D&D General A glimpse at WoTC's current view of Rule 0

Echoing the playstyle @TwoSix is highlighting, an amazing GM ran a RPG some decades ago where we were CIA, navy seals or a highly trained merc team (something or other) and we were dropped off in South America to take out a cartel compound - there was gonna be lots of killing.

The characters landed in a nearby town and the GM asked if there was anything specific we wanted to do. I remember narrating that my character visited the nearest chapel and went straight into the confessional, lit a cigarette and after taking a puff or two promptly told the father to forgive me because I was about to sin. Without even waiting for the priest to reply, my character got up and left the church leaving the man of the cloth in a state of perplexment and possibly fear. I felt it was a cool moment and it needed no input from the GM. It was all me. I absolutely loved that scene.
 

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So where is the fun?

DMs Bored as Players Thread

An interesting thread that points out how many DMs are bored when they play. I've taken two things away from that thread. First, D&D combat is boring for many people. Second, more relevantly, DMs tend to not enjoy playing because as players they have limited control over the game.

It works like the real world. The player experiences the world through his senses and makes choices based on those stimuli. He can modify the world in modest ways. He can turn left or turn right on the road. He can't imagine a third road though that doesn't exist.

When I enter a restaurant, I see people seated or sitting at the bar. I can interact with those people. I can't though just imagine into existence someone else sitting at the bar.

But here's the thing... there's not another person imagining people into a bar in the real world. In a game, there is.

So what we're actually talking about is not the real world. So let's set that aside.

Why is it the case, in your opinion, that only the DM can determine who is in a restaurant?

For purposes of play I personally would never operate based on that assumption. I don't believe you're giving the game a fair shot that way.

You don't think it's safe to assume that the average home brew world isn't as compelling as ones that have sparked multimedia behemoths?

I think it's far fairer to the DM to assume their world is going to be moderately interesting.

I'd also say it's likely fairer to them to expect the setting itself to be the less important part of running the game when compared to creating interesting situations for the PCs.

If you're being serious, then that is a perspective I barely understand and will likely never share. For me things need to have an existence outside my personal imagination to be immersive as a player.

The issue is that in the real world, when you look around the room, you see what you see. You don't need anyone else to tell you what you see.

So for some folks, when faced with mundane situations like this, it's far more immersive to simply state what's happening.

I'm not sure that is a fair statement, the ones that play many of the indie games such as @pemerton, play from my perspective (and he can correct me if I'm wrong on this) ultra-sandboxes, the players drive the story and the direction of the story even more so than games that Lanefan and myself are running.

You'd discounting quite a number of posters if you think that is fringe.

Well, I think there's a difference between allowing the players to lead the game and letting them wander around aimlessly with nothing meaningful happening. As you say, @pemerton can answer himself, but I'm reasonably certain that he would frame the characters into some kind of conflict before too long. Where as @Lanefan would happily watch them wander about town accomplishing nothing if that's what was happening.

Nothing stops your character from punching the nearest dude if the bar has other patrons. In games I enjoy I just won't be able to dictate who the dude is. Maybe it's no one special and I lay them out with one punch, maybe it's the Duke's favorite son and I just made a powerful enemy. Maybe it's a high level monk the DM was intending to introduce to the group and he deflects my inept punch back into my face. That to me is what makes the game immersive. I only know what my player knows and the world responds to my words and actions.

But it's the DM who's reacting, not the world. I get that you're trying to simulate some kind of causality here, but it boils down to the DM deciding what happens.

That's no more the way the world works than the player deciding.

So to look at the example offered, the player says their character is drunk and looking to start a fight. As GM, I'd ask them with who? I'd let the player describe the person because why not? So he says "I pick the richest looking guy here". Then we see what happens as a result. Based on just that basic description, I can imagine some potential consequences.

This allows the player to have some say about how things go. Turns out the rich guy is the duke's nephew... well, the player shouldn't be surprised. He had some say in that.

This is the player and the GM collaborating more.

Now, if people don't want to play a game that works this way, that's fine. But to say they can't even understand how it would work? I feel that says more about them than it does this type of game. Or to say that this kind of play is not functional? Or that a DM who allowed things to work this way is not worthwhile? Yeah... that's just BS.
 

This is same for me, as in I do not often get a chance to play sadly.
With the current player who is running a game for us, they have a setting with an unfolding event (brought upon by our characters - a plague).
When I selected my bard character, I looked at the various nations (I think it is the 7th Seas setting) and formulated a backstory as well as the languages he would know. If the campaign continues long enough, my character may develop personal goals but as of right now, my goals are pretty much party goals and that is likely because of the in-game fiction.
As you've probably worked out, I'm not really a "party goals" guy.

Even in my Traveller game, where the PCs travel together on the same spaceship, that's because most of them are in the pay of the vessel owner. The things they are trying to achieve are all a bit distinct, though overlapping in the sense that I deliberately present situations that speak to the various PCs.

Torchbearer has a rule that all the PCs have to enter and leave a phase (town, adventure, camp) together, and so in that sense it mandates a party. But it doesn't mandate a party goal. The players have individual goals. The trad-est way to do goals is to have the players pick something that relates to a scenario the GM presents to them. We tend to have the players set their goals by reference to the unfolding fictional situation, and then rely on the system - which I think is pretty powerful - to make it possible for them to aim at those goals.

Given the underdevelopment within D&D's character personality/drive/alignment system we expanded significantly on the TIBF system, attempting in a similar vein in what you're doing with more polished systems.

To give you an example.
The example was great!

If I followed it properly, you're using the FR proper names to play a sort-of "anchoring"/"coordinating" role, but not as an independent GM-controlled way of establishing consequences. If I've got that right, that's my main way of using setting.

It wasn't clear whether the stuff with the ward after the skill challenge was player-instigated, or GM glossing of the player's success. You will easily guess that my preference is the former rather than the latter (though the dichotomy is not always as stark in play as it is when stated like I have here).
 

Lord, man, my tastes are fringe in a lot of ways. I don't feel a need to assume otherwise for other posters here. I stick to my opinion that I have little sign ultra-sandbox approaches are at all typical. Most people assume that if they're running a campaign about X, and the players agreed to that, they'll make some effort to not suddenly make it about Y. Keep in mind I'm talking about really random disruptive character behavior here, not the sort of thing you'd expect to be within the normal range of most players' choices.
A running joke at several of my tables is that we threaten at least once a session that we're going to stop adventuring and start raising bees.

As I've told my players, if you want to start being beekeepers, I can absolutely run that. Does not matter to me.
 

For sure. I don't disagree that the majority of games are planned with some sort of arc. (I would generally argue that isn't great, but that's beyond the scope of the topic, and really just a personal anecdote.)

This goes well beyond having an arc, though; you can blow up the very premise of a campaign completely if you accept unlimited player actions as being just something to go with the flow on. Most of the examples I'd give would be outside a common D&D-sphere thing (because most D&D games don't have that degree of focus) but it can even give examples within it (a game about playing an elite city guard unit in a big Rome-like metropolis has suddenly turned into a whole different kind of game if the players suddenly get it into their head to assassinate the Lord-Mayor, and that may not be what the GM (and even some of the players) want). Assuming they'll just continue as is rather than OOC looking at the players (or even player) who decided to do that and go "What the heck, dude?" seems a reach.
 

A running joke at several of my tables is that we threaten at least once a session that we're going to stop adventuring and start raising bees.

As I've told my players, if you want to start being beekeepers, I can absolutely run that. Does not matter to me.

Cool and all, but it doesn't reflect most games far as I can tell.
 

This goes well beyond having an arc, though; you can blow up the very premise of a campaign completely if you accept unlimited player actions as being just something to go with the flow on. Most of the examples I'd give would be outside a common D&D-sphere thing (because most D&D games don't have that degree of focus) but it can even give examples within it (a game about playing an elite city guard unit in a big Rome-like metropolis has suddenly turned into a whole different kind of game if the players suddenly get it into their head to assassinate the Lord-Mayor, and that may not be what the GM (and even some of the players) want). Assuming they'll just continue as is rather than OOC looking at the players (or even player) who decided to do that and go "What the heck, dude?" seems a reach.
I would agree that if the players and DM have agreed on a focused concept campaign, blowing that up a few sessions in isn’t good play.

As a hypothetical, it could be the concept isn’t as engaging, or the players are flaky. Both definitely happen.
 

Note: I'm just presenting my perspective, this is not a "right or wrong" thing.

For me, if I'm getting immersed, that means my mind's eye is the focus, not my (me as an actual human being) physical senses.

And that means I have a clear picture in my mind's eye of what's happening now, in the moment around me (as a character). Having to ask what's happening now means my mind's eye isn't actually immersed in the situation. When I'm immersed, I can see what's happening now, and am focused on what's happening next.
I think that even in game where the GM provides plenty of the information it is essential skill to keep the information clear and front loaded and not get too precious about the details for this sort of flow to happen.
 


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