Crimson Longinus
Legend
It might have been easier had you lead with the explanation, if you felt it would be illustrative.After what fact?
I mean, instead of conjecturing, you could ask how the play worked.
It might have been easier had you lead with the explanation, if you felt it would be illustrative.After what fact?
I mean, instead of conjecturing, you could ask how the play worked.
In many religions, I'll go so far as to say most, the participants in the religion petition the supernatural for intervention and assistance - whether by prayer, or offering, or dedication, etc.Exactly. The players should know whether they can petition a god for favors or not.
In many religions, I'll go so far as to say most, the participants in the religion petition the supernatural for intervention and assistance - whether by prayer, or offering, or dedication, etc.
To me it would be a bit counterintuitive for a D&D setting to be different in this respect.
Interesting.I have never been in a group that didn't include at least one person (often several) that would push the boundaries of what the DM would let them get away with as far as they could.
In many religions, I'll go so far as to say most, the participants in the religion petition the supernatural for intervention and assistance - whether by prayer, or offering, or dedication, etc.
To me it would be a bit counterintuitive for a D&D setting to be different in this respect.
This is formally represented in most D&D games by casting divine spells.In many religions, I'll go so far as to say most, the participants in the religion petition the supernatural for intervention and assistance - whether by prayer, or offering, or dedication, etc.
To me it would be a bit counterintuitive for a D&D setting to be different in this respect.
Is that quote from one of your narrative-focused game designers? I think I've seen it from you before.Interesting.
The whole language of "pushing boundaries", and the notion of the GM as a controlling force who might "let them get away with" stuff reminds me of this:
The key assumption throughout all these games is that if a gaming experience is to be intelligent (and all Fantasy Heartbreakers make this claim), then the most players can be relied upon to provide is kind of the "Id" of play - strategizing, killing, and conniving throughout the session. They are the raw energy, the driving "go," and the GM's role is to say, "You just scrap, strive, and kill, and I'll show ya, with this book, how it's all a brilliant evocative fantasy.".It's not Illusionism - there's no illusion at all, just movement across the landscape and the willingness to fight as the baseline player things to do. . . . The Explorative, imaginative pleasure experienced by a player - and most importantly, communicated among players - simply doesn't factor into play at all . . .
It's that last sentence in particular that I'm reminded of: the notion is of a player who is approaching the game without any apparent care for the shared fiction as a fiction.
A bit like @soviet, this isn't really a thing I encounter with the people I play RPGs with.
I think there's some connection to the immersion concept there still, in that both are about trying to avoid some kind of dissonance. Setting aside whatever immersion means, to both try to accomplish a goal using limited resources and to simultaneously have abilities that you use in service of a different goal is a potentially awkward source of doublethink. If the goal was only to produce the most pleasing (or whatever end is preferred) fiction, then the whole design should probably be different.Far more than the concerns about immersion, I think there's a divide between how concerned people are about whether or not players would push the boundaries of their ability to narrate.
That's why issues get framed as "Well then, what stops them from just doing X?"
And I think @Lanefan spoke to that directly when he said several pages back that as a player, he of course will press the boundaries of any ability as far as possible.
I mean, it doesn't sound that far from a video game. Like there's a quest and you can engage with the quest in the predetermined manner, or you can like go off and kill pigs in the forest!
A couple things here.
Do you view character creation as part of play?
Do you see how what you're saying here is basically "all this stuff requires DM approval"? You even tend to attribute this to the worldbuilding or setting or work the DM has already done.
Now, it's fine if you and your players are satisfied with that... but when we're talking about player contribution, let's acknowledge that it's limited in the method you're describing.
Well, no... there's rule zero, right? I mean... the word rule is right there in the name.
This whole conversation is about finding ways to tweak what exists to make the participants happy. So in that sense, who cares if it deviates from the rules? That's the point!
Maybe that's part of the problem?
I mean, if I had a player who entered "Verbobonc" as his home city, I'd expect there to be some connections there. That the decision mattered in some way.
Did the player pick Odin out of some interest in playing a cleric of Odin? Did he bring Odin to the setting? Or did he simply pick Odin from a list of available deities and their associated subclasses, and go with Odin? Or did he just cover his eyes and plop his finger down on the page and it happened to land next to Odin?
It's not a problem, but it is an obvious influence, maybe even bias, not shared by most of your fellow posters that needs to be called out IMO. None of us have been shy about where we're coming from, or even asking for ways to do things differently
A game in which players have more control over the game than their PCs have in-setting is not satisfying to me, because it feels unrealistic to me. I have no interest in playing a D&D-style RPG that way. At all.