Maxperson
Morkus from Orkus
I think it is number 1.![]()

I think it is number 1.![]()
I'll be honest, if my character is climbing a cliff, I 100% expect to get enough information to know the odds. "You failed a Perception check, so you have a secret -10 penalty to successfully climb the cliff because you didn't notice the rock is crumbling" is play that can get right out of here.But sometimes until you start climbing a cliff you don't know whether or not the rock will support your weight (I speak from experience here) and that's okay.
That isnt; a limit on agency. Principe Apocrypha came up as did Old School Primer. If you read the old school primer, it is pretty clear the aim is to provide information that the characters would have. If you are doing that, then that is as much agency as you and I have in life. It isn't about being stingy with info. It is about basing information given on POV. Again, if players are making choices based on what their characters would know in the setting, how is that limiting agency in any way? Your definition of agency just feels way too expansive
In the majority of cases, I think it's supported by sharing information the character would have access to and hiding information the character would not have access to.
"A GM" is extremely vague. Which GM out of the hundreds of thousands are we talking about? I don't know the vast majority of GMs, and it would be nonsensical to try and answer the question without knowing who I'm actually talking about. I would, however, feel confident that most or all of the GMs advocating for living world sandboxes in this thread, who are advising that they are running successful campaigns with something along the lines of that method, are providing enough information.
As I would hope has been established, no one is suggesting that the information fidelity is anything resembling that which we experience in the real world. I can't describe exactly how the breeze feels, each and every scent in the air, the exact tint of every colour, the precise tone of every voice. The aim is for the information to be sufficient to allow for informed decision-making and the suspension of disbelief we need to imagine we're in a different role.
The specifics will depend on the game in question, the character in question and the precise context. It might involve formal rules, ad hoc randomisers, cues taken from the player and/or judgement calls.
I am definitely OK with limiting player agency to the control of their character, from the perspective of that character. I'm pretty sure that's already been established as fairly standard part of the style of play being discussed; everything you're describing here is pretty much pivotal to that kind of play, IMO.
On the odd occasion I'm a player, I'm not only OK with the GM withholding information on that basis, I will generally expect it, unless it's been explicitly established that the style of play involves a different process.
What does "actively reject" even mean? I reject Thai food because I tried it at a few different places and didn't like it. I can even explain how to me all the spices just blend into "hot" with no additive value. Am I actively rejecting it?
If I've played some more narrative style games here and there, read up on PbtA and BW style games and realize they just don't work for me am I actively rejecting them? I played D&D 4e for a couple of years and it just never really clicked so I don't want to play it or anything similar. Same question.
Seems like a lot of people are really invested in this idea that we don't like a specific <food, game system, version of D&D> it can only be because we just don't know any better.
Every once in a while like with your friend and cheese it may be true. But the majority of times? People are willing to change if they find that they actually like something. But if they just plain don't like it? Telling them "Try it you'll like it" is just annoying.
This is a good point. @hawkeyefan, it occurs to me that I should add to my previous response to you that, if I'm going to err in the amount of information I'm providing, I definitely aim for it to be too much, rather than too little.
Base principle is clearly not the only factor in play regarding acceptance of certain mechanics.The point is that players don't typically actively want any particular negative outcome. But, they exist as part of games, in general. Some are more traditional, and we accept them more easily, but in base principle, there's not a whole lot of difference between them.
Sure. I play some of them - Fate, Sentinels Comics RPG, and some others.
But, I used death merely as a common example, such that your focus on it misses the general point.
I'm not talking about negative motivations. I'm talking about what happens if we don't allow the unwanted to be possible in play. If the GM is making all decisions and the unwanted is not allowed to happen, then the GM is just telling the players a story. If the player is making all decisions and the unwanted never happens, then they're just playing out a power fantasy.
The unwanted result being possible is essential to meaningful play. Considering you go on in other posts about the possibility of failure being important, it seems odd that you're disagreeing with me here.
Sure. First, no one is saying that every decision in play needs to be 100% informed. This appeal to real life simply doesn't work because there isn't one person creating all the factors that may affect the decision a person is making. That's not how life works... but it is how RPGs work.
So, given that authority on the part of the GM, in order to facilitate functional play... meaning play of a game where players make informed decisions that can affect the outcome... the GM needs to facilitate that information.
When the players lack information to make a truly informed decision... is it their fault in some way? Perhaps they failed to scout a location or similar. Or is it the fault of the GM in some way? They chose to have hidden information impact the decision or similar.
People also don't always consciously control their reactions to things... yet you advocate for players to remain in control of the character's emotional state at all times. But you advocate for players to remain in control of their characters and how they react at all times. But that's not how it works in the real world.
So yeah... hiding behind "that's not how it works in real life" doesn't ring true. People are really cherry picking what kind of real-world cause and effect they observe and what they don't.
Sure, this is true. And sometimes you do know. So the question is, if given the option between two equally plausible options, one that allows the player to make an informed decision and one that does not allow it... why would the GM select the one that doesn't allow an informed decision?
I'll be honest, if my character is climbing a cliff, I 100% expect to get enough information to know the odds. "You failed a Perception check, so you have a secret -10 penalty to successfully climb the cliff because you didn't notice the rock is crumbling" is play that can get right out of here.