i don’t think that means a whole lot. Two GMs can be big advocates of adventure paths and have entirely different perspectives on it. I have the impression
@bloodtide and I come from very different GM styles and gaming philosophies. I can’t speak to his games and he runs them. But in my games players definitely have agency. That is like one of my main priorities.
I would never use the words "player agency", those are your words, not mine. I would say my players have the freedom to do and try anything they want. For example in my game, no player asks me a question like "can my character do that". That can get you thrown out of the game. I want my players to just try it and see what happens. And this works out great! The good players in my game just try things...whatever they think of on a whim. Sometimes it works, sometimes not, but it is all fun.
@Maxperson @Crimson Longinus @Bedrockgames @Micah Sweet
Just pointing out that the above is from someone who’s advocating for a lot of the same things as you guys.
The same...but different.
A big take away is our games might have some similarities, but are each very unique. While the other type of game you favor is always the same every time.
How do they do any of that without being able to ask questions?
As I have mentioned before, in my game we do nearly exclusively in deep immersion in-character role playing(the acting kind).
Like, the GM starts a 1st level AD&D game, telling us that we (the PCs) are in Hommlett, and have heard rumours of the Moathouse. Suppose I decide that my PC wants to pursue the goal of becoming the ruler of the Bone March, how am I going to pursue that? Is the GM allowed to tell me that my player, born in a village near Verbobonc, has never even heard of the Bone March?
Is this not moving the goal posts?
There is a huge difference between the games of "as a player you have agreed to go on this set adventure" and "this is a blank sandbox for you the player to do whatever they want and me, your humble servant DM to just make whatever you want on a whim".
Suppose I tell the GM that I head back to my village because what I really want to do is woo Rosie Cotton and become a prosperous farmer, how am I going to do that? How does that even fit into AD&D play?
Well, the DMG and Castle Guide have some farm related rules, and if your counting 2E as AD&D, and you should, there is much more about farming with rules.....but for the most part the DM would just make up a bunch of rules on the spot.
But in any event I don't think a great deal of D&D play has the sorts of goals that you are talking about.
It does, beyond the rules.
Not in my view. The DM is running the entire world and everything in it except the PCs, so they have to represent the closest thing to objective truth in the setting that we're going to get. I know you have a different view though, do I doubt this will get us anywhere.
Sounds good to me, and I agree.
Though I can see this as a BIG...really, really BIG problem for some people.
"X is on your side, so you all must be in some sort agreement."
I don't agree that we all agree.
This is a good point. Different GMs do this sort of thing differently. Not everyone needs notes.
I might note I am one of those amazing people that remembers vast amounts of detail after very little exposure.
I don't agree with your last sentence. The notes are there to constrain the GM's imagination. They provide the basis for extrapolations, for instance.
I think you forget the big main difference between your game and others:
I might glance at a note, say "nah", and just flick that note right off the table and just do whatever I want. Big Difference.
I would hope that you can recognise that notes is a shorthand for fixed ideas about the content of the fiction from which the GM is not at liberty to depart, and which the GM is committed to using as the basis for extrapolation. Or something along those lines.
Well, my shorthand is more: some stuff I wrote down that I might or might not use.
To flip it around: when I quote the Burning Wheel rulebook which says, among other things, that "The GM is responsible for challenging the players. . . . The GM presents the players with problems based on the players' priorities" (Gold Revised. pp 10-11), do you think that I (or Luke Crane) think that play is not immersive, because that description of how play works is rather dry and technical?
Yes, but not based on you following that rulebook word for word.
1. Portraying Sherlock Holmes in a stage adaptation of Hound of the Baskervilles(or any other specific mystery)
2. Reading a Sherlock Holmes mystery you've never read before, trying to figure out the real perpetrator as you read
3. Writing a Sherlock Holmes "whodunnit" yourself, which you hope someone else might enjoy reading and solving
I think you forgot an important one here:
4.Portraying Sherlock Holmes as a player character in an RPG