment in order to allow a particular rules widget to work the way the rulebook says it does. I have zero interest in that philosophy, and have given up on games that promote it. Doesn't make it inherently bad or anything, but very much not for me.
If the DM has no reason to say no, then sure, go along with the feature. But if they do have a reason, then the feature, in my opinion, shouldn't be enough to force the issue.What "fiction of the moment?"
9 times out of 10 the player requests an audience and the DM has NO IDEA what's going on in the background, especially if the noble has no idea (yet) who the PC even is. He either has to come up with a reason to say yes or no. The noble background is a "please say yes..." reminder.
If the DM has no reason to say no, then sure, go along with the feature. But if they do have a reason, then the feature, in my opinion, shouldn't be enough to force the issue.
because the DM does not do so willy-nillyWhat incentive does the player have to take the noble background if the DM can just disregard it's primary feature anytime they feel like it?
I missed something. Who told you that and was it for D&D? That is not how I interpreted the conversation. Maybe a different game, but not D&D.Well, I don't necessarily want examples per se. I just keep getting told that a huge swathe of TTRPGs out there very specifically work by having a rule on page XX which explicitly says that the player can just instantly fiat declare that they have an advantage or benefit, and further, that the GM can do absolutely nothing but agree unquestioningly.
Though this is my exact problem: Players will complain if the ONLY way to save the princess captured by pirates on an island, is to go to the island and rescue her.The PCs were attempting to rescue a merfolk princess who had been captured by pirates. The pirates have a small stronghold on a very small island.
And this is the second half of the problem: Players come up with a bad, dumb, poor, or idiotic idea AND put zero effort into doing anything. At best they have thier character stumble and fumble around....AND THEN they are like "why did our plan not work?"Now - me as the DM - I do not know or care how the PCs accomplish this goal.
So, I'm only talking about D&D. Should I want to talk about other games, I'll make a thread with that game name.Because you keep SAYING that these games exist.
Well, for this type of comment it is only about the bad/problem/exploitive players.You have said, repeatedly, that you will override what players are interested in, that in fact you aggressively do not care what they want out of a game. If they come out the other end copacetic to your goals, awesome; if they come out hating your guts, well, sucks to be them. Is that not correct?
Well....it's kind of 5E or no game. Few players want to learn a new game.If so, why do you not apply that same concept one level higher? Instead of "running 5e because that's the only game players are willing to play" (meaning, you yield to the players' requirement that you run 5e), you go for the hilt, and tell people you just ARE running Call of Cthulhu or whatever and if they want to play some other game, sucks to be them, they can find a "buddy" DM that coddles them and never does anything they don't want to do etc. etc. whatever other things you think are bad about actually listening to others.
I'm not sure I get the obsessive focus here. Even if I point out an example....you are just going to say the GM "agreed" to it. And...ok, they "agreed"? So that makes it all right in your view.So. Again. I challenge you to name any of these systems you claim to see "all the time" that have explicit rules forcing the GM to accept fiat declarations from players. Give me context. I am happy to go looking up the rules myself. But you have to actually name a game--one game--that actually works the way you describe. Unless and until you do, frankly, I'm calling BS on this whole argument.
Because only a few players are saints and angels.Why do you assume that telling the GM what happens means always giving yourself an amazing, unprecedented, unrealistic, overpowered advantage?
Ok, so lets say that is true for the players you know....what about the other couple million?None of my players--not a single one, not even the most munchkin-y among them--ever even considered doing the kinds of $#!+ behavior you describe.
I see it often across three counties in all sorts of games by all sorts of DMsHave you actually seen this type of game? It's certainly not "standard" 5e or Dungeon World or Blades in the Dark, or anything else I'm aware of.
If a DM is just riffing, still ok, but that's no games fault.
This is playing the game....and using game rules....so it's just fine.Do you shut these down cold?
Well, the beauty of 5E is that it's all generic.But games have mechanisms for this, 5e certainly does. What if the PC has a really high deception skill? And wants to fool the guards into going to investigate a false sound. Would you allow Bob (through his PC) to utilize his deception skill like this?
I'm saying the provided excuses are NOT good enough to override the feature. they're basically just the DM saying "No, I don't want you to..."I am not saying that in any of the scenarios they could not still meet you, I am saying that any of these are reasons why they could decide not to grant an audience
no, the DM should choose what makes the most sense given what he knows. If that is no audience, fine. If that is an audience that turns into the red wedding, also fine. If that means just a regular audience, no objections either
as I posted a while ago, a long running feud between your two houses, but there are plenty, you could be on a different world where no one knows you, it could be a friendly noble, but he is too scared to meet you because your powerful enemies let him know in no uncertain terms that doing so would be very detrimental to his health, …
If the DM has no reason to say no, then sure, go along with the feature. But if they do have a reason, then the feature, in my opinion, shouldn't be enough to force the issue.
Thanks for the clarification. That is one of the reasons I use an example of the impromptu DM. Nothing wrong with it. It's just another playstyle.So, when I run D&D 5e, I most often don't have locations mapped out ahead of time. I realize this may be different than the way many people do it, but I point it out so that I can be clear that I'm talking about 5e and not some other game.
We will just have to agree to disagree. If, a player gave me a character background of a noble, and as we played, I, as DM, saw that this was part of their character - and then planned a plot point around it, that is using player agency. If the plot point happened to be a scorned younger brother had usurped the father and mother and banished them, then that brother might absolutely know he is on a hit list, especially from his older brother/sister. And he will do everything to thwart that sibling from reaching him - including trapping the secret passageways and/or sealing them up.If the DM has decided that long ago any secret passages have been blocked up or what have you, this is the DM placing his prep above player agency.
If as you say, in the end it all boils down to the DM, then that doesn't sound like player agency is a concern.