GM fiat - an illustration

If one would for some reason want to intentionally obfuscate how we arrive at the outcome, I guess one could torture it thusly.

If I there are three boxes, and unbeknownst to you I put a cookie in one of them, and then you decide to open one of the boxes, did I decide whether you find a cookie?

You're talking about things that are predetermined in GM prep rather than things that are decided in the moment.

If you pre-decide in prep that the sports car is behind door one then fair enough, player agency is preserved.

If you wait for me to choose a door and then decide no, that door has a goat behind it after all, I have no agency.

If you wait for me to choose a door and then decide yes, that's the sports car, well done, I also have no agency.

If you wait for me to choose a door and then randomise the goats and sports car I still have agency.
 

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You're talking about things that are predetermined in GM prep rather than things that are decided in the moment.
Yes.

If you pre-decide in prep that the sports car is behind door one then fair enough, player agency is preserved.

If you wait for me to choose a door and then decide no, that door has a goat behind it after all, I have no agency.

If you wait for me to choose a door and then decide yes, that's the sports car, well done, I also have no agency.

If you wait for me to choose a door and then randomise the goats and sports car I still have agency.

EDIT: But Pedantic makes good point below, and is correct.
 
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You're talking about things that are predetermined in GM prep rather than things that are decided in the moment.

If you pre-decide in prep that the sports car is behind door one then fair enough, player agency is preserved.

If you wait for me to choose a door and then decide no, that door has a goat behind it after all, I have no agency.

If you wait for me to choose a door and then decide yes, that's the sports car, well done, I also have no agency.

If you wait for me to choose a door and then randomise the goats and sports car I still have agency.
And if you show me a goat and offer me the chance to switch, I should do so!
 

You're talking about things that are predetermined in GM prep rather than things that are decided in the moment.

If you pre-decide in prep that the sports car is behind door one then fair enough, player agency is preserved.

If you wait for me to choose a door and then decide no, that door has a goat behind it after all, I have no agency.

If you wait for me to choose a door and then decide yes, that's the sports car, well done, I also have no agency.

If you wait for me to choose a door and then randomise the goats and sports car I still have agency.
What? No you don't. It's quite possible you have no agency in any of those situations, if there was no way to know anything about what was behind the door in the first place. The last example you gave just ensures that's the case.

There's no meaningful difference between a choice with a random effect on the outcome, and no choice.
 

I'm pointing at the surreal or bizarre notion that (a) we can actually perform this calculus, (b) that such calculus would actually generate a real/more immersive imagined world (as you point out, improbable things happen routinely in our benign, material world), and (c) even if you were capable of and did, in fact, continuously choose the most plausible framing or situation-state change, only you (the GM) would be privy to this series of notional plausibility selections.

Put another way, someone, somewhere recently said about a certain sort of Sim-Immersionist GMing agenda:



Extending this further, someone responded:



This is also a mistake in both conception and application. Aiming at some notion of "maximal plausibility" must require some way to include the implausible. For the sake of an enduringly inferable, gameable decision-space, whether that inclusion of the implausible is done stochastically (for further maximum plausibility!) or selected by GM fiat on any given occasion, the players need to have some way of understanding when/how the GM's secret mental model has opted out of the most plausible and, instead, selected for the implausible.

Given that the mental model and the dicing or fiating is all "behind the screen/in the GM's head" (table-facing procedures and meta-conversations are verboten...this stuff is mystified for immersion particulars), this particular process becomes some combination of fraught + significantly laborious. To mitigate the effects of this entangled pair, the GM either reactively punts to exposition dumps/reveals as required or develops some kind of technique akin to proactive node design (with players learning this GM's particular version of "trigger the dump/reveal" play loop).
Right, and all of these questions and dilemmas were effectively addressed by Narrativist play. That's where I came into a (very much from the GM side). By putting the addressing of the game's agenda (where that is often closely tied to player specified concerns) as the function of the GM, and the rules as tools to that end, we have escaped from questions like what is plausible, etc. That is, we USE plausibility and leverage it, but it's not the central objective anymore.

But as more general commentary on the thread; I mostly reject the notion that gamist considerations are not served equally well by Narrativist play as by Sim-immersionist play. In particular @Pedantic has advanced no argument in support of such a position.
 

If you wait for me to choose a door and then randomise the goats and sports car I still have agency.

This one I am unclear on. I am fine with randomness. But I don't see how if a player chooses a door and you determine what is behind it randomly that protects your agency. You aren't really making a meaningful choice, it is just down to the dice, no matter which door you choose, it is a random result. Perhaps I misunderstand the example though
 

This one I am unclear on. I am fine with randomness. But I don't see how if a player chooses a door and you determine what is behind it randomly that protects your agency. You aren't really making a meaningful choice, it is just down to the dice, no matter which door you choose, it is a random result. Perhaps I misunderstand the example though

Right. And if it is determined randomly after making the choice, then it is not even in theory possible to learn anything about what's behind the doors before making the choice. If it is determined before, then some foreshadowing is at least in principle possible and the players could take some actions to look for goat hair near the door etc.
 

Right, and all of these questions and dilemmas were effectively addressed by Narrativist play. That's where I came into a (very much from the GM side). By putting the addressing of the game's agenda (where that is often closely tied to player specified concerns) as the function of the GM, and the rules as tools to that end, we have escaped from questions like what is plausible, etc. That is, we USE plausibility and leverage it, but it's not the central objective anymore.

But as more general commentary on the thread; I mostly reject the notion that gamist considerations are not served equally well by Narrativist play as by Sim-immersionist play. In particular @Pedantic has advanced no argument in support of such a position.
....was I supposed to? I quibble pretty aggressively with how "gamism" is conceptualized in the first place, and I mostly disagree about what immersion is with people who like it a lot. I don't think I'd be nominated for whatever debate you're casting me in.
 

Right. And if it is determined randomly after making the choice, then it is not even in theory possible to learn anything about what's behind the doors before making the choice. If it is determined before, then some foreshadowing is at least in principle possible and the players could take some actions to look for goat hair near the door etc.

This is why I do something I call 'pinning it down'. If you determine things before hand for places you haven't yet mapped, whether through randomness or simply deciding, it allows you to create a solid sense of a world around the players that is real (i.e. they can prod at it and look for clues like you suggest here)
 

It's more that I feel some GMs not only prioritize narrative and/or challenge over setting logic and fidelity all or nearly all the time, they also seem to feel that not doing so is some kind of fault.

I care about those things too. I just always want the world to "make sense" as my wife says, and be internally consistent
Again, who do you think doesn't?

I mean, I know of examples of D&D play that don't worry about an internally consistent world: dungeon modules like Castle Amber, White Plume Mountain, Tomb of Horrors etc. The real "funhouse"/"deathtrap" ones. But no one in this thread is talking about that sort of RPGing, as best I can tell, not even you the OSR enthusiast.

But even the G-modules and D-modules set out to present a broadly naturalistic world, albeit one full of giants' kingdoms and dark faeries underground pleasure-palaces.

When it comes to what you call "fault", which to me seems closer to a difference of aesthetic opinion, I think you're looking in the wrong place. (At least if the "some GMs" are the ones you interact with on ENW. Maybe you're referring to other conversations that I'm not party to.) In this thread, for instance, @hawkeyefan has made the point that (i) the GM builds the setting, presumably along lines that they think are interesting/worthwhile, and hence (ii) extrapolation of events and situations from setting is apt to put a lot of focus on things that have been chosen by the GM because they express what the GM is interested in. This is not a diagnosis of fault; but is a discussion about whose priorities are likely to be foregrounded in heavily setting-driven play.

But the fact that the play is setting-driven (ie that a lot of what happens is decided by the GM extrapolating from their setting authorship) is different from the setting having an internal logic/consistency. My Prince Valiant play, for instance, is not setting-driven at all - the setting (of a romanticised dark ages/early-mediaeval Europe, North Africa and West Asia) is mere backdrop. But that doesn't stop the setting from being logical, nor does that mean that events lack setting fidelity.

IMO mechanics should focus on modeling things and events in that world in a logically consistent way. Ideally for me, that's pretty much all they would focus on, modeling the fiction of what happens in the world with which the PCs interact.
And this is quite different from saying the setting should be consistent/logical. It's a preference for various techniques of scene-framing and resolution. And as always when you post this, I wonder why you are trying to do this with D&D. I mean, I know your answer is because that's what your players want: but if you're compromising on your own goals, I don't know why you seem to keep insisting that D&D is a game that can achieve those goals.

For my part, I had a similar preference to yours for a while, but 19 years intense experience of RM play persuaded me that those techniques aren't all they're cracked up to be.

EDIT: This post, although it contains a few rhetorical flourishes, basically sums up my own experience:
I think you have a point here. What ends up happening though is, you take D&D, a game fundamentally designed to handle the sorts of fairly stereotyped situations constituting dungeon play, and you try to extrapolate it out to any situation. It doesn't hold up well at all.

Around the mid-80s people had grown frustrated. Procedure focused games suck a lot of the life out of character and story. Everything is focused on time, space, gear, etc. Those are interesting up to a point, but if they are the primary focus, then characters and personalities and narrative remain as secondary elements. The focus has always to be on physical space and such primarily. And these games must necessarily grind along on detail.

And when this sort of game 'breaks free' of those constraints? It becomes incredibly hard to make it work. This is exactly why such games always fall down in high level play. When the characters have exceeded all mundane constraints, there's nothing left, the game is out of gas and you have basically pure Calvin Ball. Yes, it will now focus on narrative and character, but without any elements of being a game anymore.

We wanted heroic stories of derring-do, or epic struggle, tragedy and triumph. What we got was 10' squares, counting gold pieces, and deciding if Alarm would work here. Processes that failed entirely when moved out of the dungeon.
 

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