GM fiat - an illustration

So the GM has a wide range of options of what to do here. How exactly does he make the decision?

Being able to answer that question with clarity, about any decision made by anyone, is really at the core of understanding what we're doing. Or at least it would enable us to communicate better. Although maybe a lot of people don't need to understand because it's an intuitive thing or at a certain level hard to answer.
 

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Shameless plug here for the Cypher System
If the DM wants it to happen then they slide two XP across the table to the character
The character can refuse the XPs and pay one of their own to prevent it
Given this simple mechanic, it's quite possible to envision many of the interactions/events described above
And in the end it's a simple mechanic and not a hand-wavy game-economy GM Fiat!
 

I don't understand.

If the player does not even have the capacity to prompt the GM to tell them more stuff, by declaring actions like "I look through the doorway - what do I see?" or "I open the book - what does it say?" or "I walk down the road - where does it lead?", then either (i) nothing is happening, no one is saying anything or else (ii) the GM is just monologuing.

To me that line of reasoning establishes the player has agency.

Hence why I say that the capacity I've described in the previous paragraph is the minimal amount of agency for an episode of play to really count as RPGing. Anything less, and we don't have RPGing at all.

What you still haven’t done other than simply declare it to be so, is explain why that is minimal agency, as opposed to say normal agency or maximum agency.
 

Again, this is just a straw man. People are trying to make a naturalistic world, a model sufficient for a game. They aren't pretending to be a computer that simulates reality. But in reality, things that happen are still bound by logic. Even improbably events, when you roll them back, have a logic and cause and effect that makes sense. All most people are saying here is that they try create a gaming experience in the world bound by cause and effect and naturalistic reasoning. But it is more than just that. They try to run NPCs as if they were real, operating on real personalities, motives, etc. It is the difference between starting with what the villain wants to do to the party, for example cut them off before they reach the Duke's manor, then figuring out what steps that NPC needs to take in order to cut the party off, versus deciding that the NPC and his men just so up because it is dramatically appropriate. Also nothing in the former precludes rolling dice. Most GMs like this will rely on randomness from time to time to help achieve a better sense of verisimilitude. They aren't obligated to but if you follow discussions by people who play these games you see random rolls form a large aspect of the style of play (but usually as tools, not as requirements).

And to be clear, nothing wrong with the other approach I mentioned in the example. Like I said in my example about men popping out of walls. I've done that when it is dramatically appropriate in some games because I wanted to emulate a thrilling Cheng Cheh movie. But I have also been in more naturalistic games, where something like that doesn't happen because it is appropriate, but you make it something that could happen provided there is an appropriate set up (in which case, if it does happen, it is likely to go down very differently and be easier for your players to detect or hear about ahead of time).



I don't even think sim-immersionist is the best way to play. As I have said, I often run games that are drama and sandbox, while the rest of the time run games that are monster of the week. And I avoid language like simulationist. But I don't understand why folks in these threads are so bent on proving this style doesn't exist or is somehow absurd when people clearly engage in it all the time

There is no straw man. Here are my contentions specific to what you quoted:

1) There are GMs here, elsewhere online, and all over meatspace that (a) have an approach to play that prioritizes their personal sense of cause & effect within extremely complex systems; their generated and modelled setting. Then, they (b) overwhelmingly "onscreen" their generated content, which includes playing of antagonists, and centering what they deem the most plausible outcomes of their mental modeling. They do this because (c) they want to build-out an (autobiographical) immersive environment for play (both for themselves and their players) and (d) they want a causal logic inference-based, puzzle-solving quality around gamestate to feature prominently in play.

2) There are trade-offs to and failure points inherent to this prioritization and, therefore, embedded within this style of play once you move outside of the contained, tropey environment of the dungeon and scale up. They are as follows:

* One person's understanding of a singular phenomenon can diverge partially or significantly from another. Further, this compounds when one person's conception of a causal chain composed of the interaction of multiple phenomena diverges partially or significantly from another. This compounds further still when one person's conception of a complex system composed of many interacting causal chains over multiple timescales diverges partially or significantly from another.

This is certainly a barrier to that (d) above but also might be a barrier to (c).

* Even if someone understands a phenomenon or a causal chain, they will likely struggle to communicate its intricacies and particulars consistently within the medium of a shared imagined space, especially if they are attempting to veil or obscure affairs (either for immersion priorities or their perception of "what would happen" or "to make players do the legwork and earn their inference"). Alternatively, they might objectively communicate it well, but one or more of the other participants' uptake is poor for a number of reasons. It is actually better for pacing and table time spent on action/momentum if all of the other participants' reach consensus that is an incorrect conclusion, because at least they will commit to action and move play. If they do not, table time will come to a screeching halt and pacing will suffer as the participants spend 30+ minutes (typically minimum) pleading their respective cases. The worst of this is when it generates bad feels among the participants due to social dynamics.

If table time spent on forward momentum and action and pacing are auxiliary concerns and are willing to be sacrificed for the sake of other priorities, then the issue becomes muted. Further, if social dynamics don't manifest due to well-adjusted people meeting consistently good behavior, then the issue becomes muted. But given the frequency with which we witness complaints about these very things, it is abundantly clear that this is very much a concern.

Finally, circling back to the beginning, the breakdown of a shared regime of causal chain inference is a Sword of Damocles here. If a participant, or participants, don't understand how the gamestate is moving from here to there, they're going to start to detect GM effery (retroactive action negation or proactive blocks) even if it isn't present. Alternatively, they might deem the game's causal machinery as sufficiently opaque/inconsistent such that it fails to even rise to the level of "game" at all.

Finally, finally, if one person is actually in lockstep with the GM's approach to mental modeling and communication intricacies/tells (they've sussed it out and become expert at "playing the GM"), this also creates a play problem as asymmetric power relationships naturally either develop or are detected even if they haven't actually developed. Actual play experience and social cohesion is in danger.

* Because causal chains and plausibility become paramount (for inference continuity, for a particular brand of immersion), you regularly see the advocacy for table time which features premise-neutral or conflict-neutral or just benign content in the form of ancillary side quests, "Dollhouse Play" in the form of tavern shenanigans/parties/baking or buying muffins/elaborate trips to tailors or color-exclusive merchants, or just passive exploration of a beloved property (setting or NPC w/in setting).

Even for folks that are into this, the line between "cool" and "rudderless, shallow drift that is a complete waste of table time" is novel/particular both in terms of types of activities and amount of play spent on them. Both immersion and social cohesion are put at risk, even for tables with the types of priorities I'm talking about.

* What about relying upon tropes? Ok. Well, when are we naturalistically modeling a complex system sans-tropes and when are we either embedding a trope within the causal chain integration or having that trope subordinate everything else? Tough to know because we aren't going to have a meta conversation about it when it happens.

* When things break down and people become exasperated (GM or players), you see losses or TPKs that make no sense from the perspective of the players, dysfunctional accusations of poor play or malfeasance (often not to the face of the individual but in places like this where you routinely see it!), or GMs just falling back on exposition dumps in order to correct misbegotten inferences or correct for misattribution which becomes tantamount to "the GM playing the game for the players."




None of this is a straw man. I've done sort of gaming aplenty in the very contained confines of a dungeon crawl where tropes are heavily leveraged and operationalized, where the superstructure of the play loop is clear and robust, and where "puzzle solving mode for this room" becomes overtly signalled and engaged. I've done it in the not-so-contained confines of a hexcrawl. I've done it with all kinds of players. I've done it without clarifying meta-conversation. I've done it with clarifying meta-conversation. I've watched people's games live. I've played in games of this type a handful of times for short duration. I've witnessed people discuss their techniques and laments galore here and everywhere else in the gaming sphere. I've watched practitioners of this play online.

One of my best friends has been running this exact game for 3 decades...probably 75 % of his games are littered with micro-failures or problems of the type I'm pointing out above that he is constantly lamenting to me like I'm his TTRPG therapist. More than half his games fail outright. This individual is smart, conscientious, educated, charming, a good communicator, very well-educated on the fantasy fiction that serves as the superstructure for play, and extremely experienced. He, like so many others, are moving away from this and more into a Neotrad approach to play that relies nearly fully on genre emulation, power fantasy, and table time perpetually devoted to action (like Sword & the Serpentine). Not my game nor one of the agendas of play I enjoy, but I couldn't be happier for him. He's finally having some more consistent success.

Yes, these games have variance within them in terms of subtleties around priorities, techniques, and "social solves" for issues. How could they not given all the factors in play? I'm not remotely saying they are some kind of homogenous monolith. "There is so much (built-in) variance in these games" doesn't turn my critique into a strawman. The fact that there is so much (built-in) variance in these games (and the whys and wherefores) is actually central to the critique!

Folks who love this sort of play and who have had success with it will point out this variance as a source of strength. Perhaps. But the issue I've seen for decades now is that it might be both strength and simultaneously Sysiphus' boulder. The requirements of "same pagedness" are absolutely immense...profound. The skill in terms of formulation and execution of modeling and communication and uptake of that modeling and communication is just ginormous. And there are so many subtleties in preferences (for instance, one person loves them some "Dollhouse Play" and feels it is mandatory to eat up at least 25 % of table time while another feels like it should eat up only 10 %...in a monthly game of 16 hours, that is one person being miserable and chafing for 2.4 hours...that cascades forward) that can generate bad feels, tear at social cohesion, or just render gameplay either GM Storytime, rudderless exploration, or "ungameable" (there experience of deftly manipulating the gamestate is nil, remote, or dysfunctional).
 
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To me that line of reasoning establishes the player has agency.



What you still haven’t done other than simply declare it to be so, is explain why that is minimal agency, as opposed to say normal agency or maximum agency.

You don’t think it’s clear? That in order to qualify as an RPG a player at least needs the ability to prompt the GM to share information with questions.

This doesn’t comment on the focus or goals of play and how player oriented they may be, or how much the player can influence the events of play. Which would all be greater forms of agency.
 

1) There are GMs here, elsewhere online, and all over meatspace that (a) have an approach to play that prioritizes their personal sense of cause & effect within extremely complex systems; their generated and modelled setting. Then, they (b) overwhelmingly "onscreen" their generated content, which includes playing of antagonists, and centering what they deem the most plausible outcomes of their mental modeling. They do this because (c) they want to build-out an (autobiographical) immersive environment for play (both for themselves and their players) and (d) they want a causal logic inference-based, puzzle-solving quality around gamestate to feature prominently in play.
You've just described me ;)

I played a +10-hour duet last Saturday (2:30pm-1am including) whereby the PC was wrapping up their mini-campaign stint in Sigil and was attempting to return home to Toril to join the rest of the party by doing a leap of faith through one of the portals that appeared to be the most promising from all the research and investigation they had done. He knew he was teleporting into a forested locale which looked like a Prime.

So, I created many tables, the first of which (d6) being:
1-3 - A Prime World (which directed you to another table with 21 Prime settings)
4 - Feywild
5-6 - Outlands (which directed you to another table with 6 Outlands which could fit the description from the research done)

I had handful of scenarios (6-7) mapped out which I could use for interesting encounters in various Primes which I wanted to possibly explore with the player, but for the most part I was going in blind, with DMG tables on weather conditions, internet tables on locations (aquatic, dungeon, underdark, hill, mountain, urban, forest, jungle ...etc) and a number of tables to determine which Random Encounter tables I would use.

The idea was, Toril was entry 21 on the Prime list I created, and he would be rolling a d20.
So obviously his FIRST portal hop to a Prime was never gonna be Toril, but from then on each Prime world he experienced would be removed from the list, i.e. Toril would drop to 20, then 19-20, then 18-20 until he rolled and matched the Toril entry.

So this game very much included DM fiat with a plenty randomisation but overall the entire system was my mental modelling and I believe a lot of what you write in (d).
I plan to do a decent write-up of this on Enworld, but the short version is he jumped from
Sigil - Bytopia (Outlands) - Oerth (Prime) - Titan (Prime) - Mystara (Prime) - Kara-Tur (Prime) - Toril (Prime)

Folks who love this sort of play and who have had success with it will point out this variance as a source of strength. Perhaps. But the issue I've seen for decades now is that it might be both strength and simultaneously Sysiphus' boulder. The requirements of "same pagedness" are absolutely immense...profound. The skill in terms of formulation and execution of modeling and communication and uptake of that modeling and communication is just ginormous. And there are so many subtleties in preferences (for instance, one person loves them some "Dollhouse Play" and feels it is mandatory to eat up at least 25 % of table time while another feels like it should eat up only 10 %...in a monthly game of 16 hours, that is one person being miserable and chafing for 2.4 hours...that cascades forward) that can generate bad feels, tear at social cohesion, or just render gameplay either GM Storytime, rudderless exploration, or "ungameable" (there experience of deftly manipulating the gamestate is nil, remote, or dysfunctional).

I agree with much of what you write here, but want to add:
  • Choosing the right DM or players for one's preferred playstyle is standard;
  • The DM being alert and versatile to accommodate their players so they do not fall into some sort of "same pagedness", particularly with players who would dislike this sort of style - rudderless exploration.
I was fortunate the player I ran this for enjoyed it thoroughly.
This was his jam, he was torn between getting back to the party and continuing with his duets. I was surprised how well it worked.
I would have likely taken a different approach with some of my other players - perhaps an extended fail forward Skill Challenge.

EDIT: Regarding what might seem as Rudderless Exploration - Much of what I ran is pertinent in that the characters are on the last leg of the Toril campaign and I plan for the campaign to move forward to exploring the planes as we pursue the PCs goals/desires. So everything learned/experienced by this PC regarding the lore of the cosmos, NPCs ...etc can now be shared and useful for the party's future.
 
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There is no straw man. Here are my contentions specific to what you quoted:

I don't think it is intentional but I do still think this in fact a straw man. I will try to address these point s though: I found some of this difficult to parse so if I misunderstand a point feel free to correct
1) There are GMs here, elsewhere online, and all over meatspace that (a) have an approach to play that prioritizes their personal sense of cause & effect within extremely complex systems; their generated and modelled setting. Then, they (b) overwhelmingly "onscreen" their generated content, which includes playing of antagonists, and centering what they deem the most plausible outcomes of their mental modeling. They do this because (c) they want to build-out an (autobiographical) immersive environment for play (both for themselves and their players) and (d) they want a causal logic inference-based, puzzle-solving quality around gamestate to feature prominently in play.

I would certainly not use this language to describe what I think you are describing, and I think it is even possible we are talking about entirely different styles of play in this thread. What I am talking about is a range of play styles that have come up, encompassing a lot of but generally styles of play where the GM prioritizes player agency, immersion and cause and effect within the game setting. That game setting though, is rarely a model of pure realism or real world.

I am not so sure about C and D here. I think you are making assumptions, and those assumptions are rooted in the tendency you and some other posters have to see games in terms of agenda. There are, I feel lots of different reasons players and GMs like this approach. One of the big reasons is to avoid railroads for example. Another one is players like the feeling of being able to try anything in a game world and see where that leads. Obviously logical and causality are important. Puzzle solving may or may not be a feature at all.

2) There are trade-offs to and failure points inherent to this prioritization and, therefore, embedded within this style of play once you move outside of the contained, tropey environment of the dungeon and scale up. They are as follows:

Yes, every style and approach has trade offs, and I have mentioned the trade offs of a style like this. And yes moving outside the dungeon is always more challenging than that confined space, but I think you are also making a flawed assumption here that this is simply scaling up from dungeon play.


* One person's understanding of a singular phenomenon can diverge partially or significantly from another. Further, this compounds when one person's conception of a causal chain composed of the interaction of multiple phenomena diverges partially or significantly from another. This compounds further still when one person's conception of a complex system composed of many interacting causal chains over multiple timescales diverges partially or significantly from another.

This is certainly a barrier to that (d) above but also might be a barrier to (c).

No one is denying this. I don't find this to be as much of a problem in practice. It is very much a personality issue of course. But generally you find 1) people who play this way aren't as hung up about this as the critics in these threads often are and 2) There is a lot more collective discussion about cause and effect than you may think in these styles of play. 3) The GM doesn't have limitless power to impose his authority here. You are not just the passive recipients of the GMs decisions about cause and effects. The GM needs to consider how players will react and if they will find certain things plausible. This is a major part of learning how to do this style well. If you are reaching conclusions that disrupt your player's sense of disbelief, that is something people consider a major issue in this style of play. That is immersion disrupting and it would likely prompt a discussion.


* Even if someone understands a phenomenon or a causal chain, they will likely struggle to communicate its intricacies and particulars consistently within the medium of a shared imagined space, especially if they are attempting to veil or obscure affairs (either for immersion priorities or their perception of "what would happen" or "to make players do the legwork and earn their inference"). Alternatively, they might objectively communicate it well, but one or more of the other participants' uptake is poor for a number of reasons. It is actually better for pacing and table time spent on action/momentum if all of the other participants' reach consensus that is an incorrect conclusion, because at least they will commit to action and move play. If they do not, table time will come to a screeching halt and pacing will suffer as the participants spend 30+ minutes (typically minimum) pleading their respective cases. The worst of this is when it generates bad feels among the participants due to social dynamics.

Again this is where the straw man keeps coming in. No one is under any illusion that they are simulating a real world. There are certainly GMs who want more simulationist play. My experience is that is actually rare to hear that language used though. And when you encounter GMs who want simulationist (in the sense of simulating a real world) they will often prefer much more involved systems to help deal with that. The other issue is this style is rarely ever all about GM deciding things a lone. Table are significant aspect of this kind of play, in order to help maintain the sense of a world moving around the players. Many things are going to be resolved with die rolls. It isn't always just the GM deciding things. And a lot of times, even when it is the GMs decision, they are going to formulate a ruling that could involve dice.

Yes communication issues can arise. But no one is under any illusion that they are communicating things perfectly and this is something you get better at over time. It is also why there often are Q&A's in this style, which people have mentioned many times in the thread.

I find 30 minutes of pleading a case very rare. If there is disagreement, that can usually be handled in minutes in my experience. I've almost never seen bad blood emerge in this style of play. I have seen it in some other styles, but this is one where I have probably had the least difficulty in that respect. That isn't to say problems can't emerge. Because player agency is almost sacred in this style, one issue that can arise and that I have seen more than once is friction between the players themselves (you do want to watch out for 'it is what my character would do' and you want to make sure everyone is absolutely on the same page when it comes to whether there can be any player versus player in this style). I would say these are much bigger causes of problems than arguments of causality

If table time spent on forward momentum and action and pacing are auxiliary concerns and are willing to be sacrificed for the sake of other priorities, then the issue becomes muted. Further, if social dynamics don't manifest due to well-adjusted people meeting consistently good behavior, then the issue becomes muted. But given the frequency with which we witness complaints about these very things, it is abundantly clear that this is very much a concern.

Yes this style requires people to be mature adults at the table. There I agree, if I understand your point. But that is true of virtually any style. It isn't a good fit for players who like to argue a lot for example, or for players who have issues with GM authority. It is also not a good fit for players who want certain styles of play

Finally, circling back to the beginning, the breakdown of a shared regime of causal chain inference is a Sword of Damocles here. If a participant, or participants, don't understand how the gamestate is moving from here to there, they're going to start to detect GM effery (retroactive action negation or proactive blocks) even if it isn't present. Alternatively, they might deem the game's causal machinery as sufficiently opaque/inconsistent such that it fails to even rise to the level of "game" at all.

This just ins't much of a real problem in my experience. I think there are plenty of problems that can arise in this style. I've been running about 70 percent of my games like this for ages and I've never seen players get confused by how the game state moved from A to B. The bigger issue really is a pacing one, which is sometimes these games are slower to move from A to B because you are prioritizing making sure you understand what the players want to do next and you aren't thinking in terms of say scenes or encounters. There are issues that can emerge around this. I am not sure what the last sentence here really means


Finally, finally, if one person is actually in lockstep with the GM's approach to mental modeling and communication intricacies/tells (they've sussed it out and become expert at "playing the GM"), this also creates a play problem as asymmetric power relationships naturally either develop or are detected even if they haven't actually developed. Actual play experience and social cohesion is in danger.

If you are saying some players can learn to game the GM. Yes that can happen. But that is also why fairness and objectivity are so heavily emphasized. But this can also happen in an adventure path. It is a social game, and people can learn to use that to their advantage.


* Because causal chains and plausibility become paramount (for inference continuity, for a particular brand of immersion), you regularly see the advocacy for table time which features premise-neutral or conflict-neutral or just benign content in the form of ancillary side quests, "Dollhouse Play" in the form of tavern shenanigans/parties/baking or buying muffins/elaborate trips to tailors or color-exclusive merchants, or just passive exploration of a beloved property (setting or NPC w/in setting).

I wouldn't say they are the only thing that matters. I would say they are one of a number of things that tend to be highly valued in this style of play. I wouldn't call this dollhouse play. I think once you do that, you create antagonism in the discussion (like magic tea time or whatever the other label is for this kind of play). If you use insulting language, you aren't going to get an open and genuine conversation from people. That said, yes, of course, when the world is open, when logic and consistency matter, you can have different degrees of 'exploring the mundane'. But that is a group thing. Some groups will be okay with roleplaying at a tavern, some groups will be okay with starting a business in the campaign. Usually though players also expect some amount of excitement and so even these sorts of things probably shouldn't be free of conflict and adventure potential. One reason I call my style drama and sandbox, is this very problem. It was something that was a discussed a lot in discussions about sandbox and living world (because there is a lot of concern in this style about the game feeling artificial through GM intrusion with adventure hooks and such). I eventually reached the conclusion that for me, I want a certain amount of genre emulation and drama in my sandboxes so if the players decide to spend a session visiting an NPC at a beloved property, something interesting will likely arise. And this is also why tables are so useful. World in motion means the world keeps moving, and the mechanics of that motion can be as exciting, adventurous and dramatic as you want.

Even for folks that are into this, the line between "cool" and "rudderless, shallow drift that is a complete waste of table time" is novel/particular both in terms of types of activities and amount of play spent on them. Both immersion and social cohesion are put at risk, even for tables with the types of priorities I'm talking about.

This is a fair concern. And it is an area where you see a lot of discussion among GMs who play in this style. I do think this concern though is kind of an old one. Most GMs have kind of addressed this and moved past the concern if you go to places where this style is common (i.e. there are solutions, if this is an issue for you). But it still might be too rudderless for some players, which is why I woudln't recommend it for every group. I don't think this is the best or only style of play. What it is great for in my experience is players who like agency and the ability to impact a setting, and for long term campaigns (there is usually a lot of front-loaded set up but this style of campaign almost runs itself once it gets going).

* What about relying upon tropes? Ok. Well, when are we naturalistically modeling a complex system sans-tropes and when are we either embedding a trope within the causal chain integration or having that trope subordinate everything else? Tough to know because we aren't going to have a meta conversation about it when it happens.

I am not quite sure what you mean here. But different GMs and groups have different preferences on how naturalistic this stuff should be. For the record, I dont' play in naturalistic or historically realistic mode. My sandboxes are usually very genre heavy. They are like putting players in a Shaw Brothers universe

* When things break down and people become exasperated (GM or players), you see losses or TPKs that make no sense from the perspective of the players, dysfunctional accusations of poor play or malfeasance (often not to the face of the individual but in places like this where you routinely see it!), or GMs just falling back on exposition dumps in order to correct misbegotten inferences or correct for misattribution which becomes tantamount to "the GM playing the game for the players."

This I don't get. I have seen TPKs but they haven't ever been the product of any kind of breakdown or exasperation (usually they are a product of either bad rolls or bad choices). The rest of this I just haven't seen much of at all




None of this is a straw man. I've done sort of gaming aplenty in the very contained confines of a dungeon crawl where tropes are heavily leveraged and operationalized, where the superstructure of the play loop is clear and robust, and where "puzzle solving mode for this room" becomes overtly signalled and engaged. I've done it in the not-so-contained confines of a hexcrawl. I've done it with all kinds of players. I've done it without clarifying meta-conversation. I've done it with clarifying meta-conversation. I've watched people's games live. I've played in games of this type a handful of times for short duration. I've witnessed people discuss their techniques and laments galore here and everywhere else in the gaming sphere. I've watched practitioners of this play online.

I would still content there is a strong straw man here. I am not saying it isn't based on your experience, but that is just your experience. This might not be a good style of play for your personality and preferences. That doesn't mean everyone else is encountering teh issues you are


One of my best friends has been running this exact game for 3 decades...probably 75 % of his games are littered with micro-failures or problems of the type I'm pointing out above that he is constantly lamenting to me like I'm his TTRPG therapist. More than half his games fail outright. This individual is smart, conscientious, educated, charming, a good communicator, very well-educated on the fantasy fiction that serves as the superstructure for play, and extremely experienced. He, like so many others, are moving away from this and more into a Neotrad approach to play that relies nearly fully on genre emulation, power fantasy, and table time perpetually devoted to action (like Sword & the Serpentine). Not my game nor one of the agendas of play I enjoy, but I couldn't be happier for him. He's finally having some more consistent success.

Fair enough, but I have like 15 friends running this style of play who don't have the problem your best friend keeps running into. And I have even more online acquaintances who do so without these issues

Yes, these games have variance within them in terms of subtleties around priorities, techniques, and "social solves" for issues. How could they not given all the factors in play? I'm not remotely saying they are some kind of homogenous monolith. "There is so much (built-in) variance in these games" doesn't turn my critique into a strawman. The fact that there is so much (built-in) variance in these games (and the whys and wherefores) is actually central to the critique!

Then I don't know what to tell you. The fact that there are these variances is one of the strengths of this style. If it were more homogeneous I think that would be a bad thing


Folks who love this sort of play and who have had success with it will point out this variance as a source of strength.

Yes. See above lol

Perhaps. But the issue I've seen for decades now is that it might be both strength and simultaneously Sysiphus' boulder.

I couldn't invoke Sisyphus over it, but I would say like any other thing in life, yes this variance will have pluses and minuses

The requirements of "same pagedness" are absolutely immense...profound.

I can see how this might be difficult for some people. This has never presented a problem for me or anyone I know who plays this style for more than a few weeks. I think initially it can be challenging to run a game like this for sure. And it isn't a game I would have wanted to run when I first started, because when you are a young gamer, more social issues can arise. But as an adult, never found getting on the same page with people to be hard.


The skill in terms of formulation and execution of modeling and communication and uptake of that modeling and communication is just ginormous.

No it isn't. This is where the straw man of simulating a real world comes in. I think the issue is you may come into this style of play with much higher expectations of results than most people who play this style, in which case, sure it isn't a good for you.

And there are so many subtleties in preferences (for instance, one person loves them some "Dollhouse Play" and feels it is mandatory to eat up at least 25 % of table time while another feels like it should eat up only 10 %...in a monthly game of 16 hours, that is one person being miserable and chafing for 2.4 hours...that cascades forward) that can generate bad feels, tear at social cohesion, or just render gameplay either GM Storytime, rudderless exploration, or "ungameable" (there experience of deftly manipulating the gamestate is nil, remote, or dysfunctional).

Again, any game can break down. Groups need to figure out how much focus they want in this style of play. But I don't tink any of this is rocket science
 

I agree with much of what you write here, but want to add:
  • Choosing the right DM or players for their preferred playstyle which is standard;
  • The DM being alert and versatile to accommodate his players so they do not fall into some sort of "same pagedness", particularly with players who would dislike this sort of style - rudderless exploration.
I was fortunate the person who I did do this 10-hour stint with enjoyed it thoroughly.
I would have taken a different approach with some of my other players - perhaps an extended fail forward Skill Challenge.

EDIT: Regarding what might seem as Rudderless Exploration - Much of what I ran is pertinent in that the characters are on the last leg of the Toril campaign and I plan for the campaign to move forward to exploring the planes as we pursue the PCs goals/desires. So everything learned/experienced by this PC regarding the lore of the cosmos can now be shared and useful for the party's future.

I find this is very much about reading the room and adapting to the group. I have some players who are thrilled by rudderless play. I.E. they would be perfectly content to open up a muffin shop and sell muffins the whole campaign, perhaps growing their very own muffin empire. That kind of play can even be exciting if you have three player and all want that as a goal (I've run campaigns like this and you'd be surprised how interesting you can make it). But usually have a group with mixed preferences in this respect and so it is normally a balance of interests. You do need to adapt to the group you have at the table, not some idealized form of this style of play. I think the biggest issue I have seen arise with this approach is it can get ideological and that itself can become a problem. So staying flexible is very important. changing things up if things aren't working is very important.

Also on the rudderless thing, this is also something can happen with players who aren't accustomed to this much freedom to explore. @robertsconley talks about using training wheels in sandboxes to avoid this problem and I think that is a very handy approach. Something I often to if I don't think the players are going to know what to do just being dropped into a setting, is start with a mission but it is a mission within a sandbox world so once they get situated, they start finding a sense of direction
 

You don’t think it’s clear? That in order to qualify as an RPG a player at least needs the ability to prompt the GM to share information with questions.

This doesn’t comment on the focus or goals of play and how player oriented they may be, or how much the player can influence the events of play. Which would all be greater forms of agency.

Then I’ll ask in a different way. What makes those things greater forms of agency?
 

There is no straw man. Here are my contentions specific to what you quoted:

1) There are GMs here, elsewhere online, and all over meatspace that (a) have an approach to play that prioritizes their personal sense of cause & effect within extremely complex systems; their generated and modelled setting. Then, they (b) overwhelmingly "onscreen" their generated content, which includes playing of antagonists, and centering what they deem the most plausible outcomes of their mental modeling. They do this because (c) they want to build-out an (autobiographical) immersive environment for play (both for themselves and their players) and (d) they want a causal logic inference-based, puzzle-solving quality around gamestate to feature prominently in play.

2) There are trade-offs to and failure points inherent to this prioritization and, therefore, embedded within this style of play once you move outside of the contained, tropey environment of the dungeon and scale up. They are as follows:

* One person's understanding of a singular phenomenon can diverge partially or significantly from another. Further, this compounds when one person's conception of a causal chain composed of the interaction of multiple phenomena diverges partially or significantly from another. This compounds further still when one person's conception of a complex system composed of many interacting causal chains over multiple timescales diverges partially or significantly from another.

This is certainly a barrier to that (d) above but also might be a barrier to (c).

* Even if someone understands a phenomenon or a causal chain, they will likely struggle to communicate its intricacies and particulars consistently within the medium of a shared imagined space, especially if they are attempting to veil or obscure affairs (either for immersion priorities or their perception of "what would happen" or "to make players do the legwork and earn their inference"). Alternatively, they might objectively communicate it well, but one or more of the other participants' uptake is poor for a number of reasons. It is actually better for pacing and table time spent on action/momentum if all of the other participants' reach consensus that is an incorrect conclusion, because at least they will commit to action and move play. If they do not, table time will come to a screeching halt and pacing will suffer as the participants spend 30+ minutes (typically minimum) pleading their respective cases. The worst of this is when it generates bad feels among the participants due to social dynamics.

If table time spent on forward momentum and action and pacing are auxiliary concerns and are willing to be sacrificed for the sake of other priorities, then the issue becomes muted. Further, if social dynamics don't manifest due to well-adjusted people meeting consistently good behavior, then the issue becomes muted. But given the frequency with which we witness complaints about these very things, it is abundantly clear that this is very much a concern.

Finally, circling back to the beginning, the breakdown of a shared regime of causal chain inference is a Sword of Damocles here. If a participant, or participants, don't understand how the gamestate is moving from here to there, they're going to start to detect GM effery (retroactive action negation or proactive blocks) even if it isn't present. Alternatively, they might deem the game's causal machinery as sufficiently opaque/inconsistent such that it fails to even rise to the level of "game" at all.

Finally, finally, if one person is actually in lockstep with the GM's approach to mental modeling and communication intricacies/tells (they've sussed it out and become expert at "playing the GM"), this also creates a play problem as asymmetric power relationships naturally either develop or are detected even if they haven't actually developed. Actual play experience and social cohesion is in danger.

* Because causal chains and plausibility become paramount (for inference continuity, for a particular brand of immersion), you regularly see the advocacy for table time which features premise-neutral or conflict-neutral or just benign content in the form of ancillary side quests, "Dollhouse Play" in the form of tavern shenanigans/parties/baking or buying muffins/elaborate trips to tailors or color-exclusive merchants, or just passive exploration of a beloved property (setting or NPC w/in setting).

Even for folks that are into this, the line between "cool" and "rudderless, shallow drift that is a complete waste of table time" is novel/particular both in terms of types of activities and amount of play spent on them. Both immersion and social cohesion are put at risk, even for tables with the types of priorities I'm talking about.

* What about relying upon tropes? Ok. Well, when are we naturalistically modeling a complex system sans-tropes and when are we either embedding a trope within the causal chain integration or having that trope subordinate everything else? Tough to know because we aren't going to have a meta conversation about it when it happens.

* When things break down and people become exasperated (GM or players), you see losses or TPKs that make no sense from the perspective of the players, dysfunctional accusations of poor play or malfeasance (often not to the face of the individual but in places like this where you routinely see it!), or GMs just falling back on exposition dumps in order to correct misbegotten inferences or correct for misattribution which becomes tantamount to "the GM playing the game for the players."




None of this is a straw man. I've done sort of gaming aplenty in the very contained confines of a dungeon crawl where tropes are heavily leveraged and operationalized, where the superstructure of the play loop is clear and robust, and where "puzzle solving mode for this room" becomes overtly signalled and engaged. I've done it in the not-so-contained confines of a hexcrawl. I've done it with all kinds of players. I've done it without clarifying meta-conversation. I've done it with clarifying meta-conversation. I've watched people's games live. I've played in games of this type a handful of times for short duration. I've witnessed people discuss their techniques and laments galore here and everywhere else in the gaming sphere. I've watched practitioners of this play online.

One of my best friends has been running this exact game for 3 decades...probably 75 % of his games are littered with micro-failures or problems of the type I'm pointing out above that he is constantly lamenting to me like I'm his TTRPG therapist. More than half his games fail outright. This individual is smart, conscientious, educated, charming, a good communicator, very well-educated on the fantasy fiction that serves as the superstructure for play, and extremely experienced. He, like so many others, are moving away from this and more into a Neotrad approach to play that relies nearly fully on genre emulation, power fantasy, and table time perpetually devoted to action (like Sword & the Serpentine). Not my game nor one of the agendas of play I enjoy, but I couldn't be happier for him. He's finally having some more consistent success.

Yes, these games have variance within them in terms of subtleties around priorities, techniques, and "social solves" for issues. How could they not given all the factors in play? I'm not remotely saying they are some kind of homogenous monolith. "There is so much (built-in) variance in these games" doesn't turn my critique into a strawman. The fact that there is so much (built-in) variance in these games (and the whys and wherefores) is actually central to the critique!

Folks who love this sort of play and who have had success with it will point out this variance as a source of strength. Perhaps. But the issue I've seen for decades now is that it might be both strength and simultaneously Sysiphus' boulder. The requirements of "same pagedness" are absolutely immense...profound. The skill in terms of formulation and execution of modeling and communication and uptake of that modeling and communication is just ginormous. And there are so many subtleties in preferences (for instance, one person loves them some "Dollhouse Play" and feels it is mandatory to eat up at least 25 % of table time while another feels like it should eat up only 10 %...in a monthly game of 16 hours, that is one person being miserable and chafing for 2.4 hours...that cascades forward) that can generate bad feels, tear at social cohesion, or just render gameplay either GM Storytime, rudderless exploration, or "ungameable" (there experience of deftly manipulating the gamestate is nil, remote, or dysfunctional).
I just want to say @Manbearcat you do an excellent analysis on the type of game I most enjoy running, highlighting possible pitfalls, some of which I have experienced myself over the years.
I have in the last few years being concerned with illusionism, and you have guided me towards embracing gamism and introducing a more player facing game. That approach seems to have worked for my table who are an easy group and trusting of me and the process. I find it is a balancing act between being able to surprise/delight my players with secret backstory unfolding and introducing mechanics which players can utilise to make informed decisions which the table ensures does not upset our immersive experience of the story.

One thing though that caught my eye...

Folks who love this sort of play and who have had success with it will point out this variance as a source of strength.

I have used DW mechanics, at your suggestion, for a PC's Nightmare upon almost dying and for a Sorcerer trying to purify himself from a Devil Pact - if you recall;
BitD mechanics for an exploration quest where they can fill their equipment slots as problems arise;
I have allowed players to create content for our setting (from NPCs to designing the look of a magical helmet found)
...etc

Is this all part and parcel of the variance you are referring to here?
 

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