Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7582733" data-attributes="member: 42582"><p>The only definition of <em>actor stance</em> that I'm familiar with is <a href="http://www.indie-rpgs.com/articles/4/" target="_blank">Ron Edwards's</a>:</p><p></p><p style="margin-left: 20px">In <strong>Actor </strong>stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have.</p><p></p><p>This is a particular <em>mode of </em>or <em>orientation towards</em> action declaration. It says nothing about <em>who gets to decice</em> what knowledge and perception the character would have.</p><p></p><p>Here are the other "stances" <a href="http://www.indie-rpgs.com/articles/4/" target="_blank">that Edwards identifies</a>:</p><p></p><p style="margin-left: 20px">In <strong>Author </strong>stance, a person determines a character's decisions and actions based on the real person's priorities, then retroactively "motivates" the character to perform them. (Without that second, retroactive step, this is fairly called <strong>Pawn </strong>stance.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In <strong>Director </strong>stance, a person determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events. Therefore the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.</p><p></p><p>When the RuneQuest books say that players should have their PCs cooperate because that is necessary for the game to be fun, that's an example of advocating <em>author stance</em> - that is, making decisions for one's character based on real-world (or, if you prefer, <em>metagame</em>) priorities (in this case, having fun playing the game). I would be absolutely gobsmacked if there is not quite a bit of this in [MENTION=23751]Maxperson[/MENTION]'s game. Even [MENTION=29398]Lanefan[/MENTION] on these boards, who is more purist than Maxperson about the issue of "artificial" cooperation between PCs, has told anecdotes of doing stuff with one's PC because it's fun/exciting in the real world. Which is to say that even [MENTION=29398]Lanefan[/MENTION] plays in author stance from time-to-time.</p><p></p><p>Every time a player has his/her PC pick up on an "adventure hook" because it seems like it would be more fun in play than hanging out at the thermal baths, we have author stance.</p><p></p><p>It seems likely to me that players in Maxperson's game adopt director stance only during character creation - for instance, they are not allowed to introduce new backstory elements during the course of play. But deciding that my PC knows about trolls isn't an example of Director Stance. Deciding that s/he knows about them because Old Uncle Elmo told him/her is Director Stance <em>only if</em> the existence of Uncle Elmo and his tale telling hasn't yet been established as part of the fiction.</p><p></p><p>Deciding that my PC wants to use fire to attack these trolls <em>because</em> I want to get the encounter over and done with would be an example of author stance. If I don't offer some story to explain <em>why</em> my PC wants to use fire, then it's pawn wtance.</p><p></p><p>If I don't <em>know </em>very much about what my PC does or would know - which is very common in D&D play (eg consider the starting set up for most classic modules) - then most action will be pawn stance for the simple reason that my PC <em>has</em> no knowledge, perceptions and motivations outside mine as a player knowing what the game expects. Conversely, to adopt actor stance in playing my PC I need a reasonably rich sense of what my PC knows and wants. Normally that would be established before play (if it's established by the player <em>during</em> play then we're back into author stance). No version of D&D I'm familiar with says that this is the sole prerogative of the GM: classic D&D (OD&D, B/X, Gygax's AD&D) are silent on this matter, while 4e clearly says that the player establishes background and can establish quests for his/her PC. As I already posted, perhaps the 2nd ed AD&D DMG says that this is the sole prerogative of the GM - that's not a book I've ever read.</p><p></p><p>He, as referee, is deciding <em>what the PCs do or don't know</em>. That's not holding players to actor stance (assuming you're using that phrase in the only way I'm aware of it ever having been defined). That's <em>deciding what it is that the PC knows</em>, and treating that as the GM's exclusive prerogative.</p><p></p><p>Whether or not it's "a degenerate form of MMI" isn't something for me to judge - presumably it's flourishing at Maxperson's table. But it's clearly a very strong form of GM gating.</p><p></p><p>EDIT:</p><p>But, as per the quote that follows, you appear to take the view that there is such uncertainty in respect of <em>anything</em> that has not actually been revealed in play.</p><p></p><p>If a player is not entitled to impute any knowledge to his/her PC other than what has actually been encountered in play, moving beyond pawn stance will be very difficult.</p><p></p><p>(Which is certainly a very traditional way to play D&D: modules like ToH, Keep on the Borderlands, the Pharoah series, Isle of Dread, all the ones being republished in Yawning Portal and by Goodman Games, etc assume pawn stance as the default: that is, that players will make certain choices because <em>that's how the game works</em>, and the question of why the PC would make that choice isn't expected to be raised, let alone answered.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7582733, member: 42582"] The only definition of [I]actor stance[/I] that I'm familiar with is [url=http://www.indie-rpgs.com/articles/4/]Ron Edwards's[/url]: [indent]In [B]Actor [/B]stance, a person determines a character's decisions and actions using only knowledge and perceptions that the character would have.[/indent] This is a particular [I]mode of [/I]or [i]orientation towards[/i] action declaration. It says nothing about [I]who gets to decice[/I] what knowledge and perception the character would have. Here are the other "stances" [url=http://www.indie-rpgs.com/articles/4/]that Edwards identifies[/url]: [indent]In [B]Author [/B]stance, a person determines a character's decisions and actions based on the real person's priorities, then retroactively "motivates" the character to perform them. (Without that second, retroactive step, this is fairly called [B]Pawn [/B]stance.) In [B]Director [/B]stance, a person determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events. Therefore the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.[/indent] When the RuneQuest books say that players should have their PCs cooperate because that is necessary for the game to be fun, that's an example of advocating [I]author stance[/I] - that is, making decisions for one's character based on real-world (or, if you prefer, [I]metagame[/I]) priorities (in this case, having fun playing the game). I would be absolutely gobsmacked if there is not quite a bit of this in [MENTION=23751]Maxperson[/MENTION]'s game. Even [MENTION=29398]Lanefan[/MENTION] on these boards, who is more purist than Maxperson about the issue of "artificial" cooperation between PCs, has told anecdotes of doing stuff with one's PC because it's fun/exciting in the real world. Which is to say that even [MENTION=29398]Lanefan[/MENTION] plays in author stance from time-to-time. Every time a player has his/her PC pick up on an "adventure hook" because it seems like it would be more fun in play than hanging out at the thermal baths, we have author stance. It seems likely to me that players in Maxperson's game adopt director stance only during character creation - for instance, they are not allowed to introduce new backstory elements during the course of play. But deciding that my PC knows about trolls isn't an example of Director Stance. Deciding that s/he knows about them because Old Uncle Elmo told him/her is Director Stance [I]only if[/I] the existence of Uncle Elmo and his tale telling hasn't yet been established as part of the fiction. Deciding that my PC wants to use fire to attack these trolls [I]because[/I] I want to get the encounter over and done with would be an example of author stance. If I don't offer some story to explain [I]why[/I] my PC wants to use fire, then it's pawn wtance. If I don't [I]know [/I]very much about what my PC does or would know - which is very common in D&D play (eg consider the starting set up for most classic modules) - then most action will be pawn stance for the simple reason that my PC [I]has[/I] no knowledge, perceptions and motivations outside mine as a player knowing what the game expects. Conversely, to adopt actor stance in playing my PC I need a reasonably rich sense of what my PC knows and wants. Normally that would be established before play (if it's established by the player [I]during[/I] play then we're back into author stance). No version of D&D I'm familiar with says that this is the sole prerogative of the GM: classic D&D (OD&D, B/X, Gygax's AD&D) are silent on this matter, while 4e clearly says that the player establishes background and can establish quests for his/her PC. As I already posted, perhaps the 2nd ed AD&D DMG says that this is the sole prerogative of the GM - that's not a book I've ever read. He, as referee, is deciding [I]what the PCs do or don't know[/I]. That's not holding players to actor stance (assuming you're using that phrase in the only way I'm aware of it ever having been defined). That's [I]deciding what it is that the PC knows[/I], and treating that as the GM's exclusive prerogative. Whether or not it's "a degenerate form of MMI" isn't something for me to judge - presumably it's flourishing at Maxperson's table. But it's clearly a very strong form of GM gating. EDIT: But, as per the quote that follows, you appear to take the view that there is such uncertainty in respect of [I]anything[/I] that has not actually been revealed in play. If a player is not entitled to impute any knowledge to his/her PC other than what has actually been encountered in play, moving beyond pawn stance will be very difficult. (Which is certainly a very traditional way to play D&D: modules like ToH, Keep on the Borderlands, the Pharoah series, Isle of Dread, all the ones being republished in Yawning Portal and by Goodman Games, etc assume pawn stance as the default: that is, that players will make certain choices because [I]that's how the game works[/I], and the question of why the PC would make that choice isn't expected to be raised, let alone answered.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
Top