D&D General [rant]The conservatism of D&D fans is exhausting.

I am not trying to tell you what you like. I am just giving you room for your preferences (that is why I said if you like that, that is what you like). But I am confused because it feels like you are disagreeing with me over whether games ought to allow GMs to have this power

I don't think there's an ought here. I don't think there's a way role-playing games ought to be or a particular form the GM role should take. I think there are repercussions and trade-offs for design decisions and we should talk about them, but there's no room for should except in the context of particular play priorities.
 

log in or register to remove this ad

Or does it?

I mean, this stuff isn't mysterious; and upthread you claimed to be familiar with RPGs other than D&D and its near neighbours. I've posted and linked to numerous actual play examples. Here's one - D&D General - [rant]The conservatism of D&D fans is exhausting. - and though it's from Torchbearer 2e, in broad outline BW is fairly similar.

Here's another - D&D General - [rant]The conservatism of D&D fans is exhausting. - which has a couple of examples of the PCs bargaining with NPCs.

And another - D&D General - [rant]The conservatism of D&D fans is exhausting. - where the PCs deal with pirates, and find themselves having to trade away their silver bucket for passage.

The examples are so full of jargon that I don't always understand what's going on and I see no indication of what the player says or does influencing anything once the game has shifted into a duel of wits or similar.
 

The examples are so full of jargon that I don't always understand what's going on and I see no indication of what the player says or does influencing anything once the game has shifted into a duel of wits or similar.
Just to pick one section:

"The PCs' goal was to persuade Lareth that Fea-bella is, indeed, his sister, and hence that he should offer them hospitality; Lareth wanted to persuade them to assist him in his cult's mission.

The PCs won the conflict, with a strong roll (with multiple sixes opened up with Fate) on the second volley, which meant I didn't get to play Lareth's third volley Feint against Fea-bella's Defend! The players nevertheless owed a significant compromise: Lareth accepted the PCs' claim about his relationship to Fea-bella, but the PCs agreed that they would go to Nulb to persuade the pirates there - who raid the river vessels of the Theocracy of the Pale - to tithe to Lareth's cult."

This has nothing about what was actually said to convince Lareth, just about what was rolled.
 


If you're thinking of the story where the carousing party charmed the harlot who turned out to be a royal agent etc., that was a hypothetical example I made up for that post in order to highlight the idea of unknown and unknowable possible downstream consequences of what at the time seems like something trivial.

Oh, I don't know what the specifics were... I just remember you talking about PCs going about a town and painting it or some such. Whatever it was, it did not appear to have any consequences at all... and I believe that was the point of the story.

But I have run many a session that was pretty much nothing but in-character roleplay and-or hijinks and-or infighting, where whatever adventure or mission or etc. they were in theory doing didn't get advanced in the slightest. Fine with me; if that's what they want to do then that's what I'm DMing, and they (or whoever's left, depending) can always get back on mission next session or the session after that or whenever.

The game is open-ended, including in overall duration. I'm not running it on a clock; and having hit 1100 sessions as of last Sunday I'd say it's so far, so good.

Yes, that's fine of course. But by now you must realize that not everyone shares your preferences, right? I mean, we've been discussing this stuff for years... why are you still bewildered when someone talks about some other preference in their game?

Regarding the loss of character control... if this is a known risk and the player accepts that as part of the game, it's not really a loss of agency.

You're a hockey guy... while a player going into the penalty box may take away his agency for 2 minutes, it doesn't mean he has no agency in the game. He has just as much as anyone else... and he did the thing that landed him in the box. So no... this isn't really about a loss of agency. This is one of the potential consequences of play.


I want to highlight this, because it appears to me to be one of the crucial observations from the discussion. I alluded to it before in the Rules Elide post, and some responses to @pemerton. But here's a thesis:

The major innovation of the narrative systems like BW is not giving the players agency. It is about removing agency from the GM and placing it in the hands of the system.

As we've seen, the players don't actually have any more agency in these games.
Their choices are more subject to the whims of the dice. They might get a bad roll and then find their character can't act the way they want. Their choices are less meaningful, because the world they are interacting with is not going to react in fixed ways. If the world is fixed, the decision to sneak past or shoot some guards has weight--one may be better than the others. But if similar dice rolls are used to resolve in either case, then the choice doesn't really matter.

The main benefit, instead is to prevent the DM from having to make too many choices. This occurred to me when reading @pemerton's posts about railroading and the faction reprisal scenario. I thought it was interesting that the primary complaint there didn't seem to be that the players were complaining; but that the DM found themselves at a loss for how to proceed. What they really want is a way for the system to decide, so they don't have to.

I think the bolded items are not certain. I do think that taking some authority from the GM and offloading it to the system is an element of all of this, but it's only a part. Because that is what creates player agency.

See when there's a game, and I know what I'm trying to do, and I have a sense of the opposition and the odds of me doing so, and what resources I have to perhaps improve my odds or otherwise affect play... my success is not certain, but it is in my hands. Not someone else's. In most games, most of these things are clear. They are observable and knowable. They aren't hidden. And they certainly aren't all the product of one other participant in the game.

So it's up to the GM to make a functional game. When they make decisions, they need to remain aware of this. Giving an NPC a trait like being unbribable is one such decision. It may not be problematic on its own, but that trait will shape play, and when combined with other elements of the setting (all of which the GM decides) it may become problematic in some way. This is why offloading some of this decision making onto the system is desirable... it removes some of the GM's decision making. Waaaaa the poor GM now only decides 98% of everything. This tiny shift in authority... allowing the dice to tell us what happens instead of the GM... can grant a player agency in a situation where it is otherwise lacking.... because it gives him a chance or some sense of odds or otherwise gives him an observable phenomenon rather than all of it occurring inside the GM's mind.

So no, your conclusion that it's not about player agency is, in my opinion, wrong.

Learning about the world in order to make intelligent choices is playing the game.

Yes, and who is most responsible for the players learning about the world? Who controls like 99% of the world and what's in it and how difficult it is to learn and so on?

The GM.

The GM is the game-master. Not the setting master. There's a game that's being played. if the players are unable to effectively play the game, then the GM has failed.
 


I think the bolded items are not certain. I do think that taking some authority from the GM and offloading it to the system is an element of all of this, but it's only a part. Because that is what creates player agency.
But it can also remove player agency, because what they previously achieve via smart decisions now requires interacting with the system. If the GM decides and they make the right choice, they aren't subjecting themselves to the system; they can shield themselves from it. If the system decides, they must roll.
 


We are also talking about a game. I apply a much different standard of trust for someone to sit in the GM seat, than I do for, say, someone driving a car that I am a passenger in.

If I get an Uber I don't know anything about the driver. Presumably the company has vetted them but that's just the assumption of basic competence. ;)

In any case while I start with the assumption that the GM is trustworthy it's not hard to figure out after a session or two if they're a GM I want to stick with.
 

I am not trying to tell you what you like. I am just giving you room for your preferences (that is why I said if you like that, that is what you like). But I am confused because it feels like you are disagreeing with me over whether games ought to allow GMs to have this power

I'm not passing judgment on it. It's a matter of preference. Some games I play don't allow the GM that amount of authority (or at least, if they do, it's checked in other ways), other games I play do allow it. There may be reasons for playing one game over the other depending on the desired experience. And some folks will prefer one over the other, possibly to the point where they will only play one.

None of that is my point.

My point is that when we talk about player agency... the agency of the person sitting at the table playing the game... what we're talking about is the player's ability to make decisions about play. As I've said before, when we look at most other games, this stuff is all trivially easy to see. If I'm playing basketball and I'm about to go for a layup, and two defenders close into the paint, then I have to decide to try anyway or pass it to an open teammate. If I'm playing chess, do I take the white player's rook knowing I'll then lose my knight, or do I not sacrifice the knight and try another move? And so on... I hope these examples will suffice.

What they have in common is the player knowing the game state. Things are not hidden from them. They are making informed decisions about play. Whatever decisions they make, they are not guaranteed to succeed... but they are not guaranteed to fail based on information the player doesn't know. We don't turn the lights off on the basketball player... there's no reinforcements in chess where after losing the rook, the white player re-deploys his queen and puts me in a surprise check!

How this relates to RPGs is that the GM is largely responsible for the state of the game... the layout of the defenders, the strictness of the refs, the skill of the opponents, the skill of one's teammates, the noise of the crowd, the surface of the floor, the competence of the head coach... and so on. All of these things are up to one person.

That matters. It matters quite a bit.

So it's not about whether or not a GM ought to have that authority. It's about what it means for the play of the game. How those decisions can interact with each other... potentially rather than with anything the players do... to determine or greatly influence the outcome.

Focusing so much on the trait of the guard misses that it is just one piece of the puzzle. And I'll add it surprises me that more people don't see this, that more GMs and designers aren't considering these things when they play, and when they design material.
 

Remove ads

Top