So, at least in broad terms you agree with me?Circumstances in settings are always nuanced. As a result, there are always several plausible possibilities.So you're describing one process here - obviously it's not the only one that a GM might use, when having to apply the rule call for a roll if the outcome is uncertain.
It's also pretty obvious that, for any given set of established facts/details, there are probably multiple ways of staying true to them. This seems true for things ranging from the technical/scientific - say, the risk of a bushfire being caused by lighting a campfire in a forest - though to the interpersonal and intimate - say, the likelihood that a person will respond to a proposal of marriage.
Sometimes "staying true" to something also involves notions of aesthetic or even moral value - I don't know if you intend to include that, but common human experience tells us that this is also something where multiple ways forward can be seen to be ways of staying true.
In my experience of GMing sandboxes using "realism" or "what would make sense in the setting", these multiple possibilities for staying true and making sense and being realistic, given the context can generate disagreement between players and the GM. Depending on the point in the resolution process that the principle is invoked and applied, it can also produce a sense of unfairness or capriciousness, if the GM imposes a consequence that they believe would make sense, but that was not anticipated or expected by a player whose PC is affected.
That's not a reason not to do it, although it's a reason that I no longer GM using that method. I think even for those who do GM using that method, I think it is a reason to be thoughtful about how the principles is applied, to what extent the GM should act unilaterally, how to go about establishing clear stakes before the dice are rolled, etc.
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Sandbox Campaigns are about embracing the What If, embracing the possibilities, and embracing the uncertainty. I often commented that the goal of sandbox campaigns is to let players trash the setting as their character. A crucial element of that is the fact that there are always multiple plausible possibilities given the circumstances of the campaign at any one moment. Being free to trash the setting means being free to pick which possibility to explore.
Embracing myriad possibilities and uncertainty is important to Sandbox campaigns. However, these are goals that have to be implemented by human beings, particularly by the individual who is the referee of the campaign. An important challenge is one you noted.
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Sandbox campaign works best when the referee is a neutral arbiter
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The referee must be impartial, as that is what builds trust among the players that the referee's decisions are fair. I have developed a series of best practices that I use to establish my impartiality. Others have their own methods.
One of them is being open to discussion and questions even during play. I won't discuss things that would be considered spoilers after the campaign is concluded, or in many cases, several sessions later, when specific spoilers are no longer relevant. I'm happy to hash things out and walk players through why I made the decisions I did.
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Wrapping this up, discussing the issue of uncertainty and differing views of what was possible was a common topic in early discussions about sandbox campaigns.
Not sure what that means, sorry. To me, either I trust my GM or I don't. If I trust them to do the best they can and I'm enjoying the game it doesn't matter. If I don't trust them or I'm not enjoying the game we have a different issue and I'm probably not going to continue playing with them.See the post from @Campbell his was in reply to.
I like to use reaction tables personally.Ok, sure, but how do you make this decision? If it's "in the moment" is it whim? Feels right? What are you bringing to bear to figure this out if it's not part of like, prep or tags or something? Random rolls on a table? Do the players have a way to figure out that this person is going to shut down all their ideas that poke against this suddenly upright guard that didn't exist 5 seconds ago? Do they have a way to determine the guards here are incorruptible, is it a reaction table they know is part of play? Random dice and you're narrating the outcome based on pass/fail?
Really? I mean, he added hobbits, and ents. And talking birds both big and small. How can we say, a priori, that anthropomorphic turtles are right out?Tolkien might have been fine with some northern barbarian clans, but adding Tortles to the setting is a no go.
We were all mediocre DMs once. When we started, and we didn’t know what we were doing, and our pacing was bad, etc.I just disagree. Changing the rules is rarely, if ever, going to transform a GM. If they need help with world building as an example, nothing in D&D says they can't do that. If they need to run NPC more convincingly, give them feedback on how to do it. I've given feedback to GMs on multiple occasions and it usually works.
Giving someone feedback is not confrontational.
Ok, sure, but how do you make this decision? If it's "in the moment" is it whim? Feels right? What are you bringing to bear to figure this out if it's not part of like, prep or tags or something? Random rolls on a table? Do the players have a way to figure out that this person is going to shut down all their ideas that poke against this suddenly upright guard that didn't exist 5 seconds ago? Do they have a way to determine the guards here are incorruptible, is it a reaction table they know is part of play? Random dice and you're narrating the outcome based on pass/fail?
Agreed, as long as it only happens once (or, in a long campaign, very rarely). A single NPC with an outlandishly extreme take on something is fine. The questions marks start floating around when it happens more often.
The exception, of course, is when the outlandish extreme takes are clearly being done for sheer humour value. I'm fine with that.![]()
Someone recently reminded me of this thing that actually happened in the actual history of our actual world:Bit again this is where context comes in. I don't presume that anyone walking up to the King as a complete stranger, a nobody, with no leverage at all, has a 5% chance of taking over the kingdom. But if the characters can build a proper context and leverage... why not?
If it is just some new guard, I would probably roll a d10 behind the scenes to see how bribable he is. But whatever it is, I'd try to pin those details down before making him. I'd be reluctant to assign "cannot be bribed under any circumstances" in the moment, because i'd rather have that be for an NPC where I am considering a complete personality. But I also wouldnt' care if the GM said no this guard isn't bribable. Bribing people isn't an easy thing to do and it can backfire real bad. So I think this idea that it should be easy in an RPG, doesn't make a lot of sense. That is going to come down to the GMs sensibilities, and I am fine playing with a GM who is more generous but also fine playing with one who is taking a more realistic approach to bribery.