"Oddities" in fantasy settings - the case against "consistency"

What convention? Why is the GM not considered to be overturning convention with the no magic thing?

Again, your view seems to rely on the GM deciding the world elements ahead of time and then the players are meant to make characters within that setting, per the GM’s dictates.

But that’s not how it must be done.
There's no must.... but world generation must be done by the GM?



The setting isn't set in stone. Nothing is being overturned. It's being developed.
There are two aspects to this, in my view (and following on from the OP).

One is exactly what you said: the world is up for grabs, both in advance of play and (in many ways) during play. It can be added to, tweaked, etc in order to support whatever is needed to make the game work.

The second point is that, even if the world as established is governed by certain "rules" or regularities - only Elves can sail the straight road; sorcery is something that fabled "others" do, but that is not part of everyday life; Hobbits do not live for 100s of years; evil magic is a corrupting thing that brings literal wasting and death to its victims; etc - that these can be departed from without per se disrupting the setting, rendering it incoherent or lacking in verisimilitude, etc.

The "last mage" example actually illustrates both: we have a proposed setting tweaked and added to; and in a way that involves a character who departs from the regularities of the setting.

And now, to turn to a third and slightly separate point:
There are background options in5e that give similar benefits.
I didn't say that there was a 5e background that indicated you were the last mage in the world. I said there are 5e backgrounds that grant renown or reputation that would be greater than that of other PCs.
I thought that prior thread discussions had established that background abilities are optional - at the GM's option in any given moment of play, that is!
 

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It's so nice to know I'm not the only one! :)

Disclaimer: the following all assumes group play rather than solo.

There's a difference between a) a campaign where the role of lead protagonist shifts from character to character (in the medium to long term) as the game goes along, and b) a campaign where one character is the lead protagonist all the way through.

IME few if any players have issues with the former but many - sometimes including the player of the lead protagonist! - end up having issues with the latter.

And also IME I've found any situation where there's an obvious or declared lead proatgonist (e.g. Jocasta has rounded up the party specifically to help her on her quest) to be a PITA as GM, largely because it's almost ironclad guaranteed that either bad play or bad luck is going to kill off that lead protagonist at the first opportunity, leaving everyone floundering: <both in and out of character the players look blankly at each other> "It was Jocasta's quest, but she's dead - now what do we do?". And so, I've learned the hard way to avoid these sort of setups if-when possible. :)

Oh, me too. I love watching underdog characters do well or die trying, and often quietly cheer for them even though as GM I'm supposed to be neutral (and am, when it comes to laying the hurt on 'em). But I also want there to be that chance that the support (or underdog) character now can eventually become the lead character or top dog later, if everything falls in place for it; instead of being doomed to the support/underdog role forever no matter what.
All of this makes sense. I think in Narrativist play though the idea that there's a lead protagonist is likely not settled. Things COULD resolve around a certain character, but, partly for reasons similar to your objections, it's not really very likely. If a specific character is pivotal to the trajectory of a meta-plot, like"will magic die?" then the death or survival of magic probably isn't the crucial question. It may well be a big chunk of color, and it may drive a lot of action, but I think what will matter to players is maybe their orientation to that, what lengths will they go to or whatever.

And simply because one character is technically 'more important' in some pretend way doesn't make their weight in play less

I mean, in some ways LotR is much more about a gardener than about any of the big guys, right? He's got nothing, no fighting skills, nothing. Just guts. The interesting stuff, to me, has nothing to do with who's 'important'.
 

One is exactly what you said: the world is up for grabs, both in advance of play and (in many ways) during play. It can be added to, tweaked, etc in order to support whatever is needed to make the game work.

The second point is that, even if the world as established is governed by certain "rules" or regularities - only Elves can sail the straight road; sorcery is something that fabled "others" do, but that is not part of everyday life; Hobbits do not live for 100s of years; evil magic is a corrupting thing that brings literal wasting and death to its victims; etc - that these can be departed from without per se disrupting the setting, rendering it incoherent or lacking in verisimilitude, etc.

The "last mage" example actually illustrates both: we have a proposed setting tweaked and added to; and in a way that involves a character who departs from the regularities of the setting.

I mean, in some ways LotR is much more about a gardener than about any of the big guys, right? He's got nothing, no fighting skills, nothing. Just guts. The interesting stuff, to me, has nothing to do with who's 'important'.

IMNSHO, the way that you guys continually try to use examples from a novel in reference to a game massively detracts from the strength of your thesis.
 

To add to @AbdulAlhazred's remarks about Samwise Gamgee in LotR:

*Robin is defined by his relationship to Batman in a way that Batman is not defined by his relationship to Robin. There can be stories where Robin is the protagonists. (Likewise Jubilee vs Wolverine, Rick Jones vs The Hulk, Bucky vs Captain America, etc.)

*@hawkeyefan already gave us the example of Elliot in ET.

*In the novel The Tombs of Atuan it is Tenar, not Ged, who is the principal protagonist.​

In the last session of Burning Wheel that I played, my character Aedhros became "Igor" to the other player's character Thoth. There was one span of play where Aedhros was driving things. Being Igor also had its interesting moments! And it seems likely that, if/when we play again, a moment of "turning" is on the cards.

I can easily imagine a "last mage" game where the cult priestess, or even the Lord High Inquisitor, turns out to be the "main character".
 

There are two aspects to this, in my view (and following on from the OP).

One is exactly what you said: the world is up for grabs, both in advance of play and (in many ways) during play. It can be added to, tweaked, etc in order to support whatever is needed to make the game work.

Yeah, this is my typical approach, even when playing a more trad type game like 5e D&D. I don't think generating the setting or the characters in isolation tends to lead to the most cohesive of ideas. I prefer for all of it to interact during the development.

The second point is that, even if the world as established is governed by certain "rules" or regularities - only Elves can sail the straight road; sorcery is something that fabled "others" do, but that is not part of everyday life; Hobbits do not live for 100s of years; evil magic is a corrupting thing that brings literal wasting and death to its victims; etc - that these can be departed from without per se disrupting the setting, rendering it incoherent or lacking in verisimilitude, etc.

Of course... there are just endless examples to lean on. Very often such strong elements... there are no X, things are always Y, and so on... are introduced precisely to introduce an exception.

The "last mage" example actually illustrates both: we have a proposed setting tweaked and added to; and in a way that involves a character who departs from the regularities of the setting.

And now, to turn to a third and slightly separate point:

I thought that prior thread discussions had established that background abilities are optional - at the GM's option in any given moment of play, that is!

I stubbornly put these forth as more than mere suggestion!
 

Not what I said. Did you overlook the part where I overtly characterized that as a generalization, and then flat-out acknowledged that the GM should talk to the players first?

No, I was looking at the below bits.
There is no "must" to any of this, and no one is saying otherwise.
The GM isn't overturning convention because the GM is (to make a major generalization) the one who figures out what the conventions of the setting are in the first place. World generation, in my experience, isn't a collaborative process.

I'm specifically talking about it as a collaborative process.

Eventually the setting does have to be given the impression of immutability, at least where certain considerations are concerned. Otherwise there's no sense of continuity to anything, and the point of having a campaign becomes much harder to maintain (again, in my experience).

I find that point of immutability to be when things are introduced into play. Until then, I don't want to commit too strongly to anything because I don't want to deny cool ideas just to stay committed.

Who's the movie named after, again?

What does that matter? Do we really need to discuss what makes a protagonist and then how the title of a movie doesn't affect that?

Which just goes to show that you don't need to overturn setting convention if that's what you want for your character.

Until the GM decides that those items are conventions, too, right? No nobles in this game! No criminals! No folk heroes! No anything that makes your character interesting and unique! You have to wait until I, the benevolent GM, deign to give you the details with which you can engage!

(Now we're starting to get into caricature!)

When one character has it written into their backstory that they and they alone overturn what everyone else believes to be impossible, I suspect the spotlight will shift back toward them more often than not.

I believe that is a limited way of viewing things, one that assumes that other characters can't have things just as interesting about them.

No it doesn't. It's avoiding working twice as hard for half the reward.

I don't know where you got any of this math. Seems made up.

No, but it lends itself quite easily to that problem. Is that worth the reward? The player of the PC in question might think so, but as for the rest of the group, I'm less sure.

Again, I'm advocating for collaboration. If there are legit problems with anything that's proposed, then they need to be worked out. I think the main difference between what I'm saying and what others are saying is that I'm including the GM's ideas and proposals as well as the players.

The players have a great deal of input into the game, insofar as what their characters do. It's why there are so many stories about GMs trying to deal with sudden curveballs from the PCs' actions, especially when they've gained more power over time. To suggest that they're somehow hamstrung if they can't start out as being able to redefine the world itself strikes me as overblown.

There are many such stories because the GM hasn't yet invented the things that the players want to engage with, and the main paradigm of play in many games is for the GM to have predetermined everything.

If I thought that's what you were doing, I wouldn't have called it a caricature. But simply restating someone else's point by inverting two parts of it with no further commentary doesn't really suggest anything, except being pointlessly contrarian.

I literally took what you said, and just applied it to the GM and setting in the same way you applied it to players and characters. I don't think it's contrarian at all... I don't disagree with what you said, I simply added another related idea.

Do you think what I said was wrong?

I find your question strange. As phrased, the point is, actually, to play a world without magic. I can only presume what was stated is what was meant. Now, if it is a discussion then I would expect it phrased more as a question, and then someone asks about being the last mage, then tou have your negotiations. Presumably there is a reason that initial condition is set. By all means ask your whys and wherefors, but, again, there's likely a reason.

Sure, but what's the reason to play in a world without magic? What are the play opportunities about this world? What's it supposed to inspire in the players as far as their characters?

Very often the reason seems to amount to "because that's what the GM wants/proposed/has prepared". If this is an acceptable answer to some, then so be it. For me, it's not acceptable. I used to do things this way... and now I prefer not to, and I believe that my game has benefitted from that decision.

So my question and much of what I have said in this thread is about pushing back against this impulse, which seems to be, for many, the default. That the GM decides these things and that's just how it is, and the players need to accept it, or else they're being problematic.
 

IMNSHO, the way that you guys continually try to use examples from a novel in reference to a game massively detracts from the strength of your thesis.
Well, let's consider play then. One PC in our 4e campaign had all sorts of connections and secret info due to a bunch of backstory the player wrote, unsolicited. No problem, situations would come up, be sought out even, where that backstory explained how the party knew stuff or provided fictional position for plot lines to open up. So what? Everyone was part of the action. The fighter keeps the rogue alive, and makes a deal with some dwarves, the wizard unravels a magical puzzle, etc. I gave them all equal face time and the interesting questions were not about which character was the explanation for which stuff.
 

No, I was looking at the below bits.
So either way, you ignored the salient part that directly addressed the point you brought up.
I'm specifically talking about it as a collaborative process.
Then you're having a different conversation. In my experience, the GM does the majority of the world-building ahead of time (pre-fab campaigns notwithstanding...or at least, mostly notwithstanding, since they'll sometimes tweak those), and while there's usually a discussion among the group as to what kind of campaign will be played, the salient details tend to be the purview of the GM, while the players will try to work within those boundaries. If someone wants to push said boundaries, that's all well and good, but I'd say that requires a compelling reason why such an idea should be greenlit, since it tends to require more work on the GM's part to make fit (and can overshadow the rest of the party), while the same benefits can almost always be gotten via some method of working within the campaign's context.
I find that point of immutability to be when things are introduced into play. Until then, I don't want to commit too strongly to anything because I don't want to deny cool ideas just to stay committed.
And that's fine, but I'm of the opinion that this leads to a lot of slow-down, at the very least, as the GM tends to need to figure out what's going on and how to integrate it into everything. Quite often, it requires some time between sessions to iron out. And that's the best-case scenario, which is why I find it easier to have things worked out ahead of time.

"Discovery writing" can be a lot of fun when writing, but that's why writing a story and playing an RPG aren't the same thing.
What does that matter? Do we really need to discuss what makes a protagonist and then how the title of a movie doesn't affect that?
You can discuss that if you want, though as noted above, a movie (like most scripted fiction) isn't a very good point of comparison for a group RPG.
Until the GM decides that those items are conventions, too, right? No nobles in this game! No criminals! No folk heroes! No anything that makes your character interesting and unique! You have to wait until I, the benevolent GM, deign to give you the details with which you can engage!
Those have already been decided before the game began, but quite frankly, yes. If the GM has put forward a campaign idea where there is none of X thing, and later on a player decides they want to play X thing, then to my mind they're the one who has to make a case to the GM (and the rest of the group) why the consistency of the setting should be altered just for them.
(Now we're starting to get into caricature!)
What do you mean "we"?
I believe that is a limited way of viewing things, one that assumes that other characters can't have things just as interesting about them.
I think that's a reductivist way of looking at the problem. If one party member can flatly overturn what everyone in the setting regards as an inviolable law of nature (i.e. there is no magic, and they can use magic), then it's going to be hard to demonstrate why the surrounding NPCs should find the other party members "just as" interesting as that. Even if you can, you're going to have to put in effort to get them to that status, whereas the special PC gets that status just by being what they are.
I don't know where you got any of this math. Seems made up.
I'm honestly shocked that anyone would interpret that as serious "math" and not as a figurative expression.
Again, I'm advocating for collaboration. If there are legit problems with anything that's proposed, then they need to be worked out. I think the main difference between what I'm saying and what others are saying is that I'm including the GM's ideas and proposals as well as the players.
Which is certainly the ideal, but as presented it seems to presume that there's some sort of happy middle ground, where everyone should get what they want. Quite often, that doesn't happen, not because someone's being stubborn or refusing to give in, but simply because some ideas can't be worked into the campaign organically (or require more work than the GM or other players are willing to put in), at which point a decision needs to be made. And I'd argue that unless there's some particularly compelling reason, that decision is probably best as a "no."

Of course, if the player could find another way to make an interesting character without having to turn some convention of the setting on its head, that wouldn't be a problem to begin with.
There are many such stories because the GM hasn't yet invented the things that the players want to engage with, and the main paradigm of play in many games is for the GM to have predetermined everything.
There's a reason why that's the main paradigm in so many games. And I don't think that the reason the GM is so often caught flat-footed is because they haven't "invented" everything, but because the PCs have introduced large-scale changes within the context of the campaign, rather than outside of said context. Assassinating a friendly king can change the entire tenor of the game, but it alters nothing about how the world functions.
I literally took what you said, and just applied it to the GM and setting in the same way you applied it to players and characters. I don't think it's contrarian at all... I don't disagree with what you said, I simply added another related idea.

Do you think what I said was wrong?
I think it was fairly pointless, and somewhat tone-deaf. Repeating someone's argument back at them with no changes except to transpose two of their points is needlessly confrontative...kind of like a player who makes a character that they know specifically breaks the rules of the setting. So maybe you demonstrated a good point after all, albeit not the one you meant. :p
 
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Sure, but what's the reason to play in a world without magic? What are the play opportunities about this world? What's it supposed to inspire in the players as far as their characters?
Well, obviously, that's a dialog with the person proposing the game. Deciding that you want to play a magic-user in a world without magic comes across as more being stubborn than engaging in a creative team-based process. There may be very good reasons for that base concept and it should be talked about rather than ignored.
 
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Then you're having a different conversation. In my experience, the GM does the majority of the world-building ahead of time (pre-fab campaigns notwithstanding...or at least, mostly notwithstanding, since they'll sometimes tweak those), and while there's usually a discussion among the group as to what kind of campaign will be played, the salient details tend to be the purview of the GM, while the players will try to work within those boundaries. If someone wants to push said boundaries, that's all well and good, but I'd say that requires a compelling reason why such an idea should be greenlit, since it tends to require more work on the GM's part to make fit (and can overshadow the rest of the party), while the same benefits can almost always be gotten via some method of working within the campaign's context.
I continue to be baffled by your combatative tone and motives for posting in this thread. It has been pointed out several times that the discussion is not limited to "your experience" or the trad playstyle, generally. The entire premise of the OP is in demonstration of different ways of thinking about consistency than that presumed by many adherents of the trad playstyle and its limitations on who is able to contribute creatively in what capacity and to what extent.
 

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