GM fiat - an illustration

What I want as a player, and what I make sure to provide to my players when I GM, is to understand the basics of the way the game works and the methods and principles that guide the GM. As a GM, I revisit this regularly throughout play... whenever there's a moment that may be something we've not seen previously, or which may be unique in some way, I elaborate on my decision making.

This is how I demonstrate that I can be trusted as a GM.

But the game we'd be playing may not even be one you'd consider "narrative". If we were playing 5e or Mothership or the Alien RPG, I'd explain to you the gist of how they work and what you can expect from me as a GM. Even among these three games, there are differences that should be understood by the participants.
And you can of course run your 5e that way. That's the great thing about D&D, with minimal modifications it can run pretty much any style decently to well.
The idea that players should not grasp the process of play is to me an unfortunate occurrence in the RPG community.
But this, this is amazing to me. The idea that if a player says, "Are there cameras?" and I respond, "I didn't consider that, but it's a bank, so of course there are cameras," that player wouldn't grasp what just happened is astonishing.

Your players really wouldn't grasp what happened there and you'd have to explain it further?
I would say it's "set in stone" when the GM makes a commitment to honor the decision. It has nothing to do with writing it down. That doesn't prevent the GM from changing their mind.
No. It's set in stone, because the only way it changes is through bad faith. There's no way I'd ever even consider changing things in the middle of the adventure.

I don't consider bad DMing when I argue, because bad DMs are rare and not something you design a game around.
 

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These are great focused uses of prep for games with specific styles of play. I definitely appreciate these unique approaches.

Many posters in this thread may use prep to actually flesh out the mystery before play begins which is similar to picking up an AP/module. The adventure/mystery exists whether we've run it or not.

Now one of the definitions of the word objective which I found is
(a) in a way that is based on facts and not influenced by personal beliefs or feelings
I'm personally NOT using it this way.

Another is
(b) in a way that is not dependent on the mind for existence; actually
This is the way I'm applying it.
I've actually been using both of those definitions.

While I may not be objective by the first definition when creating the adventure, once created as you note it takes on objectivity with definition B. When it comes time to run the adventure, though, I'm no longer running it with any influence. To the best of my ability I'm running it neutrally.

If the party starts curb stomping my clues and is going to solve it in half the time I thought, good for them. I'm not going to change anything about the adventure. Similarly, if they are having a more difficult time than I thought, I'm also not going to let my feeling influence how I run the adventure and change things.

How I run the adventure itself will follow both A and B above.
 

Honestly, I think this is because running a satisfying mystery of the type being discussed in this thread... an Agatha Christie-like whodunnit... is actually really difficult. There's a narrow sweet spot where the mystery is portrayed and constructed sufficiently to be satisfying, and a whole great swath where it can be either far too simple, or else way too complex.

I mean, has anyone ever played a game of CoC where the mystery remained unknown for the entirety of play? Barring like an early TPK, I expect it's pretty much unheard of. There's a reason for that... because it's not really about the satisfaction of players solving the mystery. It's about how the characters deal with facing the unknown and the unknowable, and the price they pay for doing so.
In neither of the examples I've discussed in some detail - the Blue Cloak for Prince Valiant, and the unplanned episode of Cthulhu Dark - was the mystery especially complicated. In both it created a type of frisson, because of the uncertainty (on the players' part especially) as to what is really going on. But when the mystery was solved, that wasn't in itself the end of things. In the case of the Blue Cloak, the PCs had to deal with the murderous bandits. In the Cthulhu Dark game, they had to resolve the affairs of the various affected parties (Appleby, the Earl, and Smythe).
 

The Alarm spell fiat COULD be doing so. Without discussion of actual play at a detailed enough level to discern the relevant facts we cannot say. Now between TB2e and D&D 5e what we can discuss in a general way is the contents of the rules, and the structure of play, the process, which they specify.
So a good while back I posted my dilemma with post #780 (it is tangential to the Alarm spell situation)
@pemerton kindly responded in post #885

The long and short of it is - it very much makes sense in the fiction for the PC to suffer a loss. At the time of running the session, because I had not prepared for this specific scenario, I let things play out with a mental note to come back to it after the session.
So after the session I researched and determine what would likely occur (the loss) and how, and although my player would be cool with it and that it makes sense in the fiction, it does not sit perfectly well with me.

So what I believe I have settled with, is to use a future failed challenge by the PC whose failed results will result in this aforementioned loss (the sudden disappearance of an item), but will see them fail forward in the failed challenge.
Also this challenge need not be directly related to the loss.

This is all an effort to elevate the gamist principle at our table instead of resorting always to DM fiat.
This touches somewhat on what @chaochou mentioned in post #807 about 'participationism'.
That is not to say I do not also agree with @Crimson Longinus in his reply to chaochou with post #808, but with this specific scenario I feel it would play out better at my table and work well as a nasty surprise to a failed roll, rather than me telling the PC at the beginning of the session or when he attempts to use the item that x item disappeared at some point.
 
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And you can of course run your 5e that way. That's the great thing about D&D, with minimal modifications it can run pretty much any style decently to well.

Well, no... 5e is ill-suited for certain types of play. My point with 5e is that there are more essential elements that are not even clearly defined by the rules. So, if I was running a 5e game with players who were new to me, I'd explain that I will always roll in the open and will always share all DCs for any roll you're going to make, and so on.

I'd do the same for Mothership or Alien or any other RPG I choose to run.

But this, this is amazing to me. The idea that if a player says, "Are there cameras?" and I respond, "I didn't consider that, but it's a bank, so of course there are cameras," that player wouldn't grasp what just happened is astonishing.

Your players really wouldn't grasp what happened there and you'd have to explain it further?

In that specific instance, no... because if it is a modern bank, of course there are cameras. But that's far from the only example that could come up, isn't it?

What about a subway station? What about a board room in an office building? What about a private residence of an affluent socialite? The presence of cameras in these places is less certain.

So, what I'd do if I was running a trad mystery scenario of the kind that's been discussed, is I would consider any relevant factors in the decision making, including the likelihood of cameras being present, and also any guiding principles that informed my decision as a GM. Generally, I want to reward clever ideas... so unless there's a strong reason that cameras would not be present, I'd reward the idea and say yes they are. Then what they would reveal would be up to a roll of some sort... possibly a stealth roll for the perpetrator if this was a case of a camera at the scene of the crime, or perhaps some kind of skill check for the player to notice something in the footage.

And then of course there are a lot of other examples that are harder to easily decide. I always try to explain my thinking on these things... sometimes during play if I see any confusion or uncertainty on the part of the players, other times after play when I simply want to share my process so everyone understands how things work.

I'm not a stage magician trying to bewilder an audience. I'm a participant in a game... I want to facilitate play, not obscure it.

No. It's set in stone, because the only way it changes is through bad faith. There's no way I'd ever even consider changing things in the middle of the adventure.

I don't consider bad DMing when I argue, because bad DMs are rare and not something you design a game around.

Well, this is my point. It's not about writing it down... it's about the GM having a principle and sticking to it. They may write it down, they may just have it in mind.

As for whether changing something like that is Bad DMing... I don't know. It depends on the game and the GM and players and their expectations. Certainly, there have been plenty of D&D products that outright tell the DM to fudge or to change things behind the scenes as needed. I'm not sure what advice the new 5e books offer on that, but I don't think the 2014 ones say much on it at all. Nor do I think anyone who does so must be doing so out of bad faith. They could be trying to serve some other principle of play or something.
 

Well, no... 5e is ill-suited for certain types of play. My point with 5e is that there are more essential elements that are not even clearly defined by the rules. So, if I was running a 5e game with players who were new to me, I'd explain that I will always roll in the open and will always share all DCs for any roll you're going to make, and so on.

I'd do the same for Mothership or Alien or any other RPG I choose to run.
And that's a valid thing to do. I don't generally do that, though I do occasionally share DCs or roll out in the open for a particularly dramatic moment when the roll matter a lot.
In that specific instance, no... because if it is a modern bank, of course there are cameras. But that's far from the only example that could come up, isn't it?

What about a subway station? What about a board room in an office building? What about a private residence of an affluent socialite? The presence of cameras in these places is less certain.
These examples really aren't any different. The subway station would have cameras for sure, like a bank, though lighting and crowding might make the film less helpful. But for the others, "Are there cameras?" and my response "I didn't consider that, but it's an office building, so there's a good chance of one being there. I'm going to roll for it" is also very understandable.

You'd share the number you'd need to roll and roll out in the open. I would not, but I wouldn't fudge it at all and my players know that.
So, what I'd do if I was running a trad mystery scenario of the kind that's been discussed, is I would consider any relevant factors in the decision making, including the likelihood of cameras being present, and also any guiding principles that informed my decision as a GM. Generally, I want to reward clever ideas... so unless there's a strong reason that cameras would not be present, I'd reward the idea and say yes they are. Then what they would reveal would be up to a roll of some sort... possibly a stealth roll for the perpetrator if this was a case of a camera at the scene of the crime, or perhaps some kind of skill check for the player to notice something in the footage.

And then of course there are a lot of other examples that are harder to easily decide. I always try to explain my thinking on these things... sometimes during play if I see any confusion or uncertainty on the part of the players, other times after play when I simply want to share my process so everyone understands how things work.

I'm not a stage magician trying to bewilder an audience. I'm a participant in a game... I want to facilitate play, not obscure it.
That's again, a valid way to play, but I don't view my way as obscuring anything. I'm not revealing as much, but there's no obscurement going on that 1) wasn't there prior, and 2) isn't easily understandable per the above.
Well, this is my point. It's not about writing it down... it's about the GM having a principle and sticking to it. They may write it down, they may just have it in mind.
Integrity, which I fully believe you and @pemerton have, isn't the same as objectivity. You may be true to what is in your head, but it isn't objectively established until it leaves your head and becomes canon in the game.
As for whether changing something like that is Bad DMing... I don't know. It depends on the game and the GM and players and their expectations. Certainly, there have been plenty of D&D products that outright tell the DM to fudge or to change things behind the scenes as needed. I'm not sure what advice the new 5e books offer on that, but I don't think the 2014 ones say much on it at all. Nor do I think anyone who does so must be doing so out of bad faith. They could be trying to serve some other principle of play or something.
That's true. There are probably other games out there where changing things is part of how to play that game. However, in those games players would be signing on for that to happen, so the social contract would not be violated. Additionally, the context of this tangent is such that those types of games aren't really applicable. We're talking about objectivity in mystery adventures via my playstyle and yours.
 
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What I want as a player, and what I make sure to provide to my players when I GM, is to understand the basics of the way the game works and the methods and principles that guide the GM. As a GM, I revisit this regularly throughout play... whenever there's a moment that may be something we've not seen previously, or which may be unique in some way, I elaborate on my decision making.

This is how I demonstrate that I can be trusted as a GM.

The idea that players should not grasp the process of play is to me an unfortunate occurrence in the RPG community.

You and manbear have really opened up the problem a bit more. Who cares what the process is when it's transparent to everyone at the table. If it's not transparent to everyone at the table then we're dealing with a very different aesthetic dynamic.

I'm surprised I didn't see that earlier but the whole mystery GM thing really gets deep into your bones I guess.
 

And that's a valid thing to do. I don't generally do that, though I do occasionally share DCs or roll out in the open for a particularly dramatic moment when the roll matter a lot.

Sure, but my point is whatever methods you use, whatever approach you take toward play, should be known. I’m less concerned with the preference than if that preference is made clear to the participants.

These examples really aren't any different. The subway station would have cameras for sure, like a bank, though lighting and crowding might make the film less helpful. But for the others, "Are there cameras?" and my response "I didn't consider that, but it's an office building, so there's a good chance of one being there. I'm going to roll for it" is also very understandable.

You'd share the number you'd need to roll and roll out in the open. I would not, but I wouldn't fudge it at all and my players know that.

Well, I was offering examples where cameras were less certain, not absent for sure. The subway station could be in a foreign country in a rundown area. Whatever. The point is there’s uncertainty about a lot of this stuff.

I like when games offer a clear list of guiding principles for GMs and players. So when we run into these kinds of expectations, everyone involved has at least an idea of what goes on. Now, I like when games provide this list and discuss the principles in the text, but that doesn’t mean that’s the only way. A GM can establish their own principles even if the game does not.

That’s one of the reasons that in 5e I always roll in the open and share all DCs. This way, everyone at the table knows what to expect. There won’t ever be a doubt about what we’re rolling for or why.

I don’t share that example saying that will work for everyone… preferences vary and that’s fine… but I do it that way so that my players understand what I’m doing.

That's again, a valid way to play, but I don't view my way as obscuring anything. I'm not revealing as much, but there's no obscurement going on that 1) wasn't there prior, and 2) isn't easily understandable per the above.

Sure. For me, I just don’t quite understand the value in keeping these things from the players. Not the identity of the killer, but just how play works, what the GM is doing when he makes a decision, what’s guiding him, and so on.

It seems to be related to trying to keep players in the dark when the characters are? But the players are playing a game. I think sometimes that’s overlooked in favor of the events of play… the fiction or story or whatever folks want to call it. And while I get that… it’s a huge element of the game and it’s a large part of what makes RPGs fun… they still need to function as a game.

And it’s hard to play a game when you don't understand the processes of play. Or hard to play it well, at least.

Integrity, which I fully believe you and @pemerton have, isn't the same as objectivity. You may be true to what is in your head, but it isn't objectively established until it leaves your head and becomes canon in the game.

For me this depends on the game. I change my approach to GMing to suit the game I’m running. I recently ran a Mothership campaign, including the Gradient Descent module, which is essentially a space mega-dungeon. When I ran that, I ran it almost entirely as presented. Because part of the appeal of OSR style play is the challenge of it. So for that, you want to establish all that ahead of time and then let the players loose and see if their characters can navigate the dungeon safely.

But that’s different from how I run Stonetop. Our next session which will be Friday night will, funny enough, involve a murder mystery. In our last session, the town’s midwife was brutally, ritually murdered. The characters were able to learn that this was the work of Hlad the Devourer, an entity that has possessed someone in town. At the end of the session, the players had decided that the best way to find the culprit is to gather everyone together for a feast, and then try to figure it out.

I don’t have a set answer for who exactly is possessed. I have a couple of potential ideas, but I’m not going to decide until we play. The players may come up with a really cool theory that’s as good as anything I come up with, so I’ll run woth that. If not, then we’ll see how their investigation develops. If nothing presents itself, I’ll go with whatever seems best.

Two games, two different approaches. The games are about different things. They deliver different experiences.

That's true. There are probably other games out there where changing things is part of how to play that game. However, in those games players would be signing on for that to happen, so the social contract would not be violated. Additionally, the context of this tangent is such that those types of games aren't really applicable. We're talking about objectivity in mystery adventures via my playstyle and yours.

Right, this is my point about letting players know how I run a game. I want them to know what they’re signing up for.

Personally, I don’t find what you’re calling an objective mystery of the whodunnit sort to be all that compelling for play. At least, bot in and of itself. If there’s more going on in play related to the mystery or something, I usually find that better. But if the point of play (for whatever portion of play this scenario may take… a single session, a few, whatever) is to solve the mystery, I’m generally likely to be bored.
 

You and manbear have really opened up the problem a bit more. Who cares what the process is when it's transparent to everyone at the table. If it's not transparent to everyone at the table then we're dealing with a very different aesthetic dynamic.

I'm surprised I didn't see that earlier but the whole mystery GM thing really gets deep into your bones I guess.

I’m not sure I’m following you. I think I may, but I don’t want to respond incorrectly if I’m misunderstanding. Do you mind clarifying a bit?
 

I’m not sure I’m following you. I think I may, but I don’t want to respond incorrectly if I’m misunderstanding. Do you mind clarifying a bit?

The framing of a lot of this conversation assumes (often unintentionally) that of the GM mystery cult. The GM needs guardrails and introspection and a good system because they are the primary social and aesthetic facilitator. Given that this is one of my big criticisms of rpg culture in general, I'm surprised at myself how often I let this framing slip by.

If, as you suggest, you're just transparent about the process of play then we're really talking game loops. If we're not and instead talking about how to be a good mystery cult GM, well that's a distinctly differently conversation.

IF we're just talking about game loops then it seems silly to demand introspective rigour from the GM. Why not instead demand inquisitive analysis from the players?

I've been doing a lot of GMless play recently and one thing that's interesting is how easy it is to talk about improving play. There's no confusion as to who has responsibility for what because it's so obviously a group endeavour. Yet as soon as a GM becomes involved, it's easy to let that dynamic slip away and take up bad social habits from the old trad days.

Hope that gets across stuff more clearly and isn't a massive non sequitur. I've just been thinking a lot about this lately and especially how I could do with being more active in pointing out mystery cult thinking in my own groups.
 

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