Hussar
Legend
Huh. Interesting.I think the more that the game system relies on the GM for authority around actionable elements of play, the more prep you need to do to give the players that pre-available set of decisions to minimize "railroading."
Huh. Interesting.I think the more that the game system relies on the GM for authority around actionable elements of play, the more prep you need to do to give the players that pre-available set of decisions to minimize "railroading."
This is all demonstrated in The Sword, which you can download for free and that I linked to above. Here it is: Burning Wheel The Sword Demo Adventure PDF@pemerton , one last try.
Your examples get lost in the weeds of play. Now, before you write up a response that's thousands of words long, take a step back. Keep it simple. Obviously many people don't understand your explanations. It doesn't help that you repeatedly redefine words, insist that if people don't use your exact verbiage that they're wrong. It's not "style", it's "technique". It's not "story now" it's, well you had a couple other adjectives in there I forget. Meanwhile other sources call it narrative or character driven. You don't own the words people use but you constantly complain about people not using your exacting terms muddies your point.
So tell us an over-simplified version.
- Set up a scenario with 2-3 players. The characters have some aspect, but just pick one or two per character. We don't need all the detail.
- The GM sets up a scene. Why? What's the motivation?
- The players react to the scene.
- The GM responds, creating obstacles(?). How do you decide how easy or difficult?
- The scene ends. How do you decide how the next scene is impacted.
- How does this turn into a longer term campaign.
Yes, I know.So long as the players are making their own decisions in the setting through their PCs, and the DM is being fair with the use of their prep (by which I mean, not changing the situation in play beyond setting logic), that's enough agency for me.
That doesn't sound impartial!As far as your "powerful faction TPKs the party" scenario, IME a GM almost always has choices in how to respond to PC action with NPCs, all of them meeting the setting logic test to some degree. I would choose one that doesn't result in the immediate and unavoidable death of the party with no way out. Games run by humans have that kind of wiggle room
If multiple courses of action are equally valid via world logic, and one of those doesn't result in a negative, game-ending experience for all the players, I'm fine with less than total impartiality.Yes, I know.
That doesn't sound impartial!
I do agree that choosing an outcome based on avoiding TPK isn’t impartialYes, I know.
That doesn't sound impartial!
Not realistic in a personal, subjective sense. "It doesn't feel realistic to me". Characterizing this statement as objective (and adding the dismissive lol) is your contribution, not mine.
@pemerton's definition is fatally flawed as it simply doesn't exist in any game where the DM is acting in good faith. If the players arrive in a city and tell me that they find a tavern, they've taken control of the fiction and the fiction moves towards a tavern. If the players instead decide to insult the gate guards, they've taken control of the fiction and moved it in a very different direction.I've stated it before: "control over the shared fiction" doesn't seem well-defined to me. I haven't seen you offer a concise definition of that; just long examples that haven't generalized clearly (for me).
It really, really depends on what that 10th thing is, though.If that 1-to-5 ratio holds up then clearly, absent any other factors, there's going to be about 5 times as many bad players as bad DMs, hm?
The answer, of course, is to play with people you know, preferably live rather than online. And if none of those people want to play with you then it's probably time for a long hard look in the mirror.
If a DM is phenomenal at 9 out of 10 things it's probably worth letting the 10th thing slide as that DM is a keeper; most DMs are phenomenal at only a few things (or, like me, at probably none) and are simply good enough to get by at the rest.
This is all demonstrated in The Sword, which you can download for free and that I linked to above. Here it is: Burning Wheel The Sword Demo Adventure PDF
I'm not really inclined to write up a summary. You can look at the PCs and see their Beliefs (I quoted some salient ones upthread). You can see the setup (I quoted this fully, upthread). The scenario also gives some suggestions for how to frame a new scene/situation, based on the outcome. (I quoted some of this upthread.) The way it turns into a longer term campaign is to keep doing it.
Most of the obstacle in this scenario will be opposed checks (versus tests in the terminology of the game for which the scenario is written, ie Burning Wheel). But suppose someone tries to break the sword - then the obstacle would be taken from the list of obstacles in the rulebook. As I've already said, there are hundreds of sample obstacles provided.
He's saying to find people close to you, yes. However, the portion about character faults assumes that people are present and willing to play with you, but you have driven them away for reasons. If you don't know anyone and/or can't find anyone close to you wants to play a game, that's not about you having character faults. That's just bad luck and it happens frequently in rural areas of the country/world that have lower and/or more spread out populations.Because he said:
Emphasis added.
He literally said "if you don't have friends, preferably live rather than online, who want to play [a TTRPG] with you then it's probably time for a long hard look in the mirror."
There is no other interpretation of that last bit but "you have character faults which are the reason nobody wants to play with you."