since you started this tangent by claiming your game was more empowering because you have to set up encounters in a specific way that was different from how
@robertsconley set up his.
I went back upthread to trace the origin of this subthread, and given the direction it’s taken, I believe it’s worth responding to the following post directly.
When
@hawkeyefan asked robertsconley why/how he decided that the PCs would encounter the lovers as they did, robertsconley appeared to feel obliged to produce quite a complicated explanation in terms of GM tracking of backstory:
It’s not complicated at all. Deceits of the Russet Lord begins with a situation already in motion. One of the events is a young couple fleeing the village of Woodford after being encouraged to do so by Andalis, a servant of the Russet Lord. Their journey begins at a specific moment in time, as described in my earlier post.
In a standalone scenario, such as one run at a convention, the inciting incident is a commission from the bishop tasking the group with collecting overdue tithes. As there's usually no reason for the party to delay, they leave promptly, and the encounter with the star-crossed lovers reliably occurs. Had the party delayed, I would have gone along with it. For one-shot sessions, the only likely reason to delay would be to gather more information about the abbot.
In a campaign, there are multiple ways the party could intersect with the situation in Woodford. The first time I ran this adventure, the encounter with the couple was the inciting incident, and the party became focused on getting them to safety and returning them home.
To summarize the setup:
Andalis, following the Russet Lord’s command, encourages the couple to flee, knowing this will likely provoke Sir Osdir, the girl’s father, and the bailiff into arresting the boy’s father, Hanleric the Smith, on charges of kidnapping and corrupting the knight’s daughter. This will be the final spark in an already volatile situation caused by indifferent monks and Sir Osdir’s petty mismanagement, setting off a peasant revolt. When that happens, Andalis will alert a nearby orc encampment that Woodford and its shrine are vulnerable.
What unfolds as a result of the party encountering this situation depends on their choices, and when I’ve run it multiple times, it has played out differently each time, often in very different ways. But the focus isn’t on testing the players’ beliefs and motivations. It’s about letting them experience the situation as it exists at that particular moment in time and seeing how they choose to respond.
Where does the encounter "exist", such that the players are able to have their PCs "bypass" it?
This question assumes encounters exist to serve a specific function, which reflects how RPGs like Burning Wheel structure their fiction around challenging character beliefs and motivations.
By contrast, in my Living World sandbox approach, the goal is to bring the setting to life in a way that makes the players feel like they are visiting a real place. Encounters are bypassed all the time because, as in life, you can choose not to engage, or your actions may cause you to miss something already in motion, like a runaway couple leaving before you arrive.
Which of us is the more empowered GM?
Neither. We each accept specific responsibilities based on the structure of our campaigns. The creative challenge involved in fulfilling those responsibilities is what inspires us and keeps us in this hobby.
To me, this is an example of what
@Campbell posted about upthread, of treating a certain sort of RPG - basically, conventional D&D - as normative.
The typical reply here would be to argue that D&D is normative because it dominates the hobby in terms of popularity, publishing, and visibility.
But that’s not your point, or Campbell’s. You're using “normative” in the sense of issuing value judgments. In plain terms, you’re accusing
@AlViking of saying D&D is the only correct way to play. But that’s not what he’s saying, and you know it. Otherwise, you would have said so directly, instead of framing it in a way that derails the discussion into debating D&D’s market dominance rather than actually engaging with @AlViking’s position.
And you don’t seem to have a real rebuttal to his position, because both his and your approaches work equally well, given their respective assumptions.
The concept of bypassing an encounter is an interesting one.
When I GMed Prince Valiant, I made decisions as a GM about who the PCs encounter, intended to frame them into interesting situations that would require the players to make choices about how their knight errants respond.
that would require the players to make choices about how their knight errants respond.
Why?
More specifically, why do you require the players to make choices about how their knights errant respond? I’ve explained why I run Living World sandbox campaigns: I want players to feel like they’re visiting a real, evolving world. What motivates your preference for requiring players to make dramatic character choices? What is the purpose?
Upthread,
@thefutilist wondered what it would be like to play my style of campaign. One of their concerns was whether they’d have to ask questions and do investigations before "getting to the good stuff." But that’s not a problem, because for my players, asking questions is part of the experience. They want to feel like they’re exploring a place either geographicall, socially, or both.
It’s like visiting Greece: you can take a tour bus from your hotel straight to the Parthenon, or you can walk the streets of Athens, talk to locals, and experience the life of the city. The first is efficient and curated; the second is more physically demanding but immersive. Neither is better. They’re simply different ways to experience a place and have their respecitve upsides and downsides.
Your Prince Valiant sessions aren’t about the players living in King Arthur’s world as their characters, they’re about testing how they respond as their character to specific dilemmas within Prince Valiant's version of that world.
And it sounds like a good premise for a campaign. Just as a good as running a campaign in a way that feels the players feeling they just have visited the world. Understanding why you feel the way you manage your campaigns I think will further everyone's understanding of your approach.