Paul Farquhar
Legend
If everything happens because of “a rule-stated procedure” it’s more like chess than a role playing game.Yes, because it's fair and transparent, and at least in the B/X model of play, is a rule-stated procedure.
If everything happens because of “a rule-stated procedure” it’s more like chess than a role playing game.Yes, because it's fair and transparent, and at least in the B/X model of play, is a rule-stated procedure.
I would tend to agree with you, despite my table playing traditional D&D with indie techniques and ideas thrown in here and there and willing to incorporate some player-facing mechanics, but I feel that whether it is for the good of the party or the bad I cannot consider myself impartial.Yea, just can't agree with that. I don't think they can, and I think that's important.
Yea, I wouldn't agree with that.If everything happens because of “a rule-stated procedure” it’s more like chess than a role playing game.
It may have been more from another recent thread that was similar.
My point here is that when the GM largely sets the goal of play, the setting in which play will take place, the dangers and obstacles that will be faced, likely ways those obstacles can be overcome, the consequences and outcomes of player declared actions, and so on.... the more that the referee does all this, the more the GM is directing play. I don't think they're doing so as blatantly or directly as a railroad. But I think it's very driven by the GM. How could it not be?
I think the more that player input enters the process, and system input as well, the less the GM is directing play.
Why do you feel it isn’t as player-driven as claimed? You mentioned it sounds like a series of old-school adventure modules, could you expand on what you mean by that, and how it connects to your view of player agency? I’m asking because I think if we dig deeper here, we might find the specific point where our perspectives diverge. Once that’s clear, the rest of our reasoning will make a lot more sense to each other.
Oh, for sure. I worry about that whenever I run, and I interrogate my own play to see how often I've gone with DM force/illusionism/secret backstory to provide dramatic impetus.I would tend to agree with you, despite my table playing traditional D&D with indie techniques and ideas thrown in here and there and willing to incorporate some player-facing mechanics, but I feel that whether it is for the good of the party or the bad I cannot consider myself impartial.
I raise plausible scenarios/consequences but to be honest, I can be just as creative and create opposing plausible consequences/scenarios.
It is why I worry about illusionism, and it is the reason I have incorporated gamist mechanics.
I enjoy hidden backstory, it makes sense to me for it to exist in certain scenarios when I feel the players should be making a honest (impartial) choice without being influenced with this other knowledge.
I know my table enjoys how we run things and they do not have issues with the internal consistency of the world, NPCs and the consequences of their actions but yes I recognise my own biases.
You can assign fiction to chess, even more so to Cluedo.Yea, I wouldn't agree with that.
As long as part of the rules procedure is "describe a fictional state", which will then be the driver for the next procedure, then you're in the vicinity of a role-playing game.
To me, it seems a matter of "the DM is presenting lore, and wanting the player to choose to be interested in a portion of the lore."It's difficult to say for sure based on what you shared, but going on just that information... there's nothing that speaks to what the players want out of play. Why were they pursuing rumors of Dark Elves? What might connect them to the Raven Marks? Are the players interested in the idea of rebellion or some kind of struggle with the downtrodden? Or in exposing thieves who might be masquerading as rebels? Is anyone in the party affiliated with a nature deity or have some kind of goal to protect nature? Anything that would connect them to the conflict between the loggers and druids? And so on. What about any of these things speaks to the players and their characters?
Again, there's nothing wrong with any of it. But it seems like a menu of GM options and the players get to choose from it. That doesn't really seem all that player driven to me.
Basically anything?How so? What “story” may the players tell?
It may have been more from another recent thread that was similar.
My point here is that when the GM largely sets the goal of play, the setting in which play will take place, the dangers and obstacles that will be faced, likely ways those obstacles can be overcome, the consequences and outcomes of player declared actions, and so on.... the more that the GM does all this, the more the GM is directing play. I don't think they're doing so as blatantly or directly as a railroad. But I think it's very driven by the GM. How could it not be?