Faolyn
(she/her)
Disagree. Higher levels of GM authority would work only if the problems are due to rules disagreements or if the GM is willing to say "I don't care what the rules say, you're not doing X." Which itself can be abusive if the GM is saying that to nerf or railroad players. But assuming that's not the case, it doesn't help if the rules themselves are built to allow or require antagonism or metagaming.I mean, games where players have a higher level of authority are going to be more vulnerable to players who act in bad faith. If mitigating players with negative tendencies is a concern, than I would agree that games with higher levels of DM authority are almost certainly better suited.
Sure. And as a judgement call, that's fine. It's when the game insists that you roll for something like that, that's when it stops being player-driven. At that point, you're getting close to "rolling to walk" territory.I think reasonable GMs can disagree whether or not "finding a cup" was high enough stakes to call for a roll. It's a judgment call.
This is very different than the BW example, though.There's also a pretty big difference between "players holding each other to account to follow the rules" and "players screwing each other over." When I remind another player they forgot to roll a bane effect in 5e, I'm not "screwing them over", I'm holding them to the rules structure we all agreed to maintain.
In this, somebody cast bane on a PC. You remind that PC that they have a penalty to their roll. Fair enough. There was an existing reason for you to remind the GM and player about the penalty.
In the first example @pemerton gave, PC 1 didn't want PC 2 to do a thing (murder someone), so Player 1 had Player 2 make a roll to see if he could--even though he had traits which suggested that he was OK with murder. This isn't like Player 1 reminding Player 2 that he's had bane cast on him. It's not even as if PC 1 cast bane on PC 2, because that would be PC 1 using in-game methods to hinder PC 2.
Likewise, in the second example, it would be considered acceptable for Player 1 to attempt to hinder Player 2 (who needs to collect blood), even though PC 1 isn't in the scene and has no knowledge of what's going on. This is pure metagaming.
Although I suppose that means pemerton was right to call it player-driven, because it's definitely not character-driven.
No, he literally said that. I don't really feel like going back through the last 500 posts to find it, but it was basically that BW is better because it allows for more intimate scenes (or possibly meaningful or hefty, can't remember the exact word used).@pemerton's been posting here a really long time. He's not going to make a rookie mistake like making an obviously normative statement like "BW is better than D&D." You might be imputing that, but having a preference and saying "my game is better" are two very different things.
I'd like answers as to why a die roll is more intimate or heftier than a scene that is actually role-played out.I take it you prefer "thespian narration leading to group consensus over which performance was better" as the superior, more player-focused method of resolution?