GM fiat - an illustration

I use really bog standard conflict resolution.

<snip>

Something like that. Don't know how helpful it is though, might be stuff you already know.
So when I read @zakael19's example, of a relationship between partners/spouses, my thought was that the "conflict" or challenge is simply establishing sincerity and resulting intimacy. (If this was easy, even between mutually attracted/compatible people, the world would be happier than it is!)

That's one reason I think that a skill challenge can do it, because a skill challenge doesn't rely on opposed checks - it just requires the GM to narrate something which puts an obstacle between the PC and the player's goal/hope for their PC.

It's a bit different, but here's a thing I once did in a LotR/MERP game that used my fantasy adaptation of Marvel Heroic RP:
In the session that we played I ran an action scene in which one of the Scene Distinctions was Uncertain Of What to do Next, and as the scene unfolded the player of the ranger declared actions that succeeded in eliminating that Distinction, meaning that he was then able to dictate to the table what the next step was. That was a nice alternative to (say) a BW Duel of Wits - the uncertainy being more about the situation than a disagreement between two characters - and I felt it emulated some of those parts of LotR where Aragorn in particular can see the range of options but is unsure what is the right choice of next action.
 

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(this was @thefutilist ) Yeah this isn't a conflict model. If you want to read a little about alternate designs in games this post is pretty neat, citing Le Guin's discussion of alternate behaviors/narratives you can use.

Relevant skills would depend on framing of the unfolding situation: Diplomacy, Athletics (if it's a horse ride together), Acrobatics (if it's a dance), Insight (if they try and reciprocate), Streetwise (if you're taking them out for a night on the town), some appropriate knowledge skill, etc.

I think the narration would be the tricky part - how does the GM play the relevant NPC(s) so that the actions are provoked and make sense, without things becoming transactional?

On your last bit, yeah for sure! I've maybe been inspired a bit on the NPC side as well by rereading above post. I need to think about a better writeup for the characters where this will be appropriate inspired by this from UHH:

Jackie Barren is Winter-kind and a Wolf: untamed, beautiful, calculating and hard, full of hunger and self-assurance.
She craves novelty and the truth.
Her plays are:
To bide her time; or
To corner, press, or encircle someone.
If you please her, she’ll freely give you an invitation to return again; but if you can win it from her, she’ll give you her honest laughter.

This isn't meant to turn things into a CRPG style "if you give enough loyalty gifts they'll get to +10 relationship and now you're In Love, hurray" but help portray the character honestly. Like, early in our dating me and my wife clicked because we both crave quiet reading time in company, and shared goofy moments, etc, lol.
 


So when I read @zakael19's example, of a relationship between partners/spouses, my thought was that the "conflict" or challenge is simply establishing sincerity and resulting intimacy. (If this was easy, even between mutually attracted/compatible people, the world would be happier than it is!)

That's one reason I think that a skill challenge can do it, because a skill challenge doesn't rely on opposed checks - it just requires the GM to narrate something which puts an obstacle between the PC and the player's goal/hope for their PC.

It's a bit different, but here's a thing I once did in a LotR/MERP game that used my fantasy adaptation of Marvel Heroic RP:

I can see it,
@zakael19

For something a bit different, and very histrionic, check out Wuthering Heights. I don't think the (original) French version is online anymore, but here is one English version <http://www.geocities.ws/soner_du/files/wuther.pdf> and here is another <wuthering heights>. (They're similar but not identical.)

Cheers!

I now return you to your regularly scheduled debate over what is or isn’t a mystery and how DM fiat is or isn’t desired ;).
 

Your claim about independence is contentious - Wittgenstein, for instance, takes a very different view on that from Plato. But could nevertheless set maths exams.

What makes possible what I described is not independence but canonical inference rules.

I am not talking about portrayal. That's a red herring. Basil Rathbone portrayed someone solving mysteries. But all he was doing was following a script.

And I don't know why you use the first person - I am solving a mystery - when the techniques that I pointed to are expressly oriented around multiple participants with defined roles that involve both permissions and constraints, which are themselves dynamic in nature.


Your insistence on prior authorship is refuted by the mathematics example, where solution is possible without prior authorship.

So the actual question becomes, can a RPG emulate the canonical inference rules of mathematics? Of course we are talking about a different domain - genre fiction - and hence the nature of the inference rules is very different - they are concerned with what is compelling, given the established fiction and the constraints under which some new bit of fiction is required to be articulated?

There does not need to be a unique solution across the whole space of possible fictions and RPGers, either. There only needs to be a uniquely salient solution for this group of RPGers, here and now in their play.

Perhaps you've never experienced that. I have.

EDIT: Not any old set of RPG techniques can do this. If all someone was familiar with was, say the DL modules and a CoC module from the same period, then I don't know if they would work out how to do this.

But RPG design has moved on from that era. Other techniques have been discovered - for instance, ways of integrating player-authored priorities into GM authority over scene-framing and consequence.

Vincent Baker points to it here: anyway: Rules vs Vigorous Creative Agreement (I'm eliding a footnote; italics original):

As far as I'm concerned, the purpose of an rpg's rules is to create the unwelcome and the unwanted in the game's fiction. The reason to play by rules is because you want the unwelcome and the unwanted - you want things that no vigorous creative agreement would ever create. And it's not that you want one person's wanted, welcome vision to win out over another's - that's weak sauce. No, what you want are outcomes that upset every single person at the table. You want things that if you hadn't agreed to abide by the rules' results, you would reject.​
So...I want to understand something here.

Is solving a mystery something that is done by agreement between the detectives involved? Or is it something where a person correctly identifies the facts involved in a situation that they were unable to directly observe, but where the correct facts are of intense interest?

Because I would consider it a gross breach of justice if solving a criminal case occurred because the detectives agreed that a particular result should be true. Instead, I should hope a team of detectives solving a criminal case did so by acquiring evidence over which they have no control, and which they heed regardless of whether that evidence suits their interests or preferences.

"Vigorous creative agreement" strikes me as being incapable of producing that latter effect. By definition, it only produces things that people vigorously agree with. In other words, things are established by consent; the only results that can occur are results that each participant approves of occurring, and nothing can occur that does not get that consent.

The size of the first prime number larger than that integer you mentioned earlier (the exact value doesn't really matter) has nothing to do with vigorous creative agreement from anyone. It has absolutely nothing to do with consent. Whatever that prime is, it simply is; whether I have vigorous creative agreement with that result is irrelevant to whether it is the result or not.

This is not true of a roleplayed mystery under "vigorous creative agreement", as far as I can tell from reading the reference you linked. Under such a context, there can never be situations (for the players, rather than their characters) such as:

  • What I thought was true turned out to not be true because the evidence disproved it
  • A piece of evidence I thought was irrelevant turned out to be extremely important
  • I was misled by someone's deception, but discovered that deception and overcame it
  • Most importantly: I came to the wrong conclusion, and got an innocent person convicted

The characters can always be put into such a situation, but, by definition, players under "vigorous creative agreement" cannot ever have those things happen. Things only occur by consent, so they must consent to X being true...which means they already think it is true, they aren't persuaded against it by evidence, but rather by pure other-person-arguing. A piece of evidence cannot simply be extremely important (or entirely irrelevant or anything else), it is so because we have consented to making it so. A player cannot ever actually be deceived; a character can be deceived, but the player must consent to the world being other than what they had conceived, and thus, in the moment of consent, they believe what it really is, completely skipping over any period of deception. A player can consent to having their character's detective-work be shown false, and thus the character's efforts got an innocent (of this crime) person convicted, but the player cannot consent to their own thoughts being incorrect, as in the very act of consent, the correct thoughts are necessarily replacing the incorrect ones.

And I take more or less the same stance as the poster Chris in that discussion: other than the unwanted or the unwelcome, there is the unexpected (which Chris calls the "unthought"), and I find Vincent Baker's claim that unthought always and inherently means unwelcome (which then manifests as the unwanted when it occurs) to be extremely weak. "Unwanted" might be fitting in the sense that "wanting" requires intention and if we're specifically talking about things unthought then they can't be "wanted"; but the way Mr. Baker is using the term absolutely goes WAY farther than that, into "I specifically DO NOT want this", making it a lot harder to accept anything like this. Then the alleged claim that everything unwanted guaranteed is unwelcome when it actually manifests? Yeah, I don't buy that at all. I want some unexpected things to happen. Not absolutely all unexpected things, but some; they are not only welcome, they are highly desirable. How can I want the unwanted? How can I welcome the unwelcome?

But, that aside: I don't believe something can be "a mystery" (in the sense that a "whodunnit" is a mystery, or "an unsolved criminal case" is a mystery) if it isn't possible for the people attempting to solve it to get it wrong without their consent. I do not see how it is possible for vigorous creative agreement to produce a situation where the players are wrong without their consent.
 

Putting to one side for a moment whether a chemist attempting to come up with a material regime for breaking down and repurposing superheated cranberry skins or a forensic engineer performing cause and origin on why a structure failed, or a physicist sorting out the enigmatic nature of the cosmological constant (variable?) constitutes "mystery solving," what is the actual, GM-side experience in running the two forms of mysteries? I guess I'll give my thoughts as I've done Story Now mysteries aplenty recently.

ON THE EXPERIENCE OF GMING STORY NOW MYSTERIES VS TRAD MYSTERIES

When running The Between (Story Now Mysteries), my broad sense of my role is as some combination of (i) sculptor imagining further shape and developing theme from a somewhat-worked clay substrate (thematic, ripe to bursting, but sufficiently vague initial conditions) + (ii) steward/quartermaster of an unfolding, intuitive continuity + (iii) direct thematic opposition in the form of obstacles and danger from the current Threat (parlance for The Between's mystery) + (iv) giving life to relevant Side Characters/haunted Victorian London/Hargrave House (the PC's haunted base of operations).

There are other roles just as significant related to the premise of each PC's playbook, the Mastermind's looming threat, and facilitator of the structured loop of the game, but these above are directly related to each individual mystery, so I'm going to focus on those.




When running Trad Mysteries, my broad sense of my role is multifaceted as well. I must (i) author to conclusion my own (or assimilate someone else's) prefabricated mystery and its constituent parts (continuity, clues, solve) before play. I must (ii) develop a network of connected clues which manifest in play through information dumps, triggered by players interrogating preordained NPCs or locations, and (iii) give rise to a subsequent, coherent scheme of investigation. In the course of this, (iv) I'm giving life to people and places relevant to the mystery (including any foil that may be opposing the PCs).

If this mystery is set within a larger network of mysteries or metaplot or sandbox, my role is to simultaneously integrate those pieces in the course of play.




While there is both technical and experiential overlap between the two regimes of GMing, I'm just going to focus on where they diverge from one another:

* I get to "play to find out" GMing Story Now mysteries, whereas I "already know" GMing Trad mysteries.

* The abundance of creative energy and mental bandwidth demands take place during play when GMing Story Now mysteries.

Meanwhile, the fullness of creative energy takes place before play when GMing Trad mysteries, but significant mental bandwidth demands take place both preplay when formulating the mystery and also during play when conducting and shepherding the staged reveal and solve.

* Elaborating on the above, GMing Story Now mysteries feels like equal parts investigator (I'm interrogating the mystery myself in the course of play) + creative collaborator + steward/quartermaster (of theme, managing the logistics/developing relationships of discovered Clues, overarching intuitive continuity development, managing integrity of snowballing situation-state). The experience of play is one of theme and premise development in real time as the investigation narrows inexorably toward a collective discovery of the nature of the Threat, its emergent reveal and solve.

Meanwhile, GMing Trad mysteries feels like I'm an exclusive author + shepherd/conductor + stage magician as players explore my prescriptive investigation nodes, info dumps, red herrings, and means of mood development (performance, milieu, exposition style). The experience of play is that of witnessing a chain of inferences drawn (hopefully!) which propel play toward the preconceived nature of my written (or assimilated) material and its attendant reveal/solve.

If play halts because players haven't drawn my intended inferences (for whatever reason), there are two alternative experiences of play possible. The first is a frustrating regime of prodding and redirecting with either straight up exposition or some "connective tissue breadcrumbs." The second is to detonate; some preconceived clock ticks down and a bomb goes off. This may be delightful or it may be frustrating pending various factors and disposition. IMO, detonation is infinitely preferrable to prodding and redirecting.
 

When running The Between (Story Now Mysteries), my broad sense of my role is as some combination of (i) sculptor imagining further shape and developing theme from a somewhat-worked clay substrate (thematic, ripe to bursting, but sufficiently vague initial conditions)
This is where I assert that, while it does not have the sort of logical determination of a mathematical problem (the "hardness" of the logical must), play can generate something more than "somewhat-worked substrate".

That might be the initial state of affairs, but the decisions made during play, following the rules of the game, produce non-arbitrary outcomes that gradually tighten and tighten the situation and what it entails about the fiction.
 

So when I read @zakael19's example, of a relationship between partners/spouses, my thought was that the "conflict" or challenge is simply establishing sincerity and resulting intimacy. (If this was easy, even between mutually attracted/compatible people, the world would be happier than it is!)

How do you know if it is a challenge? Do you frame the scene with the challenge in mind, like 'this is a skill challenge scene about x'. Or do you talk about the character goal on a meta level, like the player may say 'my characters wants to achieve x' and so then you frame a scene?
 

I’ve been following this discussion with great interest and especially now with the pressing question about when mysteries in TTRPGs are “real” or just an illusion, and whether pre-establishing a solution is essential for that sense of "reality". Reading through everyone’s posts, I kept thinking about a workshop I recently attended over at Adept Play, led by Ron Edwards, called "Investigating Investigation." It tackled many of the points that have come up here, particularly around agency, mystery design, and what’s actually happening at the table when we run these scenarios. I’ll drop a link to it at the end of this post, because I think some of you might find it clarifying. It certainly helped me.

One thing that stood out to me in the workshop, and that echoes some of what posters like @hawkeyefan, @Manbearcat and @pemerton have been getting at, is that the real question isn’t whether the mystery is “objectively real” in the sense that there’s a correct answer sitting in the GM’s notes. It’s about whether the process of investigation is procedural and contingent, meaning: do the players’ actions and deductions genuinely drive what happens next, or are developments and outcomes ultimately protected and ensured by the GM?

("Investigation” in RPGs isn’t limited to murder mysteries, but broadly applies to any situation where characters actively seek information to overcome an obstacle. The missing piece might be a culprit’s identity, the cause of a supernatural curse, or the layout of an unfamiliar environment, whether you’re playing Trail of Cthulhu, Blades in the Dark, or even something like Forbidden Lands or Apocalypse World. In all cases, what’s at stake is whether the players’ efforts to uncover information genuinely shape the story. Importantly, these dynamics aren’t limited to mystery-focused games; they apply anytime an investigative scenario is woven into play, whether as the core premise or as one thread among many.)

In this thread, several posters have seemed to bundle the idea of a mystery being “real” with whether the backstory was pre-written and sealed away from player input.

One of the most useful things Ron did during the workshop was to label this dynamics: he identified two variables that govern how mystery scenarios function procedurally, Backstory Authority and Asymmetric Knowledge. We spent quite a bit of time mapping out the different ways these can be configured in play, outlining four basic configurations based on whether the backstory is pre-authored or built during play, and whether knowledge about it is held asymmetrically (by any one player) or is shared evenly across the table. The workshop pushed back on the idea that any particular configuration guarantees or destroys agency and our collective experimentation with different exercises confirmed it. (I actually GMed a short exercise on situational yet asymmetrically predefined backstory authority!)

Ron made clear that agency, that is the capacity for players’ actions to materially affect outcomes, exists independently of whether the GM wrote down the backstory in advance. As he put it, the problem isn’t whether the GM knows the answer; it’s whether the investigation has real consequences, whether players can genuinely succeed, fail, or alter the course of events based on what they do. A mystery can have a set backstory and still be run procedurally, but it becomes illusionist when the GM quietly guarantees that the players “get there” and “do that” no matter what, at which point their agency collapses.

The workshop offered a framework for thinking about mystery play that contrasts Situation Play (which many here are also describing) with what Ron calls "Pro Forma" or "Magic Trick" play which are scenarios where, even if there’s a backstory solution written down, the GM uses GM Fiat (unconscious or conscious behind-the-screen force, not just decision-making) to guarantee that the players will eventually piece it together. That kind of play can be entertaining, but it’s structurally closer to dinner theater: the players may not realize it, but the outcome is largely preordained.

But the flip-side might also be surprising to some posters here: Are Ron and the participants at that workshop really saying that there can be a set backstory for a mystery and still preserve the kind of Story Now gameplay some of us value? Yes, but only if that backstory is treated as situational material, not as a preordained script. The key is whether the GM is prepared to let player action genuinely change the trajectory of play, rather than nudging, steering, or correcting to protect their pre-written outcome (in some cases, the expectation of the possible trajectories of play).

And this is precisely where I think, despite their stated commitment to “letting play determine the outcome,” trad players are still entangled in a structure that relies on GM Fiat: that is, using behind-the-screen force to make sure the scenario produces a particular shape.

Several posters in this thread have repeatedly tied agency to the "objectivity" of the mystery’s solution, but the effect of this mindset is often the opposite: it leads to situations where the GM decides, sometimes unconsciously, when to "help" the players and when to "punish" them for not acting like proper investigators.

It shows up in how failure is handled, often not as a consequence of in-play events but as a judgment call by the GM about whether the investigators are “investigating right.” Based on his own descriptions of play, this is exactly what I believe @bloodtide tends to do: by his own account, when players “fail” to think the right way, the scenario adjusts not procedurally, but through correction dressed as “organic cause-consequence,” forcing the players either toward clear and obvious failure or toward being “given another chance” once they conform to the GM’s sense of how a mystery should be solved. That’s not a function of the mystery being pre-written. It’s a function of who is holding narrative power, and how it’s being applied to shape outcomes.

The alternative, and what Ron encouraged , is to treat investigation as a procedural activity. Not procedural in the rules-heavy sense, but in the sense that what the players know, learn, or fail to learn shapes the unfolding of the fiction in consequential ways. A good mystery, in this view, isn’t really defined by whether the GM had “the answer” in a notebook; it’s defined by whether the players’ engagement can produce discovery, failure, or unintended outcomes that actually change the trajectory of play.

Isn't this last bolded statement, TRULY, what we all really want when playing these scenarios, regardless of style or orientation?

What Ron clarified — and I think many here would find enlightening — is that contingency in investigative play isn’t limited to whether the culprit’s identity is pre-written. In fact, it’s more useful to think about three distinct and equally valid variables that can each be made contingent or not:

(1) whether the culprit (and, let me extend for the purposes of this thread, backstory) is discovered at all (i.e., “who did it” or what happened),
(2) what happens to secondary characters or NPCs during play, and
3) what happens to the investigators themselves.

The fascinating thing is that most so-called “no myth” mystery play, the kind where the backstory isn’t pre-established, works wonders because doesn’t actually make the culprit+backstory element contingent in a meaningful way. Instead, these games often focus their procedural play around the second and third variables: how the investigators’ actions impact the fate of NPCs and how the investigation transforms the investigators themselves. The culprit may be emergently defined during play, but the real procedural engine is what the players choose to do, who they help or harm, and how their investigation affects them personally. The workshop’s exercises and participant discussion corroborated this, repeatedly revealing that the act of investigating produced real dramatic shifts, not because of any prewritten answer, but because of how play unfolded around these three variables.

As people already know, I’m drawn to Story Now, procedural mystery play, scenarios where the mystery emerges through play, and where the execution of the investigation is real playable material, not performative. Despite what many here claim, trad approaches to mysteries and investigations typically tend to be just that: purely performative.

If anyone’s curious, here’s the workshop link: Investigating Investigation – Adept Play. It might help frame some of the debates here differently, particularly around agency and the difference between running a mystery and running a mystery scenario where the mystery is “solved” by design.

PD: @Old Fezziwig I’m curious to know if any of this resonated with you!
 

So going back to the Monte Cook separation of "player agency" vs. "narrative control".

I think there is a missing component that lives between the two, which is "player intent".

I think this is the primary locus where GM fiat lives. It's entirely possible to have near-limitless player agency (choices of actions to declare) yet none of those choices directly address player intent.

Action declaration >> player intent is to achieve x narrative result >> action resolution through rules interface >> control of narrative / modification of narrative positioning allowed or disallowed by rule, collective assent, or GM assent.

In a 14-month Savage Worlds campaign as a player, there came a point in time where I no longer felt that my character's main motivations had the ability to be realized within the "trad" framework that the GM was following.

This particular character was an escaped slave, and had a deep motivation to address and eliminate the in-fiction slaving culture at its source.

Yet no part of the game as it was being run had the ability to address that in-fiction character concern. It would have required preparation, intentionality, and developing a potential narrative framing to address this character intent.

Now the obvious retort is, "Why would you expect the GM to place any credence/importance on your character's inner dialogue? That's not what D&D / Savage Worlds / GURPS / Mythras / insert system of your choice is about."

But for me this is the missing link between player agency and narrative control.

Trad GM-ing is by principle and practice hostile to the allowance of player intent to be a factor in narrative control / narrative framing.
 

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