Here is a Rorschache Test on GM Control. This is totally a legit way to play, but it is absolutely a Rorschache Test and there is a contravening approach to this:
First, it should be noted that this game engine does not possess (a) mechanical lever/widget (like an essential piece of PC build that richly encodes novel theme or gives specific expression to motivation which constrains the GMs content generation accordingly while simultaneously rewarding you for pursuing your player-authored themes/motivations) nor (b) a procedure-based vehicle for players to flag theme/motivation/relations that the GM should be challenging during play (like a Session Zero or a principle of 'ask questions and use the answers"). That is a crucial piece.
Now lets take a look:
* "
If you want to get the PCs involved in whatever you (the GM) have designed for them to do"...<give them...motivation...and they will do what you want them to do>
* Then, this section on Motivation (which might have been a section that actually gives rise to player protagonism in which the players' rich themes and motivation actually give rise to the shape and trajectories of play) goes on to talk about how the "tailored motivations are ones that you (
the GM) have specifically designed" (you are giving the players the motivations to engage with your content...the players aren't giving you, the GM, their own motivations to generate particular content). Lets look at those bullet points:
1) No attachment mercenaries interested in gold!
2) Fetch Quest!
3) Deus Ex Machina of the content they just resolved!
4) This one gets the closest to possibly engaging an actual player motivation that is generated by a player but we surely don't know (and given the above text, why would we suddenly interpret an inversion of paradigm?). Note that they don't (a) put Tordek's brother specifically at stake, (b) we have no idea if this is a consequential NPC that the player brought into play and made actual connections with (but we definitely know there is no system tech/PC build tech facilitating this because the game doesn't have it) or just NPC001 generically skinned as kin and giving a Fetch Quest (see 2), and (c) note they didn't say "Hometown"...so how do we know Dumadan isn't just DWARFCITY001 because dwarfey-trope where if the player doesn't jump at it they'll get metagame derision for "you're not playing your dwarf right!" Social pressure to play their character the right way is definitely not "control!"
GM has exclusive authorship over all content (from situation to setting to main plot to auxiliary content and even authoring PC motivation to facilitate engagement with their prep…and then they have a massive roll in action resolution mediation on top of this) of consequence and the result is overwhelming control over the shape and trajectory of play.
And, post-Rorschache Test, there is a contravening approach to juxtapose against the above:
- Instead of generating PC-neutral content and then contriving motivations for thematically-empty PCs (effectively "vehicles to onboard and operationalize GM-authored plot, side quests, setting-as-protagonist") to engage with your PC-neutral content...solicit thematically rich PCs with player-authored motivations...and generate content that specifically engages with the player-evinced themes and motivations of their PCs! All the better if the game has levers/widgets and procedures to facilitate this!
Net: This isn't a value judgement. Either approaches are fine. But one of these is absolutely about GM control over content/shape/trajectory of play and players onboarding and operationalizing that paradigmatic GM control over content/shape/trajectory of play...and system facilitating that paradigm because there are no levers/widgets/procedures that push back via
handing the proverbial bag of breadcrumbs to the players to lay them for the GM to follow.