TwoSix
Everyone's literal second-favorite poster
Well at least you admit to it.
Yes, sort of like how I also admit to giving money to charity and helping old ladies across the street.
Well at least you admit to it.
That's an excellent summation of one of the core issues. Yes, as a player, I do want that autonomy. I still think the DM is necessary to play the antagonists, and to adjudicate the player's results into the game's fiction.
Well at least you admit to it.
Not only should the DM be constrained when making decisions in encounters, the players should be empowered when making narrative decisions.
Also, the players should be able to effect the game world. If the Dm introduces a new NPC, an old soldier from the last war, and my character says "I heard about you. My uncle served with you in the war." the DM should go with it so long as it fits with my character and can be adapted into his narrative.
Not only should the DM be constrained when making decisions in encounters, the players should be empowered when making narrative decisions.
If I'm sitting around the table eating my Doritos and drinking the Dew, I daresay I'm not "participating" in the adventure, either, immersion be darned.Actual play isn't a narrative, its actual play. Actual play is happening now, in the moment. If you are narrating an adventure you aren't participating in it.
I have to disagree with Exploder Wizard and Scylla. I think they are taking the argument too far.
IMO, the goals of say, Rule of DM players and Rule of Rules players are the same. They want to envision what their characters might do and then execute it. Neither necessarily wants to control success. It's a question of process, not results.
Rule of DM players (in general) desire a certain freeform process that, for them, allows them to innovate and improvise, be it as player or DM. They don't want to spend a lot of time on system/rule mastery.
Rule of Rules (in general) players desire a consistent, stable process that, for them, allows them to make informed action decisions without a lot of intangible variability.
That's where the creativity comes in. First of all, how do you know that the player's uncle didn't know him? If the guy says "My name's Sir Johan Tumblebritches, and I served in the Army of the Light during the Great Crusade against the Orcs," have you really defined every interaction that the NPC has ever had?That just seems crazy to me. Unless I as the DM actually wanted such a connection to exist (and if I did I would actually check with you first before making such and in game proclaimation). How do you know this NPC is really who he claims to be and not another soldier or creature or assasin or spy etc etc. Now as the DM I have pull you aside and say um dude thats a problem your uncle didn't know him. Now I have the tell the group you're mistaken and have effectivle flagged to the entire group that something is up with this guy.
Most narrative games have rules to determine just how far the player's rights to make determinations go. Contrast a typical FATE game like Dresden Files versus, say, Fiasco.Furthermore where does the madness stop can you suddenly proclaim you're are the nephew of the mayor since the party is headed to meet him to talk about a job? Can you spontaniously decide you are the brother of the archmage who rules the local magic guild when you want to buy components or apply for membership?