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

Yes, I was more interested in what what you think the particular way is that works well for your favoured sandboxing.

I appreciate that there is variation across tables, from time to time etc. But I would be interested in a bit more detail. Especially detail that helps distinguish your favoured sandboxing from some of the other approaches that have been discussed in this thread.
I may try and answer this later, but I honestly don't think I have anything to say that is going to be concrete enough for you. I don't have codified procedures and I don't typically analyse the way I game in the way you seem to do for yourself.

At the moment, I have too much going on IRL to even try putting something coherent together (my previous response was composed over about five hours).

I wouldn't see consistent rulings, or honouring agreed tone and style, as fitting in that category - these seem like fairly generic desiderata in GMing. But the one about information might be so, especially if it also contains an implied negative element not to provide certain sorts of information based on in-fiction considerations.
That's fine, you can put them in whatever category you want. However, if you use this quibbling over categories as a reason to continue to state that people believe or are claiming that GMs should be able to do anything they want without restriction or limit, then you are being disingenuous and not engaging in good faith. Whatever category you choose to apply, I would think my response clearly shows this is not the case, and it was that specific argument I was trying to address.

The reason I follow the BW rules and principles is not because they have any special power over me. It's like any other recipe or set of instructions - I find that, when followed, what results is worthwhile.
Sure; if you feel anything I said suggested otherwise, then I may have failed to explain myself well enough, because that was kind of my whole point. None of these restrictions have any inherent power over anyone.

It's probably also worth keeping in mind that I have never expressed any problems with or levelled any criticisms at BW in this thread. I don't think it's for me, but if someone enjoys it then they should play it, and I have no clue why anyone is obsessing over this whole cup thing or claiming that example is wrong or an example of bad play. Play the way you want.
 

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It's also very mechanics-first requiring the GM to finagle the fiction to fit. But the screeching if you dare point out the game isn't anywhere near as fiction-first as the book or its fans claim.

Yeah, DC is a little improved on this but some of the FITD games have gone a lot further then Harper’s base conditions in how they handle natural beats in both the guidelines and fictional fallout.
That is the ideal, but it's not actually even the default by the book. And that player-decided goal is the entire point of each of our sandboxes. The goals will differ, of course. So for my V:TM sandbox, a player might decide that they want to seize control of the local organised crime group, in which case I'm asking how they want to go about doing that. I might be providing obstacles, but the GM does that in Blades too. For @Bedrockgames wuxia game, a player might decide that they want to seek out Iron Arm Mi in order to challenge them to a duel and prove they're the better martial artist.


I'm going to quote the book, though I'm not going to paste it wholecloth since it's copyright. For anyone who doesn't own a copy, any bold and italics are the book itself, any emphasis of mine will be in different coloured text.

From the GM Actions section of the Running the Game chapter:

Sounds GM-driven so far.

Hmm, sounds kinda like a quest giver.

Not seeing much different to seeking out rumours.

Gosh, there's that GM-focussed verbiage again.

So, just like what Bedrock said about players actively seeking out further, not immediately obvious, information. And what were you saying about hooks?

Thought I'd throw this in there as a counterpoint to @hawkeyefan being liberal with information.

Again with the GM-focus.

This is tacked on at the end. Harper spends 844 words across 8 paragraphs talking about GM-provided opportunities, yet only a single paragraph consisting of 83 words for player-driven ones.


From the Entanglements section:

Sounds an awful lot like random encounters to me. But let's have a look at the actual entanglements.

Literally, the first one. I don't see how that can be considered anything other than an encounter.

Second one. I can see that being a hook. Also GM-driven.
I'm not going to paste each one, so I'll sum up the rest:
  • demonic notice - hook
  • flipped - consequence
  • gang trouble - encounter
  • interrogation - encounter
  • questioning - consequence
  • reprisals - encounter
  • rivals - encounter
  • show of force - hook
  • unquiet dead - encounter/hook
  • usual suspects - consequence
So, a fair mix, but a plurality of encounters.

That’s absolutely the first half of the “give them opportunities” section - meant to help shape play for groups or GMs that may not feel at home with fully player - led priorities. The second half “or(and?) follow their lead” is how many of us play, taking the player‘s espoused goals and working with them to shape a score and then frame the Engagement.

I think the one time I dropped a “quest hook” on the players was my first session of a FITD game ever. After that it’s been all collaborative as I figured the system out.

The game just supports both styles explicitly with procedures on how to - the same way a Sandbox world might have intial hooks/rumors/encounters to get play going (or notes towards dungeons and stuff).
 

it isn't about 'good communications',
My point was about good communication.

your assertion was that using game mechanics was to 'communicate how a campaign works',
That’s a misstatement. My assertion was that game mechanics can serve as a terse and structured form of communication, and that they can be used to communicate how a campaign operates.

I am saying this is simply not true of Dungeon World (or PbtA in general, though it is a broad category of games). The rules, such as they are, are very specific, AND very general/universal. I would consider the principles and GM moves/techniques as 'rules', but they're not rigidly prescriptive, more supportive...
You are not giving enough information about DW or PbtA to discuss your issue. For example, what rules in DW are very specific, AND very general/universal?
 
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A lot of this depends on what the players are trying to have their characters do.
Sure--but participation in good faith is a pretty major filter for much of what the players might try to do. Some games, good faith is compatible with anything goes, and be it on the DM's head for such a choice. Most games, there are gonna be some limits. I know you personally favor a...let's say "anything goes, but don't take enough rope to hang yourself with" kind of approach, which I personally never would. I find it much, much too likely to foster bad feelings or result in un-fun consequences. But within what I consider relatively reasonable bounds (e.g. "please don't play evil characters because I, as DM, won't be able to run a fun game for evil characters" or "it's okay to have PCs disagree, even 'fight' briefly over what to do, but keep it minimal and figure it out without taking up too much session time"), I'm willing to hear out most things my players would want to do. They just need to be ready for there to be serious consequences if they do something stupid, reckless, or hurtful.

Thinking about it, my by-far most common answer is neither yes nor no, but "maybe". If they try something off the books that seems to make in-fiction sense, I'll quickly dream up some odds of it succeeding and then the dice get rolled.
Sure. "Maybe", IMO, usually cashes out as one of those things I mentioned above: "yes, and", "yes, but", or "no, but", just with dice as a filter. Having the dice decide whether something succeeds is distinct from whether you say yes or no.

The big thing is whether the dice are actually offering a meaningful chance of success, or are functionally being used as "no, but with more steps". E.g. if you require that a player score three back-to-back natural 20s to succeed, you're functionally saying a flat "no" even though there's a slim (1/8000, 0.0125%) chance that it could still happen. IMO, if you aren't going to give it more than at least a 10% chance to succeed, just say no--it will be functionally no different in most situations, and substantially more forthright than the pretense of success.

A very recent example from my game: party of 7 spent several days in two large-ish canoes making their way up a slow-flowing river through a swamp. No solid ground to camp on, and not enough room in the canoes for people to sleep. So, in a nice bit of pre-planning they had brought a number of large planks and some extra rope so as to raft the two canoes together into a platform for when they wanted to camp.

Knowing boats as I do, I-as-DM could see all kinds of ways this idea could go all kinds of wrong...and also see that it might work quite well as intended. And so, "maybe": I got them to roll on a the-higher-the-better sliding scale for the first few nights to see how well this worked out; they did OK and so after that I ruled they had it figured thus no more rolling needed.

Had they tried to bring enough wood to make a cottage, however, that would have been a flat "no" if only because there wouldn't be enough room in the canoes for both the wood and the people.
No real complaints here then. That actually sounds very similar to stuff I've done with Dungeon World. E.g. one of my players (a Bard) wanted to learn how to shapeshift for purely RP/exploratory purposes--no combat forms, they explicitly brought that restriction from the beginning and never wavered on it. Since we had a Druid, who very much had a desire to teach others as part of the character, I said sure, but it would take time and effort from both of them. Failed rolls would mean there was some kind of mental roadblock one or the other needed to overcome. Partial success meant training was fine but slow (and thus might benefit from something concrete), full success meant a clear learning milestone. After a few months of occasionally stopping to have shapeshifting lessons, I said the player could buy the Druid shapeshifting move via the Bard multiclass options--they'd earned it by doing the work to make it happen, driving personal story forward.

Had the Bard tried to add the whole Druid playbook on top of their Bardic skills, I'd have said no--that's not fair to the Druid player, and not warranted by the fiction, since every tradition of magic requires substantial background learning before you can practice it, even if the edges can be fuzzy and blend into other traditions.

I love this kind of stuff!

Thing is, your example with the blood spirits was both realistic and cool: the players found a way to turn the in-game reality to their favour, resulting in a cool and memorable moment.
Sure. But if realism is not of equal priority to what is cool/fun/interesting, then there are only three options: either it is more important than cool/fun/interesting, and thus there must be times where cool/fun/interesting is given up in order to have more realism; or it is less important, in which case there must be times where the reverse happens; or there is some kind of exchange rate. Thus far, I can tell the second option is completely rejected, but I have yet to see anyone (in this thread) suggest the third. I know @Micah Sweet has previously agreed to something at least loosely of that shape in prior threads, and I considered it a very commendable admission on his part--that is, that while realism is a very important goal, and sacrifices to it cannot be made lightly or casually under any circumstances, it isn't an absolute goal. There really can be times where a sufficiently minor loss of realism, plausibility, reasonableness, whatever we want to call it, is a worthwhile sacrifice for a massive gain in cool/fun/interesting consequences.

Personally, I think any cosmology which allows any form of supernatural power has already done exactly that. Magic is just one of the most pointedly obvious examples, since it is quite literally the practice of doing certain actions which cannot plausibly have a special effect....but in a given setting, they do have that effect. Thus realism/plausibility/reasonableness has been violated in a clear and established way because magic is so incredibly, inexpressibly cool.

It's why we have dragons, which emphatically should not work in a dozen different ways, showing up in damn near every fantasy setting. An open violation of the square-cube law, and aerodynamics, and evolutionary adaptation, and reproductive biology, and materials science, and thermodynamics, and probably another half-dozen things besides--but we accept it because dragons are so freakin' COOL that it doesn't matter that they're implausible as f---, we want them anyway. The ways they're unrealistic are subtle to everyday thought, and the ways they're incredibly cool are really really obvious, so...we accept them.

I consider the properly-applied rule of cool to work the same way. If the unrealism (in the proper sense of the term, unlike to our real Earth) of a thing is minor, or obscure, or hard for a typical person to grasp intuitively, that sets the stage for something that is sufficiently awesome to be allowed in, even though it is technically a net negative in realism. The greater the loss of realism, the more unequivocally awesome the cool thing has to be in order to get through. An absolutely tiny drop (e.g. "the chandeliers in this place have ropes strong enough to hold the weight of a grown man in full armor" or "I can stay on the bannister of this staircase while 'riding' on a shield, even though that should be crazy unstable") may not require that much awesomeness at all. A moderate drop in realism requires awesome so extreme it cannot be denied. A severe drop? It's unlikely anything is sufficiently awesome. The exchange rate between realism and coolness is very much biased in realism's favor: every "cent" of realism you give up must be met with many dollars of coolness or it's just not worth it.
 

That is the ideal, but it's not actually even the default by the book. And that player-decided goal is the entire point of each of our sandboxes. The goals will differ, of course. So for my V:TM sandbox, a player might decide that they want to seize control of the local organised crime group, in which case I'm asking how they want to go about doing that. I might be providing obstacles, but the GM does that in Blades too. For @Bedrockgames wuxia game, a player might decide that they want to seek out Iron Arm Mi in order to challenge them to a duel and prove they're the better martial artist.


I'm going to quote the book, though I'm not going to paste it wholecloth since it's copyright. For anyone who doesn't own a copy, any bold and italics are the book itself, any emphasis of mine will be in different coloured text.

From the GM Actions section of the Running the Game chapter:

Sounds GM-driven so far.

Hmm, sounds kinda like a quest giver.

Not seeing much different to seeking out rumours.

Gosh, there's that GM-focussed verbiage again.
So, with all of these, what I see is a manifestation of the Dungeon World "when the players look at you, make a move" concept. In none of these cases is it true that the GM must always be presenting the next score. Sure, the GM can always help to move things along if that is advisable, but it isn't THE way things happen. Literally in the BitD campaign we ran last year this basically never happened. I think maybe it kind of happened once at the very start of the campaign, but I am honestly not sure where the 'hook' came from, it might have been one of the other players.

Obviously every table is a bit different. I can easily see games where BitD is the GM feeding the crew score-of-the-week. I don't think that would be quite what Harper envisaged, and it would leave some of the best stuff on the table, so to speak, but you COULD do it. IMHO though one of the best parts of BitD was the ambition and drive of the PCs. In our game we were not just 'some scumbags', we were power hungry, vicious, and proactive! The GM definitely dropped fiction on us that lead to some scores, but it had none of the character of 'hooks', because he had NO plan as to what we would do, he was just complicating our lives.
So, just like what Bedrock said about players actively seeking out further, not immediately obvious, information. And what were you saying about hooks?
There are 'secrets' in Doskvol, but like most Narrativist play, they're not things the GM knows that the players don't. I read the setting before play, I know as much as anyone! Any secret that GM invents is something like "Oh, you went to the fighting pits to ask your contact about the new drug. The rumor is, someone from Brightstone is behind it." It is just another bit of fiction added to the loads that already exist. Some PC is then going to go off and trail someone somewhere or whatnot, as described by one of the players, and find the location for the drug bust score, or whatever they decide to do. Or maybe that player will just have his character go score some and take up a new vice...
Thought I'd throw this in there as a counterpoint to @hawkeyefan being liberal with information.

Again with the GM-focus.
Again, when the players seem to be at loose ends, if they are LOOKING for the logic for a score, then sure enough the GM is free to give them something! BitD is kind of unique this way in a sense, because the basic situation is a premise of the game, we're doing scores. It isn't like the game could go in some radically different direction. Scores are the action, but what the game is actually ABOUT is the character's situation in a crapsack world.
This is tacked on at the end. Harper spends 844 words across 8 paragraphs talking about GM-provided opportunities, yet only a single paragraph consisting of 83 words for player-driven ones.
And there it is, follow the player's lead. However many words it is, it is the simplest and most straightforward technique, and the one that like 99.99% of the play I've done in BitD consists of.
From the Entanglements section:

Sounds an awful lot like random encounters to me. But let's have a look at the actual entanglements.

Literally, the first one. I don't see how that can be considered anything other than an encounter.

Second one. I can see that being a hook. Also GM-driven.
I'm not going to paste each one, so I'll sum up the rest:
  • demonic notice - hook
  • flipped - consequence
  • gang trouble - encounter
  • interrogation - encounter
  • questioning - consequence
  • reprisals - encounter
  • rivals - encounter
  • show of force - hook
  • unquiet dead - encounter/hook
  • usual suspects - consequence
So, a fair mix, but a plurality of encounters.
No, you are misunderstanding entanglements. They come during 'downtime' at the end of a score, or fictionally maybe even a bit later, but they're tied to the last score. IME they are NOT fights. Look at the 'arrest' one, the PC's choices are to pay off the cops, give up one of their crew or one of their minions (and that ties you into the whole subgame of operating in prison), or evade capture, which is going to generally involve tossing the dice, maybe spending some stress or another resource and thus avoiding cash payment or incarceration. This is not a random encounter, the cops CAME FOR YOU. The cops in Doskvol are not nice guys, they don't enforce the law, they are a force that the government uses to put a boot on your neck. This is simply showing you how the world works, and possibly generating some useful fiction that can be riffed on.

MOST of the other entanglements are similar. They require you to do something, or else expend resources, and they spin out additional fiction that will often brew up into reasons to make a score, while demonstrating how nasty and brutish life is for you in Doskvol. I think you see them through a trad lens, as I think you see the whole "GM giving hooks." The people I've played with are fairly experienced Narrativist RPGers, so in our play neither of those elements came across much as you describe them.

Again, an entanglement maybe ONCE in our game was just a straight up fight type of thing. Heck one of them I distinctly remember was me suggesting that The Hive sent us a golden bee, essentially notifying our crew that we were now on their radar and needed to pay them off or something. Typical of us, we melted the bee down and used the resulting coin for our own purposes. The Hive wasn't amused! And noting that up to that point The Hive wasn't even part of the game, I just thought it sounded cool and they supposedly operated in our district, so...
 

Just something I want to comment on trying to catchup on this thread...

We have posters discussing how they do not like the restrictions placed on the GM particularly those found in Narrative games.
In the same vein they argue that restrictions on players choices are important/necessary to highlight key peculiarities of the setting.

I find that amusing.
Strangely, GMs and players have different roles.
 

My experience is this: that someone (eg you, or @Micah Sweet) posts that you don't want any constraints on the GM.

I reply taking that literally, and - as per this post of yours I'm replying to - you tell me you don't mean it literally.

Then I try and talk to you about constraints, perhaps drawing comparisons to my own experience or conjecturing principles and heuristics that seem like they might be applicable to a trad-ish sandbox-sort of game. And you (or Micah Sweet or whomever) tell me that I'm wrong, and that no such principles or heuristics apply.

Hence pushing me back to the literal reading of the claim. Only to be told it's wrong. Etc.

So I guess I'll ask up front: what constraints do you think govern the GM playing in a trad-ish sandbox-sort of game?
Ones they put on themselves, like "emphasize setting logic and verisimilitude in your decision-making", or the ever-popular, "don't be a jerk".
 

Perhaps ironically, then, I find the culture-of-play matters more in this context--because, especially in a crowd that generally holds that system either doesn't matter at all, or matters only very minimally, the non-system components of the play experience take on a great deal more influence.

A culture of play that (frequently) declares that system either doesn't matter at all, or is only minimally relevant, is one where the mores and discussion clearly are supposed to carry more weight.
Ok. It's not my position. I like rules and I like the OSR. I just don't like rules that impinge on the GM's traditional role.
 

I just find that games which shove important components under the rug and pretend they don't exist, frequently run into problems by failing to actually do the stuff that component covers. Worse, because the component is assiduously kept out of sight, it becomes extremely difficult to identify where the problem is, because not only is it kept out of sight, nobody ever wants to bring it into sight for any reason, making fixes way more difficult than they should be.
Well, my way seems to work pretty well for me without narrative-enforcing mechanics, and I suspect I'm not the only one.
 

I've said much the same thing, that what I think might be fun in the moment doesn't take priority. It's still a consideration of course but I value consistency and logic over what I might consider fun in the moment. Often I find it leads to a better story in the long run.

Kind of similar when I really want the BBEG to get away so I can continue to use them. I could always come up with some way for them to escape because it could be a "better" storyline.
If I make a bad guy escape because it's what I want, when the party would otherwise have won, that's railroading. You're invalidating the players' decisions and actions to accomplish something that you want to happen. I won't do that.

Sometimes the BBEG gets away and sometimes he doesn't, but if he does get away, it's because he had the means in the fiction prior to the encounter, such as teleport memorized, and managed to do so fairly. Other times the party comes up with a good plan or gets lucky and they win.
 

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