hawkeyefan
Legend
Leaving it up to a roll of dice doesn't mean I "learn" anything other than I rolled under or over the check. I'm glad it works for you but it wouldn't mean anything to me.
Well, if you rolled low, then it would mean your character wasn’t as brave/loyal/hard/whatever as they thought they were.
It’s been said (I won’t mention by who, but his name rhymes with Shmincent Shmaker) that RPGs have rules to allow for the unwanted result to occur.
That’s what play is about… the wanted vs. unwanted results.
If something is at risk in play… meaning that there’s the possibility the unwanted happens… then you’re playing the game to find out what happens. The player, the GM, and the system all contribute to this.
Leaving it up to just one party? There’s no risk. For a GM, it’s a railroad. For a player, it’s power fantasy disguised as play.
Just another example that we want different things out of our game time.
Yes, that was precisely my point.
That's where trust comes in again. So much of play comes down to it, Nd no amount of system constraints on the GM can make it irrelevant.
It’s not about trust, though. I don’t currently play with anyone I think is operating under bad faith. I don’t expect that to change.
But disagreements about what’s a valid move don’t require bad faith by anyone.
If the people that have been involved in this discussion somehow wound up at a gaming table together, I’d assume everyone would be operating on good faith. Yet, look at how we disagree.
Clearly, there’s a broad range of what RPG play can be.
You know it's consistent when the outcomes of your decisions consistently make sense.
Consistently in what way?
Like, you always adjudicate the same way? Or like, what you’ve decided makes sense within the setting and the events around it?
Because for a lot people, they want things to make sense as a game primarily.
A lot of people are talking about how players can't make informed decisions in this style of play, but those advocating it know that players are in fact making informed decisions.
Well, no. I’ve not said that players can’t make informed decisions in this style of play. I’ve been pointing out how folks are defending the GM’s right to withhold or otherwise hide information from the players. Which clearly impacts players’ ability to make informed decisions.
What I have been saying is that the GM should remain aware of how his decisions about the fiction impact the game. And that they should place that as their primary concern… assuming that player agency is important.
Players need information. The GM is the source of their information. If the GM decides to not share some relevant detail, the justification of “but that makes sense in the game world” doesn’t cut it. There are always ways to share information and have it make sense in the game world.
Provide the necessary information for players to play the game. Looking at the blorb principles of play, looking at the principa apocrypha… both present ways to achieve sandbox play of the kind being talked about that still retains high player agency. And so much of it is about providing information and not keeping things unknown from the players.
And sure, it's always possible the that the GM is actually an AI cyborg spitting out results based on a complex random number generator and the results are utterly arbitrary, only looking consistent. But if they appear consistent in every meaningful sense and the players consistently feel as if they are making informed decisions, and the outcomes of their decisions appear logical and consistent with the reality of the world then saying "but maybe it's not really, truly consistent" is no more relevant than asking if all the items in your cutlery draw still exist while the drawer is closed. Maybe they vanish from reality, but it makes much more sense to assume they're there the entire time.
This is why I’m asking about consistency… because I think it seems more about plausibility. Consistent with what has happened to play… is that what you mean?
Because there’s usually a range of options that could result from most actions. How do we determine which of those is what happens?
I mean… in combat, we don’t just leave it up to the GM to adjudicate. There are rules and processes to be followed.
Strange how combat rules never evoke this matter of trust. They are simply accepted as being an element of the game.
Have they done anything to break your trust?
I know exactly what it means. You're asking me how to know--to verify with certainty--that the GM is ruling consistently. You can't. Sorry.
No, I’m not asking for certainty. I think the word “know” is tripping us up here.
What would it take for you to suspect the GM might be inconsistent? Like, what would you expect to notice first if you thought there was such an issue?