You don't think this falls under the description of "rules"?Because you react to what the players have decided?
You don't think this falls under the description of "rules"?Because you react to what the players have decided?
I'm not a bit insulted by that phrase. I think it's an accurate name for a specific style of play, one that I have participated in and enjoyed on quite a few occasions. Anyhow I am done with this thread.You realize that the phrase "GM Story Time" is deeply insulting right? Do you feel it's ok because not everyone likes storygames?
You don't think this falls under the description of "rules"?
Nearly all the action of the session took place in Megloss's house. After the recap and the account of Korvin's arrival, the players decided that getting from the back room of the house into the front sections, while the occupants were there asleep, was too hard, and so decided to leave, but to grab the papers from the front room that had been mentioned in the previous session.
The Scout tests to get to the front of the house without awakening anyone with the light of Korvin's lantern were successful. So was the Criminal test to pick the front door lock. But the Scout test to look around before actually entering was not: and so they suffered a twist - the Cinder Imp who lives in the fire place came to the front door to speak to them, wanting their lantern.
They decided to turn this into an opportunity, luring (ie tricking) the Imp outside with the lantern, so that Golin could sneak in and snatch the papers. The players succeeded at this contest of trickery but owed a significant compromise (having lost nearly half their own hit points): when the Imp tried to snatch the lantern from Korvin, as Golin grabbed the papers, it fell to the ground and was smashed.
The angry imp then decided to try and set fire to the timber house.
<snip>
Korvin decided to read the papers, and succeeded on the Ob 2 Scholar test (for weird inscriptions). The papers mentioned Celedhring, an Elf who abandoned dreaming and the West and turned instead to the powers of the Outer Dark.
The players then decided they should do more research in the library of the Wizard's Tower, and Golin's player decided to do this - with his Will having improved to 4 during one of the conflicts, and with help from Korvin, and one point of persona left, he had a better chance of success than Korvin did. He succeeded at the Ob 4 Scholar test, and learned that Megloss's house had originally been the house of the wizard Pallando, who had built the house around a post from an Elven Dreamhouse that had been stolen by Celedhring.
The first sequence of play - in which the PCs try and sneak in to Megloss's house to steal the papers - is an example of the players exercising agency over the shared fiction. The broad goal is to obtain some sort of advantage, or leverage, by taking the papers from their enemy Megloss's house. The house itself, the locked door, and its inhabitants including the Cinder Imp, are all elements of GM-introduced adversity.The session started in town phase. Golin shared the information that he and Korvin had acquired in the previous session, and Fea-bella did some more research. I figured that with the information already discovered, she had a "Detailed description" of what she was researching, and and for Ob 4 could learn an interesting fact. The Scholar test succeeded, and the interesting fact was that Celedhring, after entering the Shadow Caves, had never left them! Golin's player conjectured a lich; and Fea-bella decided to purchase some holy water for battling the undead. I've been following the gear availability rules from the LMM pretty closely, which has limited what the PCs can buy in the Wizard's Tower without going to the black market (which in this context I'm construing as buying directly from townsfolk or peasants). Holy water is listed as availability 3, ie in Wizards' Towers, Religious Bastions and Forgotten Temple Complexes. I toyed with being a mean GM and saying that, for holy water, one of those is not like the other two. But then I reviewed my list of town facilities for a Wizard's Tower and allowed that there was a shrine, where holy water might be acquired. Golin offered help. But the Resources test (5 dice against Ob 3) failed - the shrine attendant sold Fea-bella the holy water, but only after berating her for her lack of regular attendance or offerings (ie her and Golin both had their Resources taxed down to 1).
<snip>
they returned to the wedge room, averting their eyes from the symbols, and going through the door. This took them to an area where their candles provided only dim light, and dim light was darkness. They could see an alcove in the wall opposite, but when they went to explore it they awoke the aptrgangr resting there, as well as its friends.
Golin's player decided that they should extinguish their lights, to try and get the aptrgangr's to return to their rest. The rules say that only riddling or fleeing are possible in darkness; I decided that this was a trick that was in the neighbourhood of riddling, and so was also an acceptable conflict, pitting the PCs Manipulator and Lore Master against the aptrgangrs' Hunting Nature.
The players were defeated in the trickery contest, with only a minor compromise owed by the aptrgangrs. In retrospect I think I was a bit lenient here - I decided where, on my map, the aptrgangrs had led the PCs to, and it did have the potential to put the PCs at a disadvantage, but that ended up not mattering as after some discussion the PCs decided to remain in darkness (rather than pulling out their glowing fungus) and flee. And so they didn't suffer much consequence from their failed trickery. I now think the Afraid condition would have been appropriate, but didn't think of that at the time.
The pursuit was a close thing, but the aptrgangrs won with one hp left, and so I decided that they had caught up to the PCs, and forced a confrontation; but with a significant compromise owed, I determined that they had all moved to the other end of the map, where natural light fell though an open "window" in the cliff-side - looking out over the lower hills and the plain - which removed the light penalties.
At this point I made what could be considered a GMing error - I had in mind the episode in LotR where the Hobbits are caught in the Barrow Downs and awaken with a blade across their throats, and so I decided the aptrgangrs would try and capture the PCs. Only once I declared this to the players did I realise that, at Might 2 vs Might 3, the aptrgangrs can't actually do that! But I felt locked in by my declaration, and so the capture conflict was on!
This time around the PCs did well, and defeated the aptrgangrs with a half-compromise owed. The rules suggest, as possible compromises, "the adventurers are injured, weapons broken, or armour rent and torn". During the conflict, when Fea-bella used a vial of her holy water to good affect against an aptrgangr, I had decided that if they got the chance the aptrgangrs would smash her other vials if they got the chance - and given that she had been dropped to zero hp while Golin had lost none, I put that forward as the compromise. Fea-bella's player protested a little, but when I said perhaps she could be injured instead, the player was happy to lose the gear instead.
No?You don't think this falls under the description of "rules"?
Not that I want to make a point from the other side......BUT....your missing the big word he typed: Joint.Right, but then you go on to state that " Genuine, rich, joint creation of the shared fiction...That needs rules that will mediate everyone's efforts at contribution". You have to have joint creation. Therefore if you don't have joint creation you can't have genuine rich fiction. I don't really see a way around it.
Well, that is a bit too broad a statement. Every game has direct player contribution, assuming the player is awake or not on their phone.Calling every D&D campaign that doesn't involve direct player contribution to the fiction (assuming the character's actions alone don't count as those contributions) like you prefer, "GM story time" is what I take issue with. It's condescending.
As said, it is true that a good 75% of all players just want to play: that is they want to sit back and ONLY experience and effect the game play from the single very limited point of view of a single character.If you don't have rules that mediate joint creation, and yet you have rich fiction, then that fiction wasn't produced jointly, was it? It was produced by the GM.
Well, the same way the vast majority of RPGs have been played for the last 50 years.How does that happen, if you don't have rules to mediate the joint creation?
I don't see any real "Player Agency" here....unless your counting "players using illusionium player agency game rules". And I guess that is what your saying: Player Agency is when a player uses a game rule that sets them "free" from the DM. A bit like tossing out a 'Reverse' card in Uno.This sort of toggling between play that involves a reasonably high degree of player agency in respect of the shared fiction, and play that involves the players getting information from the GM which serves as grist to their puzzle-solving mills, is central to Torchbearer play.
The only problem there is that no edition of D&D is inherently DM story time. That's just your derogatory term for a style of play that isn't your preferred style of play.You keep imputing opinions to me that I haven't stated. The only thing I say in that post about D&D is that "at least one edition of D&D is among" the RPGs that provide rules as an alternative to GM story time.
Echoing an insult doesn't make it not an insult.Eero Tuovinen uses the phrase "GM story hour" - Observations on GNS Simulationism – Correspondence is about Diligence - in the course of explaining why he thinks it is worthwhile GMing. @clearstream has echoed Tuovinen in this thread.
I have no idea whether your or @Oofta are playing in that fashion or not. But it's a thing. The DL modules, CoC modules, Adventure Paths and the like are real things that happen in the world of RPGing.
Hm. Wish people had held this opinion during the D&D Next playtest.Echoing an insult doesn't make it not an insult.
It has been so long that I literally have no clue what you are referring to.Hm. Wish people had held this opinion during the D&D Next playtest.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.