Micah Sweet
Level Up & OSR Enthusiast
So you might as well ask the PC if they would accept the result and simply forgo rolling.Its a carrot, not a stick.
So you might as well ask the PC if they would accept the result and simply forgo rolling.Its a carrot, not a stick.
This is what every game designer should be thinking IMO. Make the game you want to play.In the case of Pendragon, I suspect Stafford would view it that people who didn't want to engage with what he was doing fundamentally wanted to be playing a different game. Engaging with what the Virtues and Flaws made you do was, best I can tell, what he considered the important part of the game play, so if you didn't want to do that, you were fundamentally playing the wrong game.
for the manipulee, yes, for the manipulator it's a big fat nothing isn't it?Its a carrot, not a stick.
Your analysis falls apart a bit before it even starts, because you've put the GM in the position of having to frame scenes (a very NY approach where action is more expected to jump from one discrete scene to the next with little if any detail given to what happens between the scenes) rather than just narrate the results of resolved player-side actions on an ongoing basis without much regard as to whether or not that narration forms a discrete "scene".Another possible insight. I will here look at 3 semi-fictious extreme styles of play I am going to shorthand railroady (RRY), sandboxy(SBY) and nary(NY). In all of these playstyles GM has the ultimate responsibility for framing scenes.
In RRY play, the GM don't care about player input at all, but are free to frame scenes according to their own grand vision.
In SBY play the players are responsible to explicitely indicate what their characters are after here and now trough action and intent descriptions. The GM is obligated to take this into consideration when framing the scene.
In NY play the players are responsible to communicate clearly what is important for and about their characters trough character descriptions and other "flags". The GM is obligated to take this into account when framing the scene.
There's a further difference: in NY play the focus is much more on individual characters where in SBY play it's on the party as a whole. (RRY play doesn't care much about the characters either way)Let us look at a few of the concepts we have been looking at in this thread. Be a fan of the characters are an essential tenet of NY, as that neatly summarises the last GM obligation. However it serve no scene framing purpose in RRY play. For SBY it seem like innefficient/unneccessary advice, as the players are supposed to be explicit about their desires for the new scene trough their actions. The nature of the characters that the fandom is fixated on is not supposed to be taken into account.
In SBY play the players are free to, to some extent at least, make their characters' lives boring if they want to simply by declaring actions likely to lead to boring results. Not so much in NY play.For the players to make the character's life not boring also looks different in terms of scene framing. For NY, this involve making sure that the implicit signals about who the character is are inspiering the GM to frame not-boring scenes for that character. In RRY play this advice hardly make sense, as the players are in no position to affect the scene framing at all. In SBY play however, for players to make their life not boring in terms of scene framing would require them to indicate not boring actions and intent. This can make perfect sense, but will get expressed very differently in SBY play than in NY play.
In SBY play it's expressly the players' job to restart a stalled scene or situation. If they don't, the GM in theory just sits there and waits.Finally, all styles of play want to prevent a failed roll from stalling the game - that is after a failure there should (still) be an interesting scene. A technique to assure this is that the GM bakes a reframing of the scene into the failure narration, making sure that reframed scene is interesting. This technique works fine for NY and RRY play. However it do not work for SBY play in general, as the GM do not have enough information to frame the scene according to their obligation. The players need to be given a chance to explixitely state an action and intent as input to the new framing for the GM to follow their SBY obligation.
So you might as well ask the PC if they would accept the result and simply forgo rolling.
This is what every game designer should be thinking IMO. Make the game you want to play.
Ok, on the first list, I do all 4 things, but it is far from exhaustive. I make rulings, negotiate player disputes, suggests new auxilary game systems, portray unpreped npcs without making any move to mention a few things.So why is it unwelcome to you? What exactly on those lists would actually prevent you from running the way you like to run? What on those lists are you not already doing as a GM?
for the manipulee, yes, for the manipulator it's a big fat nothing isn't it?
Uhhh...yes? Why else do we do this, as opposed to playing a board game or card game?That certainly makes it sound like the “purpose of a role-playing game” is a bunch of in-character dialogue and thespianism;
"Moved past" it to what, though? Game-izing the in-character dialogue piece is in no way a forward step, so how have we moved past anything?that might have been the conventional wisdom 25-30 years ago, but I think we’ve moved past that.
I think you missed the point. SBY play is not what you would call sandbox play. Similar for the other two. They are (semi)fictitious play styles defined by their scene framing technique. Their entire purpose is to serve as an example of how concepts like the ones we have talked about in this thread can behave very differently depending on playstyle.Your analysis falls apart a bit before it even starts, because you've put the GM in the position of having to frame scenes (a very NY approach where action is more expected to jump from one discrete scene to the next with little if any detail given to what happens between the scenes) rather than just narrate the results of resolved player-side actions on an ongoing basis without much regard as to whether or not that narration forms a discrete "scene".
That said and noted, however....
My take:
In RRY play the GM narrates whatever she likes in whatever format she likes, the players' input is token at best. If the players do nothing, the GM just keeps on truckin'. Setting comes first.
In SBY play the GM narrates in direct reaction to what the players have their characters try to do, ideally at the same level of granularity as the players' actions. If the players do nothing, nothing happens. Setting comes first.
In NY play the GM sets and describes discrete scenes, that often appear as set pieces even if made up in the moment, in response to what the players have their characters try to do. If the players do nothing, nothing happens. Setting comes last.
There's a further difference: in NY play the focus is much more on individual characters where in SBY play it's on the party as a whole. (RRY play doesn't care much about the characters either way)
In SBY play the players are free to, to some extent at least, make their characters' lives boring if they want to simply by declaring actions likely to lead to boring results. Not so much in NY play.
In SBY play it's expressly the players' job to restart a stalled scene or situation. If they don't, the GM in theory just sits there and waits.

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